The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Hyper DBZ => Topic started by: Iced on April 05, 2014, 05:48:51 pm

Title: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: Iced on April 05, 2014, 05:48:51 pm


( gonna copy the video description )

Hyper Dragonball Z was a hit on arcades in the summer of 1999, with its timed unlocks and classical art direction, it was a hit and soon became a cult sensation. The game had several CPU only fights, including the very infamous Kid Buu, who was faced as the final boss and was able to counter just about anything you threw at him!

Actually no, that's a lie. This game never had a release, because it doesn't exist.What you've had the pleasure of witnessing is the culmination of several years of work by true Dragonball Z fans, a small group of fighting games afficionados and the moving pieces and parts were coded in freeware indie fighting game engine, Mugen.

Team Z2 was responsible for the code and animations you've just seen in action.

Our motivation was born from seeing the many official and unofficial games that DBZ has spawned over the last years. Usually packed with tons of characters, those games have always left us with a bad taste in our mouths.
This demo is based on games in the vein of Capcom's Street Fighter and Darkstalkers, adapted and fine-tuned to represent Dragonball's highly cinematic action in a way that actual combat means more than repeating the same combination of buttons over and over again.

This is how we envision a perfect Dragonball game. Gone is the sensation of every character being interchangeable and having the same style of fighting.
Instead, we have characters with beautiful animations, cinematic moves, skillful combos, interesting movesets, unique traits and the kind of fanservice that'd make any Dragonball fan smirk. We drew from all sources and we committed to our vision, which we share with you.

The graphics have that 2D charm that, in our opinion, was lost in the transition to 3D games.
The gameplay is intense, pulse-pounding and would look absolutely amazing in fighting game tournaments such as EVO. Counters, Air Combos, Dash Colissions, Super Projectiles, Beam Struggles, a large variety of fun character introductions and winposes... it's all in there. I can see people going insane over the intense battles that are possible.

We have in no way association with the DBZ license, we are mere fans. Our purpose is to show what CAN be made with the license. The moving bits of this presentation were made over time, with the effort of many.
We have 5 of these characters and 11 stages out there that anyone can try out. We have 3 characters unreleased and in several states of progress, we expect to put them out eventually as well.

This video was made mostly to make people aware that this exists. Why?
Because we love creating and we want to show our inner fire. Consider it a proof of concept. We knew this could be done with effort and talented people, all it takes is hard work.

Balthazar - Z2 captain, character spriter, main gameplay designer, maker of this video.
Iced - Idea Enginneer Extraordinaire, Z2 manager of sorts.
Cybaster - Character Programmer.
Daeron - Stage Spriter and programmer, character sprite assistant.
WizzyWhipItWonderful - Epic CPS2 music composer.
NoZ - Creator of the Saiyan Pride stage.
Infinite - Character AI programmer.
ShockDingo - Voice Actor for Freeza, Shenron and announcer.
RicePirate - Awesome Person and Voice Actor for Vegeta.
Philly Spider-Man - Voice Actor for Gohan.
The_None - Saibaman programmer.

The feedback we've received on these characters from the Mugen community has been very positive in general (if you didn't know, this was all coded in Mugen), but the mainstream audience doesn't really know they exist yet.
One of my greatest desires is to get some sort of acknowledgement from some people at Capcom or Bandai and from highly-regarded fighting game players.

Please leave us feedback and comments, we would love to see them!

Now, it's your time to help us. Help us get this video go viral. Like and Favourite it but most of all, SHARE it. That one kid you used to watch DBZ episodes with 10 years ago? Share it with him. Your parents, your boss? Link them up.
Any friends, family or contacts working at big game companies? Active in fightng game tournaments? Spread the word, share this video. I'm convinced we can do it!

If anything, I hope this video put a smile on your face.

Ronnie, a.k.a. Balthazar

P.S. SHARE YOUR ENERGY WITH ME!!!

P.P.S. Get your pre-packed sample here:
http://z2.smeenet.org/HyperDBZsample.rar

Or, you can grab the characters and stages seperately here :
http://network.mugenguild.com/balthazar/



To make things clearer, no, we are not doing a fullgame, but if we were this is what we would be aiming for, think of this as a sample work of what could be done.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 05, 2014, 05:56:57 pm
i had to pause at "To Win" because i was lolin
Title: Re: Hyper Dragon Ball Z
Post by: Omega on April 05, 2014, 05:58:47 pm
This is so real and epic looking man. This really deserves tons of viewers. It is also great to see something like this on Akira Toriyama's birthday. Maybe some news and or title change could be done with including a thank you to Toriyama's work for all these years. Because of him, we got to know many talented people as Balthazar, Daeron and many more.
Title: Re: Hyper Dragon Ball Z
Post by: Thagr8test on April 05, 2014, 06:09:55 pm
Man this game looks amazing and knowing how many countless hours it must have taken to make something like this real is staggering. You guys really deserve alot of credit and props for assembling such a creative and talented team. Best of luck!!!
Title: Re: Hyper Dragon Ball Z
Post by: Japanese Jesus on April 05, 2014, 06:12:14 pm
I am glad to see that my clarity Trunks w/ sword is in.

One question though: Why are you guys giving Capcom creds for your hard work?
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on April 05, 2014, 06:38:22 pm
Inspiration for controls style, combo style, graphic style of the visual effects (massively inspired from / based on the Darkstalkers style), music style (CPS2)
Yeah, Capcom didn't actually do anything that's in the video, but still.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 05, 2014, 07:00:24 pm
Just linked it on the r/Fighters reddit. Good luck to you guys.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 05, 2014, 07:14:56 pm
Tbh being released on Toriyama's birthday was a complete coincidence, Iced told me right after I uploaded it (well, after I made the video public). Still, quite an epic occasion!

ps. Damn Youtube, I had the video project at EXACTLY 05:00 minutes/18000 frames, why the heck does Youtube make it 05:01 mintues >>>>:(?

@ShockDingo: @WizzyWhipItWonderful: @Daeron: @The_None:
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 05, 2014, 07:32:57 pm
Just linked it on the r/Fighters reddit. Good luck to you guys.
thanks. I ask everyone to help us by sharing it as well. Spread it around.
Title: Re: Hyper Dragon Ball Z
Post by: Bastard Mami on April 05, 2014, 07:49:35 pm
congratulations on your release.
Title: Re: Hyper Dragon Ball Z
Post by: WizzyWhipitWonderful on April 05, 2014, 08:21:25 pm
I've already shared it with about 20 people!

I'm gonna get it out there!!!
Title: Re: Hyper Dragon Ball Z
Post by: Basara Lapis on April 05, 2014, 08:52:14 pm
I totally loved the video, I wished a DBZ game like this could be true for MUGEN, but at least I can conform watching this. So yeah, I'll share this to everyone knows about this ;) (if I didn't close my YT account, probably would be in my favourites list).

Congrats to whole Z2 Team for this video :D
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on April 05, 2014, 10:48:42 pm
There's a typo on the video... "populatiry"  ;P


By the way, would you like extra help in creating stages for the game? I don't want to commit to characters as I'm a lazy person, but stages are ok for me and usually work fast on them ;)
Title: Re: Hyper Dragon Ball Z
Post by: Ryūku Tsukuyomi on April 05, 2014, 11:16:53 pm
My god.
Title: Re: Hyper Dragon Ball Z
Post by: WizzyWhipitWonderful on April 06, 2014, 02:23:17 am
My god.

I know....

It's beautiful, isn't it?
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 06, 2014, 02:41:00 am
Would've been better to either hide the HUD or make a completely original one for the video. Those default winmugen fonts don't help at all. Also kinda funny to see back bars at the bottom and the top of the screen during envshakes, that's the kind of shit you get for using winmugen instead of at least mugen 1.0 :P

The mixing between low res graphics (Fights, sprites, main menu) and high res graphics (Character select background, intro, transition effects between scenes) also hurt the overall quality a bit.

Man, gone are the days when I used to break that Goku for betatesting, you guys sure made it far enough to have 4 or 5 chars, that's pretty cool :V
Title: Re: Hyper Dragon Ball Z
Post by: │ㄷ ▌ on April 06, 2014, 03:36:15 am
The fact I don't like you doesn't mean I don't deserve the credit. Freezer's bases weren't done magically by its own.

Don't get me wrong, I told to Cybaster to don't write me a paragraph or nothing in Freezer's credits and I erased my useless posts because that's me. We knew you didn't want me in your team but that's not professional.


Anyway I still think Gohan is a mere headswap, told that to Balthazar in his Bday, Piccolo's pants have different shading that doesn't make me take him seriously so I doubt he is a wip and Saibamen' sprites need a total revamp.

I think the font in the first part isn't that classic, it looks way too modern with the glow, maybe is just for the promo, but if it is the game intro it could be different, something more pixelated.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 06, 2014, 03:43:59 am
adult gohan has the same body build as goku and wears the same outfit, were you expecting all of his sprites to be radically different from goku's?

     Posted: April 06, 2014, 04:17:34 am
also you requested to not be credited so why would you expect to be credited here

and freeza's not even out

also i don't think that list in the first post is supposed to credit everybody, i'm sure there are people credited in readmes that aren't mentioned there. who cares
Title: Re: Hyper Dragon Ball Z
Post by: │ㄷ ▌ on April 06, 2014, 04:56:38 am
I know my attitude shows it so but please point us in which post I said so. I won't deny I didn't wanted to be un-credited but Im not that stupid, I was stupid enough like to help this team for nothing but not like to be un-credited.

Point us where otherwise you have no proof. Not even in PMs I said that. It may look the otherwise but I value the things I do. The only thing I don't value are forum posts.

Please analize this since it is the farthest you will get:
@Cybaster: now that Im on it, I remember you write a paragraph to thank the person you credit in your chars, for me, I politely ask you to just place my name on it and don't write me or nothing, I won't download Freezer, I told you I don't play mugen and it is preferable to stop showing interest for something I won't even play. :P

See? Just my name, you don't have to write me nothing if you don't want.

Sorry for the derailing but unless you show me where I explicitly wrote I wanted to be un-credited I see this as something not professional.

And I must care since it took me a year doing the bases.
Title: Re: Hyper Dragon Ball Z
Post by: Memo on April 06, 2014, 05:08:00 am
WOW...This needs to happen.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 06, 2014, 05:14:58 am
point us? what the fuck are you, venom?

here's where i got the idea that you don't want any credits. i don't know why you're bringing up a post you made 5 months ago like i'm (or anyone else is) supposed to remember
Quote
I told to Cybaster to don't write me a paragraph or nothing in Freezer's credits
this, to me, reads like you don't want a paragraph or anything in the readme. that you don't want to be mentioned. that you don't want to be credited. maybe you meant something else in that line, i chalk it up to your decidedly poor english. as far as i can tell you'll be credited in the freeza readme, because as far as i know cybaster credits all contributors. i am sure the list iced posted does not include everybody that contributed to the characters, and it's not supposed to be a list that mentions everybody. you're overreacting and being really fucking weird in general
Title: Re: Hyper Dragon Ball Z
Post by: Thagr8test on April 06, 2014, 06:17:58 am
sounds like a misunderstanding probably should have been handled in pm's because it brings unnecessary negativity to the thread.
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 06, 2014, 08:03:30 am
You might confuse some people you're introducing your works to for the first time with that Dragonball-version of Yamcha, while the rest remain Z-related characters.

Also thought the sample pack came with the screen pack and life bars and such shown in the video, not just a default Mugen with the 5 released characters.  Might want to clarify that.

Slightly unrelated, just noticed from the link to Balthazar's site.  Saibamen's description has a typo. (http://i136.photobucket.com/albums/q170/LlongJohnKiller/SaibamenTypo_zps0d0915b6.png)  And Goku's become Vegeta. (http://i136.photobucket.com/albums/q170/LlongJohnKiller/GokuTheBadman_zps5e4bb458.png)

Otherwise, yeah, pretty epic looking, guys.
Title: Re: Hyper Dragon Ball Z
Post by: Shockdingo on April 06, 2014, 09:54:04 am
Just linked it on the r/Fighters reddit. Good luck to you guys.
thanks. I ask everyone to help us by sharing it as well. Spread it around.

Aaaaaaaaaand shared across twitter, tumblr etc. : D
Looks great guys!
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 06, 2014, 10:14:44 am
Strenght should be strength.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 06, 2014, 10:28:43 am
Ok thank man, fixed!
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 06, 2014, 10:50:15 am
Spoiler, click to toggle visibilty
To Chamat:
In the credits: "...and many more..." so you're also credited in some way.
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 06, 2014, 12:42:35 pm
It might sound stupid and probably also depends on how much sprites are also based on existing animations, but did you guys ever think about actually purchasing the Dragonball licence for this?- generating money over kickstarter then would cause no problem. There are some kickstarters where the teams actually purchased quite famous licences in order to make their project happen.

If you'd make a kickstarter you could have goals be certain more characters - like Muten Roshi from DB for example.



Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 06, 2014, 01:00:26 pm
Sure, how much would such a thing cost though, purchasing the DBZ licence? Like a million billion dollars?
I'm not familiar with those kind of things.
Title: Re: Hyper Dragon Ball Z
Post by: Chazzanova on April 06, 2014, 02:13:26 pm
Pretty cool trailer :) Keep it up.

EDIT: In some future, are you guys gonna use force's Trunks sprites?
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 06, 2014, 02:29:07 pm
Sure, how much would such a thing cost though, purchasing the DBZ licence? Like a million billion dollars?
I'm not familiar with those kind of things.

https://www.kickstarter.com/projects/combitstudios/river-city-ransom-underground

They got the licence for example. I dont know about it either, but seeing that this very very famous game will be continued by fans with the licence makes me want to believe that it might be possible to get the licence for your game as well, defining it for example as a sequel to SB, HD or DragonballZ (for Arcade). While it all might sound like dreaming, doing some research in that matter wont hurt I think :)



also is this for real?/from you guys?  https://www.facebook.com/HyperDBZ
Title: Re: Hyper Dragon Ball Z
Post by: Formerly Hoshi on April 06, 2014, 05:59:42 pm
Sure, how much would such a thing cost though, purchasing the DBZ licence? Like a million billion dollars?
I'm not familiar with those kind of things.
Don't do it. They'll only turn it into a mobile game.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 06, 2014, 06:05:46 pm
Don't worry, I don't have a million billion dollars handy anyway ;)
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on April 06, 2014, 06:29:04 pm
We should do a kickstarter so you can get the license so we can do a kickstarter!
Title: Re: Hyper Dragon Ball Z
Post by: Red hood on April 06, 2014, 06:39:05 pm
Just linked it on the r/Fighters reddit. Good luck to you guys.
thanks. I ask everyone to help us by sharing it as well. Spread it around.
i will do my part for helping you to have viewers.
Title: Re: Hyper Dragon Ball Z
Post by: StormEX on April 06, 2014, 06:45:53 pm
We should do a kickstarter so you can get the license so we can do a kickstarter!
I 100% agree with this idea :)
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 06, 2014, 06:50:20 pm
also is this for real?/from you guys?  https://www.facebook.com/HyperDBZ

Same question.
Title: Re: Hyper Dragon Ball Z
Post by: Basara Lapis on April 06, 2014, 06:55:32 pm
Well, I can conform with a typical MUGEN fullgame with this, if you ask me :P

I mean, there's enough material to ensemble a great fullgame here
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 06, 2014, 06:55:53 pm
the fb page is legit
Title: Re: Hyper Dragon Ball Z
Post by: Omega on April 06, 2014, 06:56:10 pm
Yes indeed. I was wondering the same thing. The discription has a note that this isn't a full game project but, there is a page wich leads to full game as hints. Maybe it's just to promote the Z2 style in general. It could be something like Choujin's DBZ and that Mugen DBZ Dream wich allows you to get all the files and with that, you can build your own game.
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 06, 2014, 08:30:51 pm
you might want to post it to this page if possible :)
https://ja-jp.facebook.com/pages/Akira-Toriyama/16186669822
Title: Re: Hyper Dragon Ball Z
Post by: AugustAPC on April 06, 2014, 08:50:53 pm
This is my dream DBZ game. Amazing as always Balth.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 06, 2014, 09:18:42 pm


To Chamat:
In the credits: "...and many more..." so you're also credited in some way.

Hes fully credited in freeza readmes for making some bases we used.  The list on the youtube comment misses a lot of people, beta testers and people that helped with some animations included but our readmes always have had full detailed explanations.
Freeza hasnt been released yet.

Thanks everyone for all the kind words.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 07, 2014, 03:37:34 am

You guys made it on Eventhubs. Congrats. (http://www.eventhubs.com/news/2014/apr/06/bringing-hype-hyper-dragonball-z-throwback-capcoms-2d-fighting-games-1990s/)
Title: Re: Hyper Dragon Ball Z
Post by: Bea on April 07, 2014, 03:41:41 am
And there goes my server bandwidth... :P
Title: Re: Hyper Dragon Ball Z
Post by: Memo on April 07, 2014, 04:00:59 am

You guys made it on Eventhubs. Congrats. (http://www.eventhubs.com/news/2014/apr/06/bringing-hype-hyper-dragonball-z-throwback-capcoms-2d-fighting-games-1990s/)

some of the replys there are making me laugh
like this guys reply to some one asking where
to get it.
(http://i.imgur.com/PqhAdgz.png)






hope you guys dont mind i posted a link to this tread
since alot of peeps are asking where to get the demo
on eventHubs
Title: Re: Hyper Dragon Ball Z
Post by: Kuroi on April 07, 2014, 04:57:05 am
i just registered this account here just to say THANKS, i never played mugen games cause i don't like them being broken, nosense etc but this is AMAZING. this is exactly the DBZ game i'm waiting for the freakin next gen consoles, still they keep doing those shitty games! i'm definitely gonna play this with my friends when we gather up to play fightings!

now i just have 2 requests:

1) majin vegeta asap PLS
2) online feature :D
Title: Re: Hyper Dragon Ball Z
Post by: Deadface on April 07, 2014, 05:00:44 am
Currently the main engine does not allow for online play. You'll have to go with one of the clone engines out there (namely IKEMEN) if you absolutely want netplay.
Title: Re: Hyper Dragon Ball Z
Post by: Kuroi on April 07, 2014, 05:05:09 am
Currently the main engine does not allow for online play. You'll have to go with one of the clone engines out there (namely IKEMEN) if you absolutely want netplay.

i'm noob about mugen stuff so i didn't know :( any chance to set up a nice "ikemen" HDBZ online group?
Title: Re: Hyper Dragon Ball Z
Post by: Memo on April 07, 2014, 05:06:14 am
Team Z2! i cant get the sample demo to play a match.
i tried training and mugen becomes unresponsive.
i tried loading up goku in FF and it wont.
vegeta loaded up in FF but when i try to run him to test
him out it freezes.

I think something might be wrong with the demo
Title: Re: Hyper Dragon Ball Z
Post by: WizzyWhipitWonderful on April 07, 2014, 07:37:33 am
We've gone viral in a sense....

That's beautiful!
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 07, 2014, 10:27:20 am
image
It was a reply to "How I'd love a DBZ game with some actual depth and character balance. All we've pretty much got so far are games that take advantage of there fanbase."
That guy said that there already was a(n old) game with balance etc.; where's the funny part? :???:
Your laughs came from a misunderstanding.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 07, 2014, 10:42:32 am
there are people failing to find the file in the youtube video description, even with eventhub showing it on their description.




Super dbz was a neat game and we took osme hints from it, I thought he motion bar , the upgrading and the move stealing kinda ruined its balance. That and that it was for ps2 so it had no online and it forced you into endless tournaments to unlock moves.
Vegeta galick ho in our style has the same galick ho .

Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 07, 2014, 08:18:34 pm
FINALLY i got my laptop back today, so i have been experiencing all this amazing reactions via phone-internet connectionuntil now.
Now i can comment, share and show the video better hehehe, but oh my god, i was looking the visits number this morning and i could not contain a little scream when i saw it reached over 50.000 visits!!!!  and now its almost 60.000!!!!

THIS IS CRAZYYYY!!!!

Title: Re: Hyper Dragon Ball Z
Post by: GTOAkira on April 07, 2014, 08:42:07 pm
congrats guys you are at fightergeneration to

http://www.fightersgeneration.com/main.htm
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 07, 2014, 08:50:40 pm
So much hype, I'm loving it ^^!
Title: Re: Hyper Dragon Ball Z
Post by: Koop on April 07, 2014, 08:58:50 pm
(http://www.koopakoot.trinitymugen.net/Penguins/pen1_52.gif) work on this.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 07, 2014, 11:03:58 pm
IGT UnKn0wn streaming some HDBZ at the moment. (http://www.twitch.tv/igtunkn0wn)
Title: Re: Hyper Dragon Ball Z
Post by: SoldierSunday on April 07, 2014, 11:16:47 pm
http://www.twitch.tv/soldiersunday (http://www.twitch.tv/soldiersunday)

Streams over, thanks for watching everybody
Title: Re: Hyper Dragon Ball Z
Post by: Erroratu on April 07, 2014, 11:20:59 pm
This thing is so damn hype!
Title: Re: Hyper Dragon Ball Z
Post by: Memo on April 07, 2014, 11:49:38 pm
Its on n4g.com also.

http://n4g.com/news/1487757/fans-create-unbelievable-hyper-dragon-ball-z-fighting-game
Title: Re: Hyper Dragon Ball Z
Post by: The Answer on April 07, 2014, 11:51:19 pm
How come Goku/Gokussj and Vegeta don't have they're special intros?
Title: Re: Hyper Dragon Ball Z
Post by: walt on April 08, 2014, 12:08:45 am
One thing that definitely could use work is the immediate removal of Mugen default Fonts on the Lifebar Names, and the K.O.

There are many DB cues where to get design choices to develop some fonts. If you're not that committed to make the whole thing Low Res, you could take advantage of the higher res options the new Mugen builds offer.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 08, 2014, 01:24:23 am
Its a proof of concept.


http://kotaku.com/the-dragon-ball-z-game-we-deserve-1560459717

:O

     Posted: April 08, 2014, 01:25:14 am
How come Goku/Gokussj and Vegeta don't have they're special intros?

I removed them since there were only 3 fighting chars in the demo, this way people can see their normal intros as opposed as just seeing special intros.
Title: Re: Hyper Dragon Ball Z
Post by: Karasai on April 08, 2014, 01:40:35 am
Quote
The game's style looks more SNK (see: SvC chaos) than capcom,

Quote
This doesn't make any sense, why would you two separate versions of Goku? Why not make the normal version transform in the super version?

Quote
As for this one, my honest problem is that it appears to much like current fighting games with DBZ skins. Except for super moves their attacks don't even closely resemble their fighting styles which, although often a ton of punches thrown in rapid succession, really hurts the appearance of the game imo.

The comments on Kotaku sigh
Title: Re: Hyper Dragon Ball Z
Post by: Japanese Jesus on April 08, 2014, 01:59:55 am
What. You don't remember being able to do 50 hit double OTG air combos in SvC Chaos?
Title: Re: Hyper Dragon Ball Z
Post by: Memo on April 08, 2014, 02:55:50 am
Quote
The game's style looks more SNK (see: SvC chaos) than capcom,

Quote
This doesn't make any sense, why would you two separate versions of Goku? Why not make the normal version transform in the super version?

Quote
As for this one, my honest problem is that it appears to much like current fighting games with DBZ skins. Except for super moves their attacks don't even closely resemble their fighting styles which, although often a ton of punches thrown in rapid succession, really hurts the appearance of the game imo.

The comments on Kotaku sigh

SNK? that guy must be trolling or on acid trippin out
because it looks NOTHING like SVC

Cause its mugen.

I dont remember the last cps2 style game that came out this or last gen.

wow, some people man.
Title: Re: Hyper Dragon Ball Z
Post by: Kamekaze on April 08, 2014, 03:22:05 am
No it's kotaku. The lowest common denominator of gaming news
Title: Re: Hyper Dragon Ball Z
Post by: BizarroToro on April 08, 2014, 03:49:39 am
!!..Fantastic.......
 am new in the forum and i found this freaking awesome proyect....
gooooood job....!!!
Title: Re: Hyper Dragon Ball Z
Post by: DMK on April 08, 2014, 03:59:58 am
Lol Kotaku users. Their heads explode any fighting games news gets posted
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 08, 2014, 04:48:48 am
Twitch just made a directory for Hyper Dragon Ball Z. Maybe it'll be easier to find who's streaming it now. Also Maximilian plans on doing a breakdown for this as stated in his tweet.
Title: Re: Hyper Dragon Ball Z
Post by: Kuroi on April 08, 2014, 05:00:09 am
Twitch just made a directory for Hyper Dragon Ball Z. Maybe it'll be easier to find who's streaming it now. Also Maximilian plans on doing a breakdown for this as stated in his tweet.

can you link it?
Title: Re: Hyper Dragon Ball Z
Post by: The Answer on April 08, 2014, 05:01:52 am
Max doing a break down oh my! Well @Z2 team if you plan to make this happen are you guys gonna expand your team size?
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 08, 2014, 05:03:41 am
can you link it?
https://twitter.com/maximilian_/status/453361673391185920
Title: Re: Hyper Dragon Ball Z
Post by: StormEX on April 08, 2014, 05:10:21 am
I still have the unfinished SSJ trunks Z2, me & force started a while back. I could send it to you guys, if you want it. :)
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 08, 2014, 06:20:06 am
what happened to force anyway?
Title: Re: Hyper Dragon Ball Z
Post by: StormEX on April 08, 2014, 06:26:41 am
He's a 15 year old kid. I'm sure he had school, and other things. Regardless of that, I'd love to see trunks added in. I've even got a majority of his attacks planned out. ^_^
Title: Re: Hyper Dragon Ball Z
Post by: WizzyWhipitWonderful on April 08, 2014, 06:38:19 am
The kid has talent.

Kotaku fanboys are the guys who hate my guts; I'm a "CHEAP COMPOSER" to them.
It just goes to show we can't satisfy everyone, and not to lose sight of who you are through public opinion.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 08, 2014, 10:56:27 am
The kid has talent.

Kotaku fanboys are the guys who hate my guts; I'm a "CHEAP COMPOSER" to them.
It just goes to show we can't satisfy everyone, and not to lose sight of who you are through public opinion.

the best way to deal with feedback , when its so loud and varied in size is to not expend too much energy on the negative one. Im sure you can parse out which ones have valid points and which dont.  in a sea of 200k comments dont focus on those that are just negatie and offer little insight.



     Posted: April 08, 2014, 01:00:24 pm
http://www.destructoid.com/fan-made-dragon-ball-z-fighter-is-better-than-any-official-dbz-game-273006.phtml
Title: Re: Hyper Dragon Ball Z
Post by: Koju-kun on April 08, 2014, 04:47:57 pm
Congrats guys! You definitely earned it, excellent work!
Title: Re: Hyper Dragon Ball Z
Post by: aokmaniac13 on April 08, 2014, 04:57:56 pm
I have to complain about the first 20 seconds of the video.
I REALLY HOPE you guys are planning to completely re-do the intro because I can tell you 20 reasons why the CPS2 memtest and QSound splash screens are a bad idea to include.
First and foremost of course being that it's completely disingenuous.
Title: Re: Hyper Dragon Ball Z
Post by: walt on April 08, 2014, 04:59:11 pm
Yesterday afternoon = 90K views
2 Hours ago = 244K views
Right now = 248K views
Edit: 4 HOURS LATER = 280K views

Jeez, it's spreading fast! - You guys are getting about 10K views per hour.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 08, 2014, 05:02:07 pm
It was more of a homage thing, guess i will ask balth to include in the description explicity that its a big thank you to them for inspiring us .
Also yeah its spreading well, we had about 110k downloads this morning.
Title: Re: Hyper Dragon Ball Z
Post by: Hyogo on April 08, 2014, 05:29:16 pm
Now ImmaVegeta's in on this.
https://www.youtube.com/watch?v=wEb3G_kT43o
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 08, 2014, 05:42:30 pm
So when I mentioned their Vegeta like two years ago to him, it wasn't a viable source to parody, but now it's ok? :blank:

Oh well.  Guess it's really picking up steam now.
Title: Re: Hyper Dragon Ball Z
Post by: Umezono on April 08, 2014, 05:45:05 pm

Luis Mediavilla3 hours ago
 
no combo breaker?
Title: Re: Hyper Dragon Ball Z
Post by: SoldierSunday on April 08, 2014, 06:30:16 pm
https://www.youtube.com/watch?v=f-WIyfYJw8I (https://www.youtube.com/watch?v=f-WIyfYJw8I)

Is it alright if post videos here? Cause this is pretty hype.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 08, 2014, 06:44:59 pm
can you link it?
https://twitter.com/maximilian_/status/453361673391185920

lol he's going to showcase cybaster's broken juggle system >:D
Title: Re: Hyper Dragon Ball Z
Post by: Omega on April 08, 2014, 06:52:38 pm
I am surprised about nobody saying "views are over 9000!!!!"

Joke aside but, congratulations guys. Views are over 260.000. Keep growing as usual and with a reference to a song we all love and like: You guys rock "like a hurricane."

Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 08, 2014, 07:17:35 pm
So, it might be a little late now, but just thinking, if this is a specifically Dragonball game sample, shouldn't the characters have their non-DBZ cameos removed for the sample?  Vegeta's Luffy/Goomba/Sonic intro, SSJ Goku's Robot Unicorn/Scott Pilgrim/PPG/etc. win pose, all that stuff?
Title: Re: Hyper Dragon Ball Z
Post by: Cazaki on April 08, 2014, 07:39:33 pm
LOL every message board I attend is so amped over this.

I just tell them it's MUGEN and post the CyBalthazar website and then tell them of your upcoming projects.

EDIT: You should update your website and put Saibaman and Gohan on there


Lol again because Priime goes to one of the websites I mentioned. shout out my nigga priime
Title: Re: Hyper Dragon Ball Z
Post by: Kuroi on April 08, 2014, 07:52:40 pm

Luis Mediavilla3 hours ago
 
no combo breaker?

i would LOVE combo breakers and PARRY like in street fighter third strike, IMHO parries fit dragon ball so nice!
Title: Re: Hyper Dragon Ball Z
Post by: Jango on April 08, 2014, 08:12:16 pm
So, it might be a little late now, but just thinking, if this is a specifically Dragonball game sample, shouldn't the characters have their non-DBZ cameos removed for the sample?  Vegeta's Luffy/Goomba/Sonic intro, SSJ Goku's Robot Unicorn/Scott Pilgrim/PPG/etc. win pose, all that stuff?
It'll probably happen in the fullgame release, but as standalone chars its fine
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 08, 2014, 08:39:29 pm
Oh, yeah, the individual characters on the site should keep their mixed cameos.  Just seemed odd to me now to see them in here.  The ones that have to do with other Dragonball characters are fine, like Vegeta stomping Burter, but I'd think some newcomers might get a little confused why the shadow creature-thing from that Homestuck comic just flew by when they won.
Title: Re: Hyper Dragon Ball Z
Post by: simbacat04 on April 08, 2014, 09:33:38 pm
This is godlike but i wish we had a move list. i cant figure out some of the moves. like SS Gokus teleport and anything in the challenge mode for Goku lol. just a standard movelist would be perfect
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 08, 2014, 09:37:29 pm
The characters have all their readme movelists in their individual folders.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 08, 2014, 09:41:23 pm
This is godlike but i wish we had a move list. i cant figure out some of the moves. like SS Gokus teleport and anything in the challenge mode for Goku lol. just a standard movelist would be perfect

open the game folders, check inside and you will find  html movelists with pictures and everything. :)
Title: Re: Hyper Dragon Ball Z
Post by: TempestSageJDJ on April 08, 2014, 09:50:08 pm
Congrats on the views! Hope this really shows what M.U.G.E.N is really capable of. ^^
Title: Re: Hyper Dragon Ball Z
Post by: Mgbenz on April 08, 2014, 09:56:48 pm
How is it possible that voice clips can be played when you select a character? Is it a new feature introduced in the latest Mugen version that I didn't know about or is it just part of the video?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 08, 2014, 09:58:19 pm
The video is a proof of concept, the gameplay bits were done in mugen but the rest was all created using image edition.  As a proof of concept it aims to show what could be done, using mugen for the gameplay bits. :)
Title: Re: Hyper Dragon Ball Z
Post by: Niitris on April 08, 2014, 10:20:18 pm
Holy shit that was awesome. :o
(I was listing to Guilty Gear's soundtrack while it played watching the second time and my heart nearly stopped).

A big congrats to everyone involved.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 08, 2014, 11:13:00 pm
A big thanks to every one who's been helping us during all these years.
A big thanks to everybody who's speading the word now.
A big thanks to all the new fans of the game, I'm glad you like it.
A huge thumbsup to Balthazar and Iced, with whom nothing of all this would have been possible.

AND NOW I'M PUMPED UP TO PICK UP CODING AGAIN !!! :sugoi:
Title: Re: Hyper Dragon Ball Z
Post by: Mr. I on April 08, 2014, 11:18:47 pm
It was an MFG government conspiracy to resurme your work after your brief few months hiatus.
[/alexjones][/illuminati]
Title: Re: Hyper Dragon Ball Z
Post by: walt on April 08, 2014, 11:24:42 pm
AND NOW I'M PUMPED UP TO PICK UP CODING AGAIN !!! :sugoi:
(http://reactiongifs.me/wp-content/uploads/2014/03/goku-super-saiyan.gif)

Yesterday afternoon = 90K views
2 Hours ago = 244K views
Right now = 248K views
Edit: 4 HOURS LATER = 280K views

Jeez, it's spreading fast! - You guys are getting about 10K views per hour.
3 hours later = 315K views.

You guys are averaging more than 10K views per hour today :P
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 08, 2014, 11:33:14 pm
I feel so bad for Bia right now. This is going to cost her a couple of hundred dollars :V
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 09, 2014, 12:02:12 am
http://shoryuken.com/2014/04/08/independent-coders-create-dragon-ball-z-fighting-game-with-mugen-engine/

never bet on dbz.


lol he's going to showcase cybaster's broken juggle system >:D


I feel so bad for Bia right now. This is going to cost her a couple of hundred dollars :V
Lol you are going to the extra lenght to try to find something negative to say.
Dont worry  we got it covered with extra mirrors on guild and all feedback is good feedback. 
I know , i know "this will kill mugen forever".


Im glad this left balth cybaster and daerom feeling good. Its a pretty wild ride everyone and we couldnt have done it without your support over the time.

We got offered table space at ufgc 10 by people connected to KI , but we wont be atending although the offer was very rewarding in itself. Thanks everyone.
Title: Re: Hyper Dragon Ball Z
Post by: SuperGohanSunderland on April 09, 2014, 12:10:00 am
I was actually browsing around on youtube, when I saw this. This was really well crafted. I love all the little touches put in, with the portraits, game screens, animations. I particularly enjoyed Piccolo's Special Beam Cannon animation. You guys gotta reuse that, if he gets made! Oh and that remix of "Hero" was really awesome too! It's truly phenomenal, just how far you guys have come. It makes me wish I was around from the beginning to see it all.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 09, 2014, 01:15:06 am
http://shoryuken.com/2014/04/08/independent-coders-create-dragon-ball-z-fighting-game-with-mugen-engine/

never bet on dbz.


lol he's going to showcase cybaster's broken juggle system >:D


I feel so bad for Bia right now. This is going to cost her a couple of hundred dollars :V
Lol you are going to the extra lenght to try to find something negative to say.
Dont worry  we got it covered with extra mirrors on guild and all feedback is good feedback. 
I know , i know "this will kill mugen forever".

Well, you can either take my comments seriously and pretend that I hate this game/ proof of concept and everybody involved on it and that I hate mugen (Because I hate it, that's why I'm coding an entire mugen fullgame with original characters right now)...

OR... you can actually get that I'm just joking with Balthazar and Cybaster, considering that Balthazar is an old friend from the forum (I even have him on Facebook) and that I betatested the damn Goku Z2 character years ago and still give him and the others a try once in a while and know the issues he has/had since then, which kinda makes me guilty of him still having any issues now that I think about it!
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 09, 2014, 01:26:36 am
im perfectly aware of your role as beta tester. =P
I reviewed your beta tests together with them. You are part of the people we thank with this, it wouldnt be possible without you as well!

Here, just got this:

205842 hits on the smeenet file.
Thats insane.

Title: Re: Hyper Dragon Ball Z
Post by: Kuroi on April 09, 2014, 03:44:28 am
do you think combo breakers and parry ala street fighter third strike would be able to be implemented?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 09, 2014, 03:50:53 am
In the long run some characters were plotted with combo breakers, like how goku has his unique teleport cancel.
Title: Re: Hyper Dragon Ball Z
Post by: Cazaki on April 09, 2014, 05:11:11 am
The alpha counter system is already much better than combo breakers
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 09, 2014, 05:46:18 am
Guys I haven't been keeping up with this thread but I saw the video, and ie IMT people think you're making a fullgame with the Z2 chars, my question is: What is going on, what is the purpose of that video? What's all the promoting for?
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 09, 2014, 08:37:15 am
What is going on, what is the purpose of that video? What's all the promoting for?

It was an MFG government conspiracy to resurme your (Cybaster) work after your brief few months hiatus.
[/alexjones][/illuminati]

:ninja:

Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on April 09, 2014, 10:12:55 am
http://www.vidaextra.com/juegos-retro/hyper-dragon-ball-z-el-juego-de-goku-y-compania-que-todos-queremos

In Spanish though
Title: Re: Hyper Dragon Ball Z
Post by: Loupil on April 09, 2014, 01:25:16 pm
http://www.jeuxactu.com/hyper-dragon-ball-z-gameplay-trailer-en-2d-92536.htm
http://www.rom-game.fr/news/854-L+incroyable+jeu+Hyper+Dragon+Ball+Z+!.html
http://www.gizmodo.fr/2014/04/07/hyper-dragon-ball-z.html
http://www.9emeart.fr/post/news/manga/decouvrez-hyper-dragon-ball-z-le-jeu-de-vos-reves-realise-par-des-fans-1697
http://www.gameblog.fr/news/42310-video-hyper-dragon-ball-z-le-surpuissant-jeu-de-baston-fait-
http://www.jeuxvideo.com/forums/1-36-21324430-1-0-1-0-hyper-dragon-ball-z-trailer-2014.htm

Just so you know :p

Spoiler, click to toggle visibilty
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 09, 2014, 01:50:07 pm
Even here in Italy:
http://www.spaziogames.it/notizie_videogiochi/console_pc/194556/in-video-il-picchiaduro-amatoriale-hyper-dragonball-z.aspx
http://gamesurf.tiscali.it/news/una-prima-occhiata-a-hyper-dragonball-z-spettacolare-picchiaduro-amatoriale_c54844.html
Title: Re: Hyper Dragon Ball Z
Post by: vicmugen on April 09, 2014, 02:50:39 pm
This is being posted everywhere.... people are getting crazy for info about the game,  i feel u guys can achieve something with this, many people never heard of mugen before and are trying getting into it because of this (this alone is a win for me)
Good luck guys, i hope u can one day finish this ! ;)
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on April 09, 2014, 04:56:45 pm
What would really be awesome is if this somehow attracts another pixel artist or 2 that would like to join Balthazar in making this reality.
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 09, 2014, 05:00:55 pm
OK, that doesn't answer my question.
@Cybaster:, @Balthazar:, @Iced: What is the purpose of that video? What's all the promoting for?
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on April 09, 2014, 05:08:18 pm
This video was made mostly to make people aware that this exists. Why?
Because we love creating and we want to show our inner fire. Consider it a proof of concept. We knew this could be done with effort and talented people, all it takes is hard work.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 09, 2014, 05:09:59 pm
do a quick google news search and look at all the articles that come up. most of them basically say it looks better than the recent shitty dbz games. Good Shit
Title: Re: Hyper Dragon Ball Z
Post by: Bea on April 09, 2014, 05:16:14 pm
Well, I have set cloudflare as a CDN to try to make the download faster.
Let's see if this will help any... and if it won't screw subdomains over...
Title: Re: Hyper Dragon Ball Z
Post by: "Bad News" Hoffmann on April 09, 2014, 05:18:11 pm
I found it funny that they call it a fan game while it is not even a full-game.

" It's the best Mugen-based fighter since Dong Dong Never Die."

Wonder if the guy even played a mugen game in the last years.

Saw comments like "Extra Extra - Shitty Street fighter clone is apparently better than Budokai 3 and Tenkaichi 3."

Title: Re: Hyper Dragon Ball Z
Post by: XamΣeta on April 09, 2014, 05:21:00 pm

Congrats to everyone making this possible...its been an awesome ride so far watching all the development and releases and I know the best is still to come!!! You guys make me proud to be part of the forums, no matter how corny that sounds!! :D
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 09, 2014, 05:22:27 pm
Quickfist, it straight up says in the first post.

edit: byakko already quoted me lol.

Had i known this would have gone so far I would have at least nerfed the Ai, maybe even included gohan didnt expect this poc to be so loved.
Title: Re: Hyper Dragon Ball Z
Post by: Niitris on April 09, 2014, 05:28:27 pm
Saw comments like "Extra Extra - Shitty Street fighter clone is apparently better than Budokai 3 and Tenkaichi 3."

Well, they'll always be people who will say shit like that because they're unreasonably impulsive, ignorant man-children who suffer from some kind of mental disease. Anyone with something that resembles a brain knows how much work something like this would take. It's not about being 'better than Budokai 3' or some other bs; it's about enjoying and appreciating the fruits of hard labor (that isn't even paid work I might add).
Title: Re: Hyper Dragon Ball Z
Post by: Bastard Mami on April 09, 2014, 05:35:45 pm
yep, it's the same kind of people that think that sprites are like 3d models and that by just editing one sprite a program will magically will cahnge the whole sprite set. taht and people who are purposefully trolling.
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 09, 2014, 06:52:35 pm
Well, everyone at IMT thinks this is a fullgame in process so I quoted Iced's post there.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 09, 2014, 06:53:44 pm
To make things clearer, no, we are not doing a fullgame, but if we were this is what we would be aiming for, think of this as a sample work of what could be done.

Every character we will keep doing and releasing can be added to this fullgame, just dont expect thirty full chars done , or even that roster to be final example of what we are doing.
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 09, 2014, 06:54:18 pm
I'll quote that too
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 10, 2014, 05:26:35 am
http://www.fightersgeneration.com/screens/hyper-dbz.htm
Yep, people are convinced this is an actual work in progress
Title: Re: Hyper Dragon Ball Z
Post by: Cazaki on April 10, 2014, 06:01:33 am
I mean it technically is a work in progress because there are characters that will be made
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on April 10, 2014, 07:10:33 am
I obviously meant Fullgame WIP
Title: Re: Hyper Dragon Ball Z
Post by: Cazaki on April 10, 2014, 07:21:23 am
Still slightly, kinda is a WIP.

I know what you mean though but by the time CyBalthazar is done making chars this will be practically a fullgame.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 10, 2014, 09:19:56 am
I obviously meant Fullgame WIP
It IS a "sortof" a fullgame, it just wont ever get to be as big as in the trailer due to realistic restrictions .
The trailer is the game that could be, the size of the game we can do without any outside help and financing is far smaller for obvious reasons.

I mean unless you want to both clone us and pay us living wages.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 10, 2014, 10:10:45 am
I'll stay at home and code for 7 to 8 hours per day, 5 days per week, in order to pump out Z2 chars if you pay me 2300€ per month (after deduction of all taxes), and a bonus of 300€ each time a character is released.
Title: Re: Hyper Dragon Ball Z
Post by: FirePony on April 10, 2014, 10:35:36 am
Ah ah! :) To be a corporate bitch pays well, man? :D
Ah, I hope I'll get my job soon.. This is not staying at house that you build your professional carreer..
This trailer is huge. Congratulations!
Title: Re: Hyper Dragon Ball Z
Post by: Bea on April 10, 2014, 12:00:11 pm
I'll stay at home and code for 7 to 8 hours per day, 5 days per week, in order to pump out Z2 chars if you pay me 2300€ per month (after deduction of all taxes), and a bonus of 300€ each time a character is released.

I could think of financing the development of this thing if it was an original IP, but alas, it uses the DBZ license and there would be no way to recoup the investment. :P

Also, I am not a fan of DBZ. ;P
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 10, 2014, 01:35:00 pm
http://a.pomf.se/lwtsvj.webm
Tatsu found a TOD with SSJ Goku.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 10, 2014, 02:02:06 pm
:ninja:
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on April 10, 2014, 05:00:23 pm
lol, Vegeta was pwned!!!
Title: Re: Hyper Dragon Ball Z
Post by: MrChris on April 10, 2014, 09:21:03 pm
Z2 Team would be popular in the future Thanks baltahzar.
Title: Re: Hyper Dragon Ball Z
Post by: ScourgeSplitter on April 10, 2014, 09:42:52 pm
The fact that the video has acquired  13k+ likes, aside from the views in only a couple of days is truly an amazing feat. The thing is, I can't even imagine the monumental amount of work hours it would take to even come close to completing the number of characters in that fake select screen. Instead of calling the video a trailer I would've called it a concept because it is generating a false notion that "Hyper Dragon Ball Z" will someday be a finished product when it is currently next to impossible to accomplish that anytime in the near future. Regardless of this, congratulations because you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts and truly shown that the engine is capable of in-depth, well made characters. 
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on April 10, 2014, 09:47:58 pm
But it IS being labeled as a concept. Read this thread and the description in the video :p
Title: Re: Hyper Dragon Ball Z
Post by: ScourgeSplitter on April 10, 2014, 10:06:22 pm
I have already read everything, what I'm saying is the title of the video is what really matters to the public which is; "HYPER DRAGONBALL Z - Demo Trailer 2014 - HAPPY BIRTHDAY TORIYAMA-SAN! (ORIGINAL UPLOAD)". At first I was a little confused but I read up on the description and understood what this was. The problem is most people who viewed the video most likely didn't as it is a wall of text (which can deter people from reading it) and Balthazar even had to go to the trouble of writing a comment with the download link since people kept asking where it was despite it being clearly in the video description. You can see there is a misconception to many people that there will be a finished product and that is being seen all over the Facebook page and Youtube comments. All in all it's just my opinion.

By definition a trailer (as in the video title) is used to promote something that is upcoming in the near future while a concept represents more of an idea.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 10, 2014, 11:08:07 pm
You are right, though initially it was our intention to label it as a fake game trailer, to gather more attention.
We had never hoped it would have gathered THIS much attention, extending even to tournament players checking the demo out and generally being impressed with it. Perhaps we will need to make an additional message explaining our true intentions (because like you say, hardly anybody reads the video description that would've explained anything they'd want to know about the video and our intentions).
Title: Re: Hyper Dragon Ball Z
Post by: Jango on April 10, 2014, 11:26:58 pm
The only other problem with it I think is the announcer voicing the character names, which is impossible in MUGEN. The only kinda-sorta compromise I can think of would be Serio's Castlevania pornbomb fullgame, in which after you pick Duke Nukem (yes), the game's engine makes the first "fight" load up a difficulty select, and once you make the selection, Duke says "Let's Rock!"

As far as everything else... select-screens with variable-sized boxes can be done by making a giant-ass cursor that's the screen's resolution multiplied by the number of fighters you have IIRC and offsetting the cursors at juuuuuust the right spot in the file.

And for the CPS2 loading stuff, you could probably get away with spoofing it, like having the loading files say something like Z Sound, then the Q Sound screen being replaced with stuff about the Z2 team.

Granted I know dick about MUGEN fullgame coding, but that would definitely help.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 11, 2014, 03:58:24 am
I obviously meant Fullgame WIP
It IS a "sortof" a fullgame, it just wont ever get to be as big as in the trailer due to realistic restrictions .
The trailer is the game that could be, the size of the game we can do without any outside help and financing is far smaller for obvious reasons.

I mean unless you want to both clone us and pay us living wages.

What is exactly the point of cloning you in this case?  :happy:

As far as everything else... select-screens with variable-sized boxes can be done by making a giant-ass cursor that's the screen's resolution multiplied by the number of fighters you have IIRC and offsetting the cursors at juuuuuust the right spot in the file.

Yep, that trick is the way people do that cursor illusion. Good to know that Balthazar hates 1.1, otherwise he would use that version of the engine, which no longer supports that trick (Due to the cursor now sliding to the next location instead of just moving to it in a single frame).
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 11, 2014, 09:30:48 am
What do you mean? Explain.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on April 11, 2014, 10:56:55 am
http://a.pomf.se/lwtsvj.webm
Tatsu found a TOD with SSJ Goku.

That framerate :o
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 11, 2014, 10:58:32 am
It is the first video that I see with such quality.

I posted this in the wayofthepixel/pixelation forum.
Title: Re: Hyper Dragon Ball Z
Post by: Japanese Jesus on April 11, 2014, 12:25:37 pm
What do you mean this isn't going to be a full game? Bummer. Oh well; hopefully Trunks WITH SWORD is created some time in the nearest near future.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 11, 2014, 02:37:00 pm
What do you mean each character needs one year of development and there are plenty of chars in the trailer!?
Title: Re: Hyper Dragon Ball Z
Post by: XxRaVenxX on April 11, 2014, 03:07:57 pm
Excellent Project! Super Excited to see more updates and any future release. Best of luck!
Title: Re: Hyper Dragon Ball Z
Post by: O Ilusionista on April 11, 2014, 04:04:44 pm
Quote
you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts
Its true that someone really care about what the "fighting game enthusiasts" (that sounds important, huh) thinks about Mugen?
Well, I can say for me: I don't give a damn :)

Quote
(Due to the cursor now sliding to the next location instead of just moving to it in a single frame).
Really? oh, that is bad. I never understood why Elecbyte never changed the selection screen, is very limited.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 11, 2014, 08:16:02 pm
What is exactly the point of cloning you in this case?  :happy:
because he's an important part of the team but don't let that stop you from making more shitty jokes in this thread
Title: Re: Hyper Dragon Ball Z
Post by: Loona on April 11, 2014, 08:25:24 pm
I want to say "good work", but I haven't downloaded the file yet out of mercy for Bia's server - but I'm certainly intrigued and impressed with what I can see so far.

The video'd look nicer with a less generic set of lifebars, but I'm sure this has been addressed countless times.

Oh well; hopefully Trunks WITH SWORD is created some time in the nearest near future.

I find myself thinking of this quite a bit recently, stuff like a stance system where you pull out the sword for mid-ranged attacks, and sheath it for projectiles/beams and close-up moves, along with at least one move in each stance that puts you in the other stance (I really liked Ivy's flow between stances in Soul Calibur 2). Probably not a priority and likely different from the team's plans, but my mind goes where it pleases between other concerns I have now, what with preparing to move to the Netherlands soon.
Maybe once I'm settled in I should dabble with that Cell I only ever SFFed along with his junior...

Quote
you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts
Its true that someone really care about what the "fighting game enthusiasts" (that sounds important, huh) thinks about Mugen?
Well, I can say for me: I don't give a damn :)

Well, a few people who are more into commercial games seem to have a knack for finding stuff like infinites, glitches and 100% combos - that's a skillset you'd welcome feedback from.
I wonder if Desk has messed around with this... - probably not, I don't recall him bothering with Fighting is Magic even if that game's GUI referenced him directly for long combos, but it's an interesting thought.

Quote
Quote
(Due to the cursor now sliding to the next location instead of just moving to it in a single frame).
Really? oh, that is bad. I never understood why Elecbyte never changed the selection screen, is very limited.

Secondary functionality to the actual fighting bits.
Title: Re: Hyper Dragon Ball Z
Post by: Loganir on April 12, 2014, 10:24:55 pm
It's amazing all the love and quality Balthazar put on this video.
Arale cameo was a nice touch in the intro. Full project or not big fan of Z2 chars!
Title: Re: Hyper Dragon Ball Z
Post by: Loona on April 12, 2014, 11:26:54 pm
OK, managed to take the game for a spin and have a few impressions from it - take into account I haven't actually tried the earlier releases of the characters:

HTML readmes:

- Could have included a reference in the menu to the compatibility linked to in the Movelist page, since it's all part of the same folder structure... also, adding that to other characters' documentation.

- Could have included a reference in the menu to the Strategy Guide linked to in the Movelist page, since it's all part of the same folder structure...

- Movelist page mentions a Palette Chart GIF in the palettes folder, but it's not there; still, that GIF file could have been included in this HTML structure and visible in one of the pages or through a link.

- The "Configuration file" section of the Movelist pages (a page with a different name like "Extras" or "Other" could cover this sort of thing, it's not where people would look for the info) mentions where you can change some audio and visual aspects of the characters - for the visual stuff like the projectile repel FX and Super Background, comparison screenshots could have been added - then you're know what you'd be changing to before messing with the file.

- Most of the Youtube links in the Movelist pages aren't working.


 Saibamen:

- Default green palette should be select with a like the others for coherence - it's been stated that this isn't necessarily becoming a full game project, but it's a small tweak that would help.


Goku's tutorial mode:

- I love that this is in, but it's weird then for some things you're given names and for others the command, and even more so when both are mixed for the same challenge, such as the early "Uppercut -> A. SP" (could be "C. SP -> A. SP").
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 15, 2014, 03:13:10 am
Don't know if this is techable or not. (https://www.youtube.com/watch?v=aLULc5HAkng)
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 18, 2014, 08:34:38 pm
Rosh: That's definitely techable. Maintaining a non-techable air juggle from air normals will only allow 4-5 hits to connect before juggle points trigger and they whiff.

These, however, are not techable: http://youtu.be/zvP36RAk8Xk
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 18, 2014, 11:35:06 pm
 :fear:
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 18, 2014, 11:38:56 pm
Thanks everyone, with that feedback we can make it better, stronger, fix everything needed and all.

There will be news hopefully in not too long.
Title: Re: Hyper Dragon Ball Z
Post by: Titiln on April 18, 2014, 11:39:18 pm
oh shit it's combokyo
Title: Re: Hyper Dragon Ball Z
Post by: PlayerOne on April 19, 2014, 01:50:10 am
Simply badass.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 19, 2014, 02:08:50 am
He explained to me what's going on there. Basically the spin kick variants are all just one state and it reads which command you used to decide the vels, hitdefs and whatnot. The problem is that the move is constantly reading the button inputs so you can, for example, start a L variant of the spin kick and then press M or H kick a few frames later and affect how the hitdefs are going to act like.

tl;dr: Cybaster, fix your varsets and whatnot in that state and use persistent=0 :V
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 19, 2014, 06:14:38 am
Thanks guys for the valuable feedback, it's noted. :)

And it's great to have people like ComboKyo here!
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 19, 2014, 09:17:44 am
Yess!! ^^
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 19, 2014, 12:57:37 pm
I didn't know I had a reputation like that. Sup, Titiln.

The artwork and animation is amazing, the voice acting is really accurate (assuming you used a volunteer voice actor), Wizzy's music polishes the edges, the moveset and move variations were intriguing, and the character has Expert Mode! I couldn't resist. I had a lot of fun trying to break this character.

Combo video transcript and explanation:



In the first combo, hard-hitting attacks were more important at the start than bonus hits. Slash Down Kick is the hardest hitting single-hit move, and it is possible to combo two of them with perfect timing and positioning. It was, however, too difficult for me to execute reliably without choking somewhere else in the combo during takes. HP has a lot of hitstun and linkability, enough for a tick-exact repeat of HPs or a HK. Hurricane Kick hits individually do decent enough damage to add up before dampening sets in hard.

The first Hurricane Kick is executed in the manner Red discussed. This Hurricane Kick is the high kick version for the first few ticks, but connects as a LK version. It's a "slow plink" of qcb+HK, roughly 1/10 second delay LK.  There's also an undocumented follow-up command after the first hit of certain Hurricane Kicks that increases its elevation (done with the command qcb+HK). Being able to land all three hits against Goku requires a tick specific LK plink. Too soon and there isn't enough height to do the undocumented qcb+HK follow-up. Too late and the second hit goes too high. Using both tricks in unison gives the LK Hurricane Kick 3 hits without triggering knockdown.

Launching with Meteor Kick allows for more juggling than with conventional launchers or floor bounces.

The air HK Hurricane Kicks are done by doing a qcb command, then tapping up-forward, tapping HK. It's a tricky version of the "Tiger Knee" command and should trigger a super jump air Hurricane Kick done right.

Hurricane Kicks normally trigger a long stagger animation on landing. If a Hurricane Kick is cancelled into a Boomerang Kick, that stagger don't trigger. Whiffing the Boomerang Kick will give the benefits of a near-instant landing animation without the hard knockdown, allowing combos to continue.

Fireballs created from helpers tend to ignore juggle count. The six consecutive Hurricane Kicks have so much juggle set that a Boomerang Kick would whiff on the last one even if the CLSN connects because it lacks sufficient juggle. Fireballs and super moves are the only moves that can combo after this point with the exception of a single follow-up after Meteor Kick.



Air LK, air MK, and normal/EX versions of Slash Down Kick can all cross-up, although they require corner assistance to work as a combo.

The second MP in a MP, MP chain has sufficient hitstun to link LP or LK. HP has enough hitstun to link any normal move provided the player is within range.

Culminating all of the tricks involved with a Hurricane Kick leaves us with the infinite enabler of this combo. We require the added height of the beginning of a HK Hurricane Kick, the hitstun of a LK version, the bonus undocumented height gain from the qcb+HK command after the first hit, then a delayed Boomerang Kick to cause the move to come out, yet allow the player to land before its CLSN1 has time to present itself.

The command is:
qcb+HK, ~1/10 second delay LK, qcb+HK on the first hit, qcb+LK a bit delayed after the second hit.

The Ki Blasts into Genki into Bicycle Kick, as well as the Kaiyoken, were only there for swag purposes. They did make the combo length shorter since the Genki's damage isn't hampered much (if at all) by dampening.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 19, 2014, 03:17:49 pm
Wow man, this is great! Actually I'm very happy, this once again proves what we sent out to do: make an interesting DBZ character in a SF-ish setting.
And though his combos can be very lenghty and as proven by you even lead to infinites, it takes more then a couple of button imputs; pro timing and experimenting is the key here. I mean yeah I must've tested Goku on a daily basis when we were creating him, and I never came across or even though about stuff like what you've displayed. Where were you 3 years ago :P?

Though Goku and SSJ Goku will always be touchy to me (as I'm not that satisfied with the sprites...I kept improving too much throughout the creation progress, making the earlier made sprites outdated pretty fast), it's amazing to see so many people enjoy them. Though this pro player talk is what we are REALLY interested in.

I'm sure these issues will be adressed (though I imagine Cybaster must be pretty sick of updating Goku at this point...it wouldn't be the first time we'd go back and fix stuff up and update).

At the very least, ComboKyo, you've netted yourself a position as beta tester for upcoming characters, which are Gohan (VERY far finished so you should be able to take him for a spin within 2 weeks) and Freeza (I'd like to say 2 months? Maybe 6 is a safer bet).
We'd like to sent betas out to more pro players, though it's always kind of scary, they might have friends too and those friends have friends, the risk of the char getting leaked by someone gets bigger and bigger...I'm not too fond of that thought.

In closing; amazing combos! Great what you were able to pull out of the character. And thanks for your compliments!
I'm sure we can expect a similar session on SSJ Goku / Vegeta (though Goku might even have more broken stuff) from you!

Thanks man.
Title: Re: Hyper Dragon Ball Z
Post by: Omega on April 19, 2014, 03:49:57 pm
That combo explanation is amazing. A good sample wich tells what those characters can do. Balthazar, i think you found someone who can write your character faqs, movesets with combo tips. :)
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 19, 2014, 04:21:41 pm
It's an easy fix really. Most of the exploits are pretty much related to that unnecessary extra amount of work of having all states as one for the spin kick (It never crossed my mind that Cybaster was going to do THAT to the move, otherwise I would've tried to break it via plinking myself so many years ago lol). I wonder if the other chars have a similar issue now.

I would also like to see the juggling system getting some touch ups eventually but meh, I'm not expecting to see that changing at all after so many years, I'm used to the weird juggle system by now :V
Title: Re: Hyper Dragon Ball Z
Post by: Bastard Mami on April 19, 2014, 05:01:44 pm
Wow man, this is great! Actually I'm very happy, this once again proves what we sent out to do: make an interesting DBZ character in a SF-ish setting.
And though his combos can be very lenghty and as proven by you even lead to infinites, it takes more then a couple of button imputs; pro timing and experimenting is the key here. I mean yeah I must've tested Goku on a daily basis when we were creating him, and I never came across or even though about stuff like what you've displayed. Where were you 3 years ago :P?

Though Goku and SSJ Goku will always be touchy to me (as I'm not that satisfied with the sprites...I kept improving too much throughout the creation progress, making the earlier made sprites outdated pretty fast), it's amazing to see so many people enjoy them. Though this pro player talk is what we are REALLY interested in.

I'm sure these issues will be adressed (though I imagine Cybaster must be pretty sick of updating Goku at this point...it wouldn't be the first time we'd go back and fix stuff up and update).

At the very least, ComboKyo, you've netted yourself a position as beta tester for upcoming characters, which are Gohan (VERY far finished so you should be able to take him for a spin within 2 weeks) and Freeza (I'd like to say 2 months? Maybe 6 is a safer bet).
We'd like to sent betas out to more pro players, though it's always kind of scary, they might have friends too and those friends have friends, the risk of the char getting leaked by someone gets bigger and bigger...I'm not too fond of that thought.

In closing; amazing combos! Great what you were able to pull out of the character. And thanks for your compliments!
I'm sure we can expect a similar session on SSJ Goku / Vegeta (though Goku might even have more broken stuff) from you!

Thanks man.

combokyo is not a leaker, don't worry, he's been there for even longer than me and the only character he has leaked is vk's kula.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 19, 2014, 05:30:51 pm
Most of the exploits are pretty much related to that unnecessary extra amount of work of having all states as one for the spin kick (It never crossed my mind that Cybaster was going to do THAT to the move, otherwise I would've tried to break it via plinking myself so many years ago lol).

That multi-functional Hurricane Kick only addresses the infinite in the second video. It isn't relevant in the first combo (that 3-hit ground Hurricane was for style points, not necessity) since it would still work and do 100% without it. Just add a bonus Slash Down Kick at the start. In addition, it's the misc. qcb+HK follow-up that enables the Boomerang Kick cancel on the second hit. The culprit can be either of those things.

Where were you 3 years ago :P?

Outside of a quickie combo contribution to a Gouken video in 2010 and some random character grabs in 2012, basically ignoring MUGEN. I still am, but once in awhile I get an itch to grab a character.

Quote
Though this pro player talk is what we are REALLY interested in.

I'm sure these issues will be adressed (though I imagine Cybaster must be pretty sick of updating Goku at this point...it wouldn't be the first time we'd go back and fix stuff up and update).

I don't really consider myself a pro player, but thanks for the compliment. I just enjoy puzzles and combos are just that. Define the pieces and see where they fit in a timeline. I wouldn't be able to do the trickiest of those combos reliably in a real match, so I wouldn't risk it.

Quote
At the very least, ComboKyo, you've netted yourself a position as beta tester for upcoming characters... We'd like to sent betas out to more pro players, though it's always kind of scary, they might have friends too and those friends have friends, the risk of the char getting leaked by someone gets bigger and bigger...I'm not too fond of that thought.

Flattering. If I'm around and able, I'll do it. I can't guaranteed I'll find anything worth mentioning, though. I have, however, never leaked anything in my tenure. Lost, yes. Leaked, no.

Quote
In closing; amazing combos! Great what you were able to pull out of the character. And thanks for your compliments!
I'm sure we can expect a similar session on SSJ Goku / Vegeta (though Goku might even have more broken stuff) from you!

Thanks man.

I didn't really consider trying the other characters so much for some reason. If I get the itch, I will post here. There are some good videos out there involving those two characters already.

Also, I would consider nXL's execution skills to either be on a much higher level than mine or he's using tool assistance efficiently. Either way, he's another amazing person capable of finding and performing tricky combos. Tatsu's 60 FPS minimal artifact SSJGoku video was also too clean.

Keep in mind that having infinites or 100% combos with excessive meter usage isn't always a bad thing. Third Strike, XIII, UMvC3, and even Super Street Fighter 4 AE 2012 have both, yet they work in their given system. Consider what you'd like your character to be able to do and be willing to stretch a little beyond it.

There can be a risk in making a character bland by making it fall too much into a plan if a player isn't allowed to explore. Even the most basic of elements, the chain combo, was a bug in Street Fighter 2. I'm not suggesting to keep everything the same, nor am I suggesting that everything in the combo explanation needs "fixing". It's there to inform. What you all decide to do from there is a team decision.

Good luck in seeing the vision through.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 20, 2014, 12:17:55 am
Thanks for the very detailed and awesome feedback, that was a nice read and you pointed out some "awesome" and weird bugs and features ! :)

This kind of stuff will definitely be addressed :
Quote
The first Hurricane Kick is executed in the manner Red discussed. This Hurricane Kick is the high kick version for the first few ticks, but connects as a LK version. It's a "slow plink" of qcb+HK, roughly 1/10 second delay LK.  There's also an undocumented follow-up command after the first hit of certain Hurricane Kicks that increases its elevation (done with the command qcb+HK). Being able to land all three hits against Goku requires a tick specific LK plink. Too soon and there isn't enough height to do the undocumented qcb+HK follow-up. Too late and the second hit goes too high. Using both tricks in unison gives the LK Hurricane Kick 3 hits without triggering knockdown.

...

The command is:
qcb+HK, ~1/10 second delay LK, qcb+HK on the first hit, qcb+LK a bit delayed after the second hit.
This was never supposed to happen, and I'll probably have to code the versions in different states, and make sure I break nothing in the process.
Or just fix my variables.

This, however, is definitely awesome :
Quote
The air HK Hurricane Kicks are done by doing a qcb command, then tapping up-forward, tapping HK. It's a tricky version of the "Tiger Knee" command and should trigger a super jump air Hurricane Kick done right.

We'll discuss with Balthazar and Iced to see what direction to take regarding this.

And you're added to the beta-testing team for Gohan and Freeza, that's for sure ! :D

Thanks a lot for your time and for "beaking the character apart".
Title: Re: Hyper Dragon Ball Z
Post by: Cyanide on April 20, 2014, 01:32:18 am
What do you mean? Explain.
If this is in regards to the cursor trick. Earlier than 1.1 the cursor moved from 1 to 2 instantly. Now the cursor does 1>1.2>1.4>1.6>1.8>2 giving a nice smooth motion, but killing the cursor trick. I have only managed to do anything sensible on fonts, and that's by using a HUGE spacing so the menu has to move incredibly fast to get there.

You might be able to do it with fonts... maybe. Wouldn't be fun though.
Title: Re: Hyper Dragon Ball Z
Post by: c001357 on April 20, 2014, 04:59:58 pm
arturo was streaming this @ ncr earlier (https://twitter.com/nycfurby/status/457830902404370432)
Title: Re: Hyper Dragon Ball Z
Post by: LurkerSupreme on April 20, 2014, 05:17:24 pm
Here's the archive. (http://www.twitch.tv/nycfurby/b/521480683?t=207m)
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 20, 2014, 05:23:29 pm
http://www.twitch.tv/nycfurby/b/521480683
around 3.30.

     Posted: April 20, 2014, 05:50:52 pm
someone pulled off final genkidama during a fight! =D
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 20, 2014, 06:02:36 pm
Yeah seems like they finally got it.
Well dang it, now we have to shorten the cinematic, he even kept from pulling it off the second time because it would be such a drag to watch through it again!  :lipsrsealed2:
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 20, 2014, 06:27:44 pm
You guys probably already saw this but just in case you didn't.

An informative tidbit I made on the Empty Cancel. (https://www.youtube.com/watch?v=ejFT8dPO3Ks)
An infinite that is possible using the "Empty Cancel" (https://www.youtube.com/watch?v=RDWItt9tIFw)

I posted the tidbit awhile back in the video thread but I highly doubt you guys noticed.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 20, 2014, 06:37:47 pm
I KNEW he had a version of the Sliding Kick that was unsafe! I just thought it was an AI thing.
He's not even supposed to be able to cancel into the superjump when it's blocked.
That sort of thing also doesn't happen in Marvel, right? When they block your standard launcher and you jumpcancel?

So it's the IAD version that was causing that. Thanks, man, this helps a lot.
Vegeta is still one unsafe bastard!
Some moves are designed to make specific combos possible (mostly because I had a vision of that or something or think it will look cool), but then those things sometimes lead to broken stuff. Like his Air Machine Gun being totally safe on block. That has to be fixed as well.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 20, 2014, 06:51:16 pm
Yeah you aren't supposed to jump cancel launchers once they have been blocked. With the sliding kick, I thought it was intentional that you guys made it jump cancel-able. It had seemed to me that Vegeta was this rushdown hybrid with the Sliding Kick being jump cancel-able on block and the whole Machine Gun Tempest blockstring stuff.

 I agree with the change to Air Machine Gun as well. Pretty much once when you're in the corner, Vegeta can do this over and over again while being able to setup some pretty nasty mixups once you've blocked it.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 20, 2014, 07:15:04 pm
Thanks for the feedback man !
Yeah, Vegeta needs some nerfing.

And holy shit, I just spent 30 minutes watching these players have fun with HDBZ, and even shivered when the guy pulled out Final Genkidama (and everybody was like HOLY SHIT !!!) ! :D
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 20, 2014, 09:37:57 pm
Really considering a combo burst system. I have talked about ti with balth before, but seeing those I think it would add a lot of variety if you could break combos in exchange for a powerbar.
Title: Re: Hyper Dragon Ball Z
Post by: c001357 on April 20, 2014, 09:40:26 pm
either use all meter or a separate bar. 1 is way too short.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 20, 2014, 10:53:01 pm
I'm against it.
The game is based on combos, as is an MvC styled game. Your fault if you get locked in a combo.
What will be fixed is unbalanced combos, also depending on the skill required to perform it. I'm not in favour of adding new mechanics to the system at this point.
Title: Re: Hyper Dragon Ball Z
Post by: Amidweiz on April 21, 2014, 12:51:15 am
I'm against it.
The game is based on combos, as is an MvC styled game. Your fault if you get locked in a combo.
What will be fixed is unbalanced combos, also depending on the skill required to perform it. I'm not in favour of adding new mechanics to the system at this point.

Well if you are going for this In least make it so that there is no 100% combos at all (Or make them stupidly hard to perform or make them long enough to run out the timer), easy or hard infinites, so people won't hit the F1 key faster than you can say fuck or if you disable debug keys, delete that game faster than it takes to even think about it. I don't like bursts at all (especially when they do it in a grapple or a custom state *cough*muteki*cough*who ever made than high res mami with the really annoying AI*cough*) but I have seen so many damn characters that have unair recoverable combos that have 100% combos it makes me sick. (Because even if they are hard to perform, once you know it you might as well consider yourself the winner of the match before it has even started)
Title: Re: Hyper Dragon Ball Z
Post by: TTTTTsd on April 21, 2014, 04:14:21 am
All I can think of in terms of improvements is overall frame data. Check EVERYTHING and compare it to stuff like MVC and the like. Some of it is...strange and inconsistent. Goku's standing punches compared to his standing kicks, for instance, are very different as opposed to slightly in terms of advantage frames. I also think that projectiles can potentially be exploited. I would wait and see on this but the ability to delay projectiles may make the metagame...kinda bleh. I'd investigate it more as it shows up more frequently I guess, this one is kind of a grey area so even I advise this with a grain of salt.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 21, 2014, 03:28:29 pm
You guys probably already saw this but just in case you didn't.

An informative tidbit I made on the Empty Cancel. (https://www.youtube.com/watch?v=ejFT8dPO3Ks)
An infinite that is possible using the "Empty Cancel" (https://www.youtube.com/watch?v=RDWItt9tIFw)

I posted the tidbit awhile back in the video thread but I highly doubt you guys noticed.

Nice find!

Here's another "series" of 100% combos, this time for Vegeta:  http://youtu.be/AdYIXO3n_cI

[Ki Blast+HP, Ki Blast+LP] - Infinite
Machine Gun Temper+HP, (cancel) Sliding Kick, (linked. not using slide jump cancel bug) Rage Mode,
[Ki Blast+LP, Ki Blast+HP, EX Ki Blast, Machine Gun Temper+HP, (cancel) Sliding Kick] can repeat an estimated 22 reps before running out of rage+meter without finisher,
Galactic Gunfire: Final Galick Ho.

There's no exploiting of the Sliding Kick jump cancel bug in this combo.

*edit* There's a bug that won't allow the use of Rage Mode at exactly 2 meters. He needs something like 2.3 meters for me to activate.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 21, 2014, 03:33:28 pm
we shall have all of our beta testers executed. Thank you combo kyo.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 21, 2014, 03:43:09 pm
:ninja:

What strength of Ki Blast are you alternating to get this infinite ? And how bad is the timing ?
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 21, 2014, 03:58:23 pm
The strengths for the opening infinite are HP, then LP. The timing isn't too hard on the link despite there only being a tick or two window to do it. The distance is a little tricky. It is possible to combo into it on the ground, although it's not easy to position yourself right to do so, either. The most difficult part of that combo is delaying the second Ki Blast motion (and doing the motion fast enough) so that Galick Ho doesn't come out.

The original post is now edited to include combo connotations.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 21, 2014, 04:04:50 pm
I didn't think that EX Ki Blast would work during that Rage combo. Nice find, you can do that Rage combo outside Rage if you exclude EX Ki Blast and have meter. Probably what you meant by max reps with no finisher.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 21, 2014, 04:15:58 pm
Yeah. You can get around 8 reps from Rage Mode, a full 3 meters = 6 EX moves. However, Vegeta generates a little over 1 EX meter every 2 reps. 22 is a rough estimate.

I surmise that it's possible to cancel the slide into Rising Knee Arrow, air Bakuhatsuha, land Rage Mode, repeat reps. It'd only work so long as you had juggle left in the combo. Vegeta definitely gets all his meter back during a Rage Mode sequence. I'm guessing 3 additional sets of 8.

You can also use Galick Ho in the same way you use EX Ki Blast. Instead of using the last EX in Rage Mode, use Galick Ho.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 21, 2014, 04:30:07 pm
I think you can do Sliding Kick xx Wolverine Flip then Rising Knee Arrow aswell.

 Also is there some type of bug with j.HK for Vegeta? It sometimes does not groundbounce when I first use it in a combo.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 21, 2014, 04:42:57 pm
I think you can do Sliding Kick xx Wolverine Flip then Rising Knee Arrow aswell.


I'm unclear if the opponent can recover after a Wolverine Flip used as a juggle. If Wolverine Flip works like that, there might not be a need to waste juggle using Rising Knee Arrow or blowing meter on Bakuhatsuha. We can add two "free" reps post Rage Mode before doing Wolverine Flip+LK, then link Rage Mode back into more reps.

Correction on my previous rep count in Rage Mode. It's 10 reps.

Hypothetical max reps =
[
[Ki Blast+LP, Ki Blast+HP, EX Ki Blast, Machine Gun Temper+HP, (cancel) Sliding Kick] x9
Ki Blast+LP, Ki Blast+HP, Galick Ho, Machine Gun Temper+HP, (cancel) Sliding Kick
[Ki Blast+LP, Ki Blast+HP, EX Ki Blast, Machine Gun Temper+HP, (cancel) Sliding Kick] x2
(cancel) Wolverine Flip Forward, Rage Mode,
] repeat so long as juggle points permit a Wolverine Flip Forward,
[Ki Blast+LP, Ki Blast+HP, EX Ki Blast, Machine Gun Temper+HP, (cancel) Sliding Kick] for as long as meter permits.


*edit* I haven't noticed that at all.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 21, 2014, 04:58:22 pm
Wow, I'll look into all of this once I'm finished with Gohan.

Looks like there's a whole lot of nerfing to do on all characters.
This is the type of combos neither Balthazar nor I would ever be able to find (people like rednavi and NxL helped find some at the time, but we're far from being able to perform tick-precise combos ...)

Also is there some type of bug with j.HK for Vegeta? It sometimes does not groundbounce when I first use it in a combo.
I recall somebody telling me about this. It's probably a bug in the variables, but I haven't been able to pinpoint why it would do that, nor reproduce it in a regular basis, so it's never been fixed. Plus, the code is basically the same as Goku, for which there doesn't seem to be any bug.
Title: Re: Hyper Dragon Ball Z
Post by: ScourgeSplitter on April 21, 2014, 08:56:14 pm
Just another thing: https://www.youtube.com/watch?v=ms9Ss2rKCp8
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on April 22, 2014, 05:43:56 am
Three issues I've been having and my apologies if I've repeated anything already mentioned in this thread. First, Vegeta's Wolverine Sweep I understand is a LOW hit but this animation looks like it hits MID. It's a little challenging knowing how to block it visually. Second, I'm not sure it is intended, but Vegeta,while using Base Goku, has blocked my Z-Counters numerous times and even thrown me out of them on occasion -  Just doesn't seem right. (Haven't tested this out on any other characters). Finally, Base Goku's Kaioken Back Breaker gets bugged when fighting characters like Saibamen. The others just knock him out of the cinematic animation. 
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 22, 2014, 07:29:30 am
The j.HK bug and Vegeta's Low Counter. (https://www.youtube.com/watch?v=NMBeU7dq-24)
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 23, 2014, 05:36:07 am
The j.HK bug and Vegeta's Low Counter. (https://www.youtube.com/watch?v=NMBeU7dq-24)

You figured out the Case of the Missing Bounce. Sweet.

"Fight me, ca-ca-carrot cake!"
Title: Re: Hyper Dragon Ball Z
Post by: senorfro on April 23, 2014, 10:49:02 am
That may be one example, but I still get the bounce bug even without the double Standing HK.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 23, 2014, 07:33:30 pm
That may be one example, but I still get the bounce bug even without the double Standing HK.

Were you able to identify any alternate cases?

Unrelated: http://youtu.be/exF3R_qppEQ
I got really close to finding a 100% combo with SSJGoku that didn't involving starting the combo in Justice Mode.
Title: Re: Hyper Dragon Ball Z
Post by: senorfro on April 23, 2014, 08:57:14 pm
None that I can successfully pinpoint and duplicate.  It looks to be random
Title: Re: Hyper Dragon Ball Z
Post by: yaminogun on April 24, 2014, 01:38:51 pm
if you guys want perfect gameplay for dragonball mugen then you must see ai fight Rouge by Neat Unsou vs Rouge by Neat Unsou. that the most epic ai fight i ever see in mugen history
Title: Re: Hyper Dragon Ball Z
Post by: Rajaa Retired on April 24, 2014, 05:15:26 pm
Holy shit at the views. You'd make a ton of money from Google if you were able to dish out captivating videos 3 or 4 times a week.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 24, 2014, 06:39:10 pm
Yeah if only my AdSense wasn't deactivated due to invalid clicks 1,5 years ago.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 24, 2014, 06:51:18 pm
if you guys want perfect gameplay for dragonball mugen then you must see ai fight Rouge by Neat Unsou vs Rouge by Neat Unsou. that the most epic ai fight i ever see in mugen history

is this parody, i cant even tell.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 27, 2014, 10:08:04 pm
Thanks for all the reports guys. Started working on them. Let's try not breaking everything ! ;P

Anyway, big existential question of the day is : which Super BG should we use by default ?
Yes, players can change it, but who in hell reads a readme or uses the config file anyway. And with HDBZ, we're aiming for non-native Mugen players, so we should consider the default choice as the "only choice". So here we are with 4 choices :
(http://i.imgur.com/HlKR9Gl.png)
1 - Street Fighter 3 (top line)
2 - Jojo's Bizarre Adventure (middle Line)
3 - Super DBZ (bottom line, left for Ki supers, right for physical supers)
4 - Balthazar sprites a new one HAHAHAHA !!! :devil:

Balthazar is rooting for Jojo, I'm rooting for Super DBZ.
What about you folks ?
Title: Re: Hyper Dragon Ball Z
Post by: senorfro on April 27, 2014, 10:11:16 pm
I read the read-mes

Anyway, Jojo's
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 27, 2014, 10:15:30 pm
super dbz for me. its more unique.
Title: Re: Hyper Dragon Ball Z
Post by: ScourgeSplitter on April 27, 2014, 10:22:46 pm
Super Dbz.
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 27, 2014, 10:25:24 pm
Super DBZ!
But if not, Balthazar should sprite a new one! :D
Title: Re: Hyper Dragon Ball Z
Post by: Aldo on April 27, 2014, 10:27:56 pm
Super DBZ to me.
Title: Re: Hyper Dragon Ball Z
Post by: Prototype God on April 27, 2014, 10:46:58 pm
Jojo.
Title: Re: Hyper Dragon Ball Z
Post by: DMK on April 27, 2014, 11:01:26 pm
Super DBZ.
Title: Re: Hyper Dragon Ball Z
Post by: Aoshi24 on April 27, 2014, 11:25:25 pm
Definitely Super DBZ... or Balthazar sprites a new one hehe
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on April 27, 2014, 11:31:37 pm
Super DBZ.
Title: Re: Hyper Dragon Ball Z
Post by: Japanese Jesus on April 27, 2014, 11:33:24 pm
Trunks with Jojo's.
Title: Re: Hyper Dragon Ball Z
Post by: Loona on April 27, 2014, 11:34:59 pm
3 or 4
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 27, 2014, 11:43:55 pm
Okay, I think we have a winner! :D

Balthazar agreed to keep Super DBZ as default one.
However, I'll add a nobardisplay during it so the lifebars don't appear. Should look nicer.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 28, 2014, 05:30:54 pm
If I had to choose between those, Super DBZ would be my preference. However, I think a custom super background designed by someone in the team would be best.

Intermediate Challenge Mode uninterrupted playthrough here: http://youtu.be/JSZi0zdRrLY

Teleport Attack - Flash Kick bug: http://youtu.be/0hCXcbQQJ2s

SSJGoku Z2 can "land" below floor level when executing the move when attempting to attack an opponent when they are close to landing from the air.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 28, 2014, 05:56:33 pm
Good job blocking the password after winning the Challenge, but I believe the .zip file the password is supposed to be used with, is absent from the sample :P
After playing it, do you feel the other characters need a Challenge Mode too? I think it's very fun and a good tool to teach combos, it's just pretty tedious to make. I designed all of the combos (then wrote them down) and exported all the text graphics, but Cybaster coded the entire thing, he told me it's very boring and tedious which I can believe.
However now that we're putting them out to the more common folk, the addition of a Challenge Mode for each character might be desired.

On the subject, do you have any notes on how it looks? Is the font OK? We're using 'a.MK' as in 'aerial Medium Kick' but is that fine or should be use the fully written version? Again we're used to focussing on the Mugen community, not so much outside of it.

I'm not too hot in general about the custom font we've used for these type of text messages (like the First Attack and Counter notifications).

Does the time limit feel right too? I think you can mess up about 5 times and still complete the Challenge in the time limit (to obtain the prize). Well that's what I thought, you dropped the ball a bunch more times and still got it. I dunno, I tested it a bunch when we were making it and it didn't feel too long or short. What is the limit again, 300 seconds?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 28, 2014, 06:03:12 pm
i believe htat while it would be a fun addition to a fullgame. as it is ,its time that cy would be wasitng that he could use fixing characters and putting things together. It should remain to show off what is possible doing, but I dont think we should replicate it at all.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 28, 2014, 06:18:31 pm
Good job blocking the password
I designed all of the combos... text graphics... Cybaster coded the entire thing, he told me it's very boring and tedious which I can believe.
common folk

All characters should have a Challenge Mode at all times. I secretly weep when I read about AI design, but don't see combo modes.

I've seen a youtube video that ran Beginner Challenge Mode only and thought that was it. A menu with clear difficulty labels would serve better than the portraits do currently. It doesn't seem like many people are finding the manuals in the character files. I really wanted to see that guy play through Intermediate. : (

I've coded an Expert Mode for one of my characters in the past so I can definitely understand the tedium. I can kinda see the combo finder/programmer divide as well since *bug report* Intermediate Combo 20's Aerial Kamehameha won't trigger if only the floor splash element hits. You have to land a single hit of the primary ball right before the floor splash to get credit.

In Street Fighter EX+a, there were only 16 challenges. SFEX2+ for the Playstation also had one really difficult combo to do per character in Maniac Mode. It should be more tolerable to include if the total amount of combos in each mode were trimmed (with the exception of the command move tutorial Beginner difficulty, of course).

I would love it if there were a way to enable the auto-recovery from Challenge Mode as a separate option. Blair had Freestyle mode, even though it served a different function. Using the Training character gives different juggle results due to CLSN and fall speed differences. Seeing the chat bubbles pop up repeatedly when looking for combos in Challenge Mode gets both annoying and distracting (the bubbles cover the view and THAT SOUND EFFECT RAAAAAA!).


EDIT

On the subject, do you have any notes on how it looks? Is the font OK? We're using 'a.MK' as in 'aerial Medium Kick' but is that fine or should be use the fully written version? Again we're used to focussing on the Mugen community, not so much outside of it.

I'm not too hot in general about the custom font we've used for these type of text messages (like the First Attack and Counter notifications).

Does the time limit feel right too? I think you can mess up about 5 times and still complete the Challenge in the time limit (to obtain the prize). Well that's what I thought, you dropped the ball a bunch more times and still got it. I dunno, I tested it a bunch when we were making it and it didn't feel too long or short. What is the limit again, 300 seconds?

My all-time favorite display for one of these modes (Street Fighter EX2+) used a really generic white font and wrote the combos below the health bars like a sentence. Each attack was fully written out (Jumping Heavy Punch). I do like the left-side list except in cases where the combo counter and the player's body gets in the way. Whether that's a viable alternate for Hyper Dragon Ball Z with such long combo strings is unknown.

Self-promoting example link: http://youtu.be/zvTUKsWmNN8

I found myself getting confused by the notation a bit. I'm used to Light, Medium, Heavy or Jab, Strong, Fierce. When I would read SP, I would assume it was "Strong Punch" and attack with Medium Punch instead of Heavy Punch.

If I were to keep abbreviations (rather than using s., c., and a); I would abbreviate with st., cr., and air. I don't think abbreviating is necessary considering the method of display (one move per horizontal space).

*ADDITIONAL EDIT!*
I also agree with Rosh's comment on j.MK.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 28, 2014, 06:48:37 pm
On the subject, do you have any notes on how it looks? Is the font OK? We're using 'a.MK' as in 'aerial Medium Kick' but is that fine or should be use the fully written version? Again we're used to focussing on the Mugen community, not so much outside of it.

I'm not too hot in general about the custom font we've used for these type of text messages (like the First Attack and Counter notifications).

IMO  while the custom font looks great and all, the font can be hard on eyes at times. Maybe something less cartoony and more simplistic.

And the a.MK could be changed to j.MK as I know most people use this term when it comes to listing combos.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on April 28, 2014, 07:04:13 pm
https://www.youtube.com/watch?v=-66o-yGAWE8

Extremely old build (And video. I swear the silly 99 hit combo mission is gone by now lol) but I think it may give some ideas about how to handle a trail mode for mugen.

You can use colors in the commands displayed to let people know if they should do a basic, command, special or super attack to make it easier for people to read them. Your fonts are also just way too big for the job, especially with longer combos (Mine can be considered too small as well, although you don't really need to read them that much to understand what to do).

Combos can often be so long, you don't have enough space to display them. In that case (As shown almost at the end of the video) people can access the current mission's combolist via a pause menu, which should not bring that many issues if you keep trial mode a Goku VS Goku dummy thing only.

Lastly, people can often get confused about what terminology somebody is using for his character when it comes to basic attacks. My solution? Pretty simple! Just use the mugen button names for the displayed commands :P
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 28, 2014, 07:38:43 pm
Have you thought about doing them like Wucash did for his Etrigan? I mean the combo mode icons at the bottom :)
http://youtu.be/5AfH_fXUaJ0?t=8m39s (http://youtu.be/5AfH_fXUaJ0?t=8m39s)
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on April 28, 2014, 07:58:15 pm
I'm against it.
The game is based on combos, as is an MvC styled game. Your fault if you get locked in a combo.
What will be fixed is unbalanced combos, also depending on the skill required to perform it. I'm not in favour of adding new mechanics to the system at this point.
Thank you based god. (Late quote, but I'm just finding this thread)

What do you plan on doing to Vegeta? I posted some suggestions on an easy way to fix him (besides murdering his counter followup, which needs to be done).

Lastly, really looking forward to Gohan. A triple jump and an 8 way dash in a game like this is gonna be insane. And I've already assumed there may be flight characters later on. Very interesting.

...Also, I hope you guys don't mind it being treated like an -actual- game pre-release, videos and all. That's why I forced myself to slap "demo" in all the titles, and I'm probably gonna edit them to include something like "outdated" later on too.
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 28, 2014, 08:05:13 pm
I posted some suggestions on an easy way to fix him (besides murdering his counter followup, which needs to be done).
When?
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 28, 2014, 08:28:28 pm
Sorry if this has been talked earlier or something but...
Are those Lifebars (the dragon ones) intended as official?

I would like to try and design a lifebar, (old school, to mach with the z2 style)
But i dont know a damn thing about programing lifebars or how to implement them into Mugen.

Could someone show me the link to a nice tutorial about lifebars?
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on April 28, 2014, 08:39:07 pm
Sorry if this has been talked earlier or something but...
Are those Lifebars (the dragon ones) intended as official?

I would like to try and design a lifebar, (old school, to mach with the z2 style)
But i dont know a damn thing about programing lifebars or how to implement them into Mugen.

Could someone show me the link to a nice tutorial about lifebars?

if you do the sprites ill code them
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on April 28, 2014, 08:43:15 pm
I posted some suggestions on an easy way to fix him (besides murdering his counter followup, which needs to be done).
When?


DERP my bad.

Quote
All you have to do to nerf Vegeta dash HK is make it ONLY special cancelable (and then the other fix below). That way he can still use qcb/qcf+kick after it, which connects, and allows him to jump cancel that. qcb/qcf+kick will stop connecting after three loops, so the loop is in, but the infinite is out, and Vegeta keeps his pressure strings while making them less safe at the same time (qcb/qcf+kick on block is not safe depending on what you do with it).

The problem with this is Vegeta can still "infinite" if you dash HK, cancel into qcf+punch fireballs, then cancel that into qcb+punch ex fireballs (or qcf+punch EX, but with that you can't do dash HK in between) and repeat the juggle (this does like NO damage at all after a certain amount of loops, so you're basically wasting bar. It's still a very long loop though). Another way to counteract this part is to not have fireballs knock down (this is kinda ridiculous in the first place, fireballs that knock down).

Note that if you attempt dash HK into qcb+fireballs constantly on block (if this is the fix that goes through), you just get countered, and you still can't reverse-counter in any way in this game, so yeah.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 28, 2014, 08:44:29 pm
Sounds good to me NoZ!
Its ok if i post a little concept here later on?  to see if people like the ideaof the design.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 28, 2014, 10:44:34 pm
Yeah the dragon lifebars are Strifebars2 by Chrono Strife, a few nice custom ones would be good!
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 28, 2014, 11:07:11 pm
Thank you TGYMK for the great feedback. I'll keep this in my notes and see how I implement fixes when time comes. :)

New lifebars by NoZ and Daeron = :2thumbsup: + :woeh:

I agree that a challenge mode for every characters would be hella cool, but god that's tedious and boring (even for single specials/supers alone).
So I'll focus on coding chars during my few free time rather than challenge modes. :P
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on April 28, 2014, 11:31:13 pm
No problem. I love this game so much. <3 Can't wait for more.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 28, 2014, 11:36:28 pm
Here are some quick concepts, i would like to stick with a simple pixel style, to match the z2 styke and the stages.

(http://i59.tinypic.com/313lxmc.png)
(http://i59.tinypic.com/102p44n.png)

I have not put much effort in the timer area for now, but one of the ideas was to sprite the radar dragon there in the middle, showing the timer numbers.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 28, 2014, 11:41:34 pm
I like the design, it resembles the scouter visor a bit ;) But I think they shouldn't be that big, can you concense them a bit (vertically)?
These take up quite a bit space ^_^
I like the green one more then the red and blue one.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 28, 2014, 11:43:10 pm
Yeah, dragon radar is a must.

I like that you took the scouter as theme for lifebars, it fits well.
However, I think they're a little too big and take too much space on screen right now.

I'd have the powerbars aligned with respect to the top of the powerbars instead of from the bottom.
Maybe align the bars a little higher and have the top of the "useless" transparent part be smaller Y-wise.

I personally prefer red and blue. :P
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 28, 2014, 11:51:07 pm
Yeah, i was fearing about the lifebar being to much tall.
The power would look better aligned with the health bar i agree.

Another idea i will try its to make the scouters appear from the sides insted from the center, as if the camera was wearing dual scouters.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 12:07:38 am
Here are some quick concepts, i would like to stick with a simple pixel style, to match the z2 styke and the stages.

(http://i59.tinypic.com/313lxmc.png)
(http://i59.tinypic.com/102p44n.png)

I have not put much effort in the timer area for now, but one of the ideas was to sprite the radar dragon there in the middle, showing the timer numbers.

I would rather see the dragon radar idea, giving it a more db style.  Dunno about the scouters, kinda remind me of budokai 3

(http://screens.latestscreens.com/playstation2/screenshots/dragonballzbudokai3/c_cap_0004.jpg)

(http://www.gamershell.com/static/screenshots/1/11624/272205_full.jpg)
(http://4.bp.blogspot.com/-HNzWbJmxejg/UjdV0TAuKqI/AAAAAAAABUs/M0Nthz3exu8/s1600/Foto+Super+Dragon+Ball+Z.jpg)


huh a lot of those used the scouter thing.
Title: Re: Hyper Dragon Ball Z
Post by: Japanese Jesus on April 29, 2014, 12:37:51 am
Needs more minimalist Burst Limit lifebars.

(http://gotps3.ru/files/_images/dragon_ball_z_burst_limit_319203060.jpg)

Perhaps the radar can replace that dragon thing on the power bars?
Title: Re: Hyper Dragon Ball Z
Post by: Karasai on April 29, 2014, 02:41:23 am
I like the scouter idea, but I think Burst Limit would look nice.

Not sure if you'd be able to add portraits like BL did, but that would be neat
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on April 29, 2014, 04:14:32 am
 
Needs more minimalist Burst Limit lifebars.

Perhaps the radar can replace that dragon thing on the power bars?

Agreed, Burst limit stylish bars would be best. Life bars should be monitored at a glance. You can't do that with complex graphics.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 29, 2014, 09:21:59 am
Thank you TGYMK for the great feedback. I'll keep this in my notes and see how I implement fixes when time comes. :)

New lifebars by NoZ and Daeron = :2thumbsup: + :woeh:

I agree that a challenge mode for every characters would be hella cool, but god that's tedious and boring (even for single specials/supers alone).
So I'll focus on coding chars during my few free time rather than challenge modes. :P

I'm excited for NoZ + Daeron bars, too. As much as I like the Burst Limit bars, the bars really should be original. Since most people see Hyper Dragon Ball Z as an attempt at a full game, every element that's unique to HDBZ will help to define it.

Also, I can appreciate a delay on Challenge Modes, but consistency is important. I think the characters will all need it eventually. In the meantime, would implementing a "Freestyle" mode in each character/combination be too difficult (A mode that activates like Challenge Mode, but only enables things like auto-recovery)? It'd help a lot for determining when a combo is techable by players/testers.

*EDIT*

I think SSJ Goku's teleports are too strong. They make his moves too safe. I think it should cost a full meter to use or have a one-time use in combos. It seems like a move that the entire cast should have.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 11:17:55 am
Quote
Also, I can appreciate a delay on Challenge Modes, but consistency is important. I think the characters will all need it eventually. In the meantime, would implementing a "Freestyle" mode in each character/combination be too difficult (A mode that activates like Challenge Mode, but only enables things like auto-recovery)? It'd help a lot for determining when a combo is techable by players/testers.

second part might be doable, but having challenge mode coded for everyone right now would be kinda overkill , thats more of a endgame scenario. :)


heres a tally of current events

Gohan=> hes pretty much done, just getting fixes here and there. Cybaster did an amazing job
freeza=>sprites in progress, has at least 7 to 8 things left to code with the current sprites( taunt, new hp, his death saws, his lvl3 , couple of winposes, tuning to deathball, tuning to ex elbow dance , torture beams).
Majin=> sprites done , voices need some re recordings , no specific code has been done, i should start making the visual plans for his weirder moves.
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on April 29, 2014, 02:01:20 pm

I'm excited for NoZ + Daeron bars, too. As much as I like the Burst Limit bars, the bars really should be original. Since most people see Hyper Dragon Ball Z as an attempt at a full game, every element that's unique to HDBZ will help to define it.


Something similar to the burst limit bars but not an exact copy. The bars don't have to be visually appealing, they just have to be affective. Having something basic would be a good contrast to all the flashy content this game is bound to have.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 03:21:53 pm
(http://i62.tinypic.com/24pjpn4.png)

New concept, i have to say i like this idea way more than the previous one.
The glass takes way less space, and i like the little hue on the health bars.

The dots beneath the meter bar are just a simple way to represent the amount of bars you completed. (i know this would class with chars with more than 3 levels, but well, this is designed specific for this)

I think its easier to see rather than searching for a number.
And the lil pixels above the meter bar helps you to see the half of the levels, so you can monitorize the use of Ex moves better.

Btw, i would like to see the glass of the scouter break when a player dies (i wont be to much fancy, just a shake effect and overlaying a texture of broken glass) That would be possible with coding?
Title: Re: Hyper Dragon Ball Z
Post by: dragolink1 on April 29, 2014, 03:35:02 pm
I like it. Exelent LifeBars
the game looks Original to me...
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on April 29, 2014, 03:37:31 pm
These are nice. I like the Ex half point too.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on April 29, 2014, 03:53:03 pm
Btw, i would like to see the glass of the scouter break when a player dies (i wont be to much fancy, just a shake effect and overlaying a texture of broken glass) That would be possible with coding?

I dont know honestly,I believe that would have to be coded to characters,IDK really

Title: Re: Hyper Dragon Ball Z
Post by: LurkerSupreme on April 29, 2014, 03:53:49 pm
I do like it, but why not just have one continuous super bar that represents one stock that also has a halfway indicator? You could also keep the dots to represent the number of stocks you have.
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 29, 2014, 04:23:22 pm
Why don't you remove the name?
Or if you want it, there's space for it under the scouter (or under the portrait).
I also remade the dragon radar in pixels (the green grid and the number):
(http://i1066.photobucket.com/albums/u402/GodofDeath94/IdeaforHyperDBZlifebars.png~original)
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 29, 2014, 04:31:45 pm
That looks delicious :)
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 04:59:36 pm
Why don't you remove the name?
Or if you want it, there's space for it under the scouter (or under the portrait).
I also remade the dragon radar in pixels:

Great! i see you bring up the colors into the radar and did some little fixes on the grid, i really like it (Im gonna use your version if you dont mind)
Yeah i like the names there better :P
The number fonts for the timer were mostly a placeholder for now


I do like it, but why not just have one continuous super bar that represents one stock that also has a halfway indicator? You could also keep the dots to represent the number of stocks you have.

Humm i got the same idea when i was spriting the dots, but i think it would be kinda unpractic, since you would need to look to both things (bar, and dots) to estimate your power.

They way i imagined the dots its like an easier visual confirmation about a level being reached, instead of looking closely to the bar to see if you are one pixel or not from the levels. (This could be easily be represented with a number, as most lifebars seems to do, but i feel the dots are more visual)

Aniway glad you are liking this so far guys.
Ill wait for some more feedback and see if i can work in more details, and then we may be ready to start the coding NoZ?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 05:02:14 pm
The green of the bar and the green of the scouter mesh a bit, that makes the health not stand out at all. Could you test other colours?
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on April 29, 2014, 05:18:27 pm
^-- seconded.
why not just have one continuous super bar that represents one stock that also has a halfway indicator?
If you mean one bar that fills, gets empty when you get a full level (and add a stock), and refills for the next level, that's not possible in the lifebars. It can be coded in the character but that's too much of a hassle and impractical.

The green glass getting a shattered effect can be coded in the character - much more easily than the above. Just a no bar display when the match is over, the winner displays the correct status of his bar (with a scaled bar for his current health status and power status that only need to match the real bars), and the loser displays the shattered version. On the proper side, of course. It'd make the timer disappear, though, since I don't think you could mimic it in the character (you can't know how much time is left). Although, in that case, it's possible to make the dragon radar have a unique small animation when the round is over (not that I can think of what kind of animation it would be).

Also, to mimic the scouters more obviously, I'd suggest adding one of those "target locked" stuff (the circle and the line pointing at it), it doesn't have to be animated, and it can be placed where the life hits zero so it doesn't need anything other than being there. The power bar can be scaled down a little, and the stocks be moved to the edge of the screen to leave space for that. It might become a bit too busy and crowded, though...
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 05:24:49 pm
The green of the bar and the green of the scouter mesh a bit, that makes the health not stand out at all. Could you test other colours?

Sure, heres a quick one:

(http://i61.tinypic.com/15zqeld.png)

Brighter colors and more vivid, also added a pattern.
Spoiler, click to toggle visibilty
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 05:33:19 pm
can i suggest trying out with red tones? like, life bar red scouter green and opposite, scouter red, lifebar green.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 05:41:01 pm
Oh i see, sure, ill do more color samples later this day with the scouter/bars.
I guess ill have to come up with different color for the red damage on the red bar variant, maybe white?
Aniway lets see how it looks later.

Do you think the rainbowish tone of the health bar its fitting?
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on April 29, 2014, 06:07:10 pm
DBZ scouters' glass come in green, blue and pink/fuchsia fashion. Values within the scouter were yellow. Why not use this color palette for the lifebars?

Lifebar could go from blue to fuchsia instead of green->red
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on April 29, 2014, 06:19:30 pm

*EDIT*

I think SSJ Goku's teleports are too strong. They make his moves too safe. I think it should cost a full meter to use or have a one-time use in combos. It seems like a move that the entire cast should have.
I somewhat agree with this. Meter builds extremely fast in this, it doesn't need to cost half a bar imo. Though you do have to consider that ground blockstrings are extremely unsafe in this game due to counters, his teleports aren't exactly easy to react to, and teleports above you are generally pretty safe.


On that note, I really would like to play this WITH someone one day to test out the game's limits. Is Ikemen able to be used with HDBZ?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 06:46:52 pm
Shouldnt be an issue. get a ikemen, load up the three characters and then send the ikemen version to your friend.
some bugs might appear tho, it wasnt really tested for it.
Title: Re: Hyper Dragon Ball Z
Post by: Umezono on April 29, 2014, 07:40:38 pm

*EDIT*

I think SSJ Goku's teleports are too strong. They make his moves too safe. I think it should cost a full meter to use or have a one-time use in combos. It seems like a move that the entire cast should have.
I somewhat agree with this. Meter builds extremely fast in this, it doesn't need to cost half a bar imo. Though you do have to consider that ground blockstrings are extremely unsafe in this game due to counters, his teleports aren't exactly easy to react to, and teleports above you are generally pretty safe.


On that note, I really would like to play this WITH someone one day to test out the game's limits. Is Ikemen able to be used with HDBZ?
better to find someone to local multiplayer with

Title: Re: Hyper Dragon Ball Z
Post by: ROS on April 29, 2014, 07:48:07 pm
IKEMEN is alright, played HDBZ with a friend just fine. I know that Goku's rekka doesn't work properly. I think the damage dampener is still nonexistent. Still enjoyable though.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 29, 2014, 07:49:01 pm
I like where these lifebars are going. :)
At this point, I'm not sure displaying the name is essential, it's a full game where people know who they're using. :P

Also, any plans for a little screenpack at some time ? Not necessarily something as complicated as the one from the trailer, but something displaying
Goku      SSJ Goku
Vegeta   Majin Vegeta
Gohan    Piccolo
Cell/Broly    Freeza

would be cool (and the Saibamen and Satan as hidden chars only fightable in Arcade).
Then I'd probably remove all cooperative modes, because Mugen is not made for it, and neither is the Z2 gameplay.
Title: Re: Hyper Dragon Ball Z
Post by: Quebaz on April 29, 2014, 07:59:50 pm
I'm loving these lifebars, they're giving me a Budokai 1 feel and I love that game in terms of presentation, now go for the ful scouter route and make the life meter go from Blue to Red or vice-versa.
Keep the names in, I don't know why I just don't like when lifebars don't give out the names, something feels lacky about that.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 11:00:45 pm
Also, any plans for a little screenpack at some time ? Not necessarily something as complicated as the one from the trailer, but something displaying

I have no ideas  for a screenpack at the moment :/
Someone has something in mind?
I would like something like in the hyperdimension game (or HDBZ trailer) to show the character sprites facing eachother.


Btw color tests:

(http://i58.tinypic.com/2prwcav.png)
(omit these numbers quality XD )

Feel free to point out your favourite, i guess mine its 3 (i think its the most balanced, since the green scouter goes along with the green radar, having 3 primary colors, Green,  Greenish Yellow, and Orange, wich i think they work together)
Also the color green gives me that high tech/informatic/cyber feeling.

About red health bars... i dunno, i dont like them, maybe because i associate red with damage in fighting games...

So what do you think people?



Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on April 29, 2014, 11:10:45 pm
I have no ideas  for a screenpack at the moment :/
Someone has something in mind?
I would like something like in the hyperdimension game (or HDBZ trailer) to show the character sprites facing eachother.
force worked on a screenpack for it, but he stopped, long ago: http://mugenguild.com/forum/topics/screenpack-budokai-pour-goku-z2-142553.0.html

But the Hyper DBZ trailer screenpack would look better since you're going for a custom mugen full game, force's was just a very good but unfinished resprite of Budokai 1 menu.
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on April 29, 2014, 11:12:56 pm
I'm in favor in 3 or 6. It would be interesting to see the 'lens' slightly transparent to simulate glass.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on April 29, 2014, 11:16:46 pm
Am I the only one that actually enjoys the select screen having mugen all over just to drive the point home that this isnt a commercial game? I kinda would like to keep that going on. Drives the whole idea that this is indie and it prevents people from trying to sell it or whatever as if it was a real game.
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on April 29, 2014, 11:16:52 pm
N°1 but without the red gradient, just blue bars. Otherwise, the blue with light green bar from n°6.
Title: Re: Hyper Dragon Ball Z
Post by: Prototype God on April 29, 2014, 11:21:12 pm
6.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on April 29, 2014, 11:27:38 pm
I'm in favor in 3 or 6. It would be interesting to see the 'lens' slightly transparent to simulate glass.

Dont worry thats the idea, but for preview purpose its solid.
you can notice that in this screenshot of the previous concept:
Spoiler, click to toggle visibilty
Title: Re: Hyper Dragon Ball Z
Post by: HQ on April 29, 2014, 11:51:49 pm
I like where these lifebars are going. :)
Also, any plans for a little screenpack at some time ? Not necessarily something as complicated as the one from the trailer, but something displaying

I made these mock ups ages ago for Neocide

(http://i301.photobucket.com/albums/nn58/shelde/DBKAI/select2.png)
(http://i301.photobucket.com/albums/nn58/shelde/DBKAI/TitleScreen33.png)
(http://i301.photobucket.com/albums/nn58/shelde/DBKAI/selectfull.png)
(http://i301.photobucket.com/albums/nn58/shelde/DBKAI/sele.png)

the namek stage in the background is the stage select, also this is a mock up I did for IMT megaman game --> they later used the coding concept for their xmen game I guess.

(http://img441.imageshack.us/img441/9180/selectg.png)
Describtion of it
Spoiler, click to toggle visibilty


While I really like Daeron's work, the lifebars still seem to be too big in height for me,
Concerning lifebars, I really like these:
(http://cvsfanclub.free.fr/CVS2%20LifeBars%200.bmp)
(http://www.hloader.xpg.com.br/1/z3/life3.png)
--> these could be a good colour reference!
(http://blogdokyo.files.wordpress.com/2011/03/dragon-ball-advance-adventure-20041108034826919.jpg)

and I like the dragonball idea of these:
(http://1.bp.blogspot.com/_mJyQTW-L-ds/S2hM4Pm6YjI/AAAAAAAAAhw/NSW8ifUifpY/s320/Shen+Long+Lifebar.jpg)


also this for a screenpack idea
(http://th07.deviantart.net/fs70/PRE/f/2013/221/7/c/dragon_ball_z___super_battle__m_u_g_e_n__by_kingofriddles-d6hg3i1.png)

and something like UB22 comes to my mind with the few characters :)
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on April 30, 2014, 01:28:50 am
6 looks the best.
Title: Re: Hyper Dragon Ball Z
Post by: senorfro on April 30, 2014, 01:46:32 am
Am I the only one that actually enjoys the select screen having mugen all over just to drive the point home that this isnt a commercial game? I kinda would like to keep that going on. Drives the whole idea that this is indie and it prevents people from trying to sell it or whatever as if it was a real game.
I second this
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on April 30, 2014, 02:49:18 am
Am I the only one that actually enjoys the select screen having mugen all over just to drive the point home that this isnt a commercial game? I kinda would like to keep that going on. Drives the whole idea that this is indie and it prevents people from trying to sell it or whatever as if it was a real game.

Strongly disagree. The standard motif is just awful in both appearance and sound. A lack of motif never stopped the sale of other way-worse-looking M.U.G.E.N compilations before.

About the lifebars: There was a yellow scouter in the movie Cooler's Revenge. The "red" scouter had a greyish-pink display in the show. Barring those alternates, I prefer 3, then 6.

Have you considered adding the player's names where the 3 meter level pits are currently? Using a custom small version of a geometric font could give the name a similar look to the original symbols. Googling random fonts led me to this as an example: http://www.pickafont.com/fonts/Geometric.html
Title: Re: Hyper Dragon Ball Z
Post by: Zer0degreez on April 30, 2014, 02:55:35 am
I think he just meant any screenpack that is original or at least has the word MUGEN in it I.E BrokenMUGEN,Mugen fighting jam etc. but if not then yea i agree, the standard screenpack is really boring and plain.
Title: Re: Hyper Dragon Ball Z
Post by: 「ⒻⓊⒸⓀⓎⒺⒶⒽ」 on April 30, 2014, 11:15:55 am
Am I the only one that actually enjoys the select screen having mugen all over just to drive the point home that this isnt a commercial game? I kinda would like to keep that going on. Drives the whole idea that this is indie and it prevents people from trying to sell it or whatever as if it was a real game.

I would do the same, "powered by MUGEN" etc.

Also add a disclaimer somewhere (maybe before the CPS2 or whatever the arcade stuff is called) that "if you paid money for this game, you have been scammed, please report the seller and go get your money back"

Quote
Strongly disagree. The standard motif is just awful in both appearance and sound. A lack of motif never stopped the sale of other way-worse-looking M.U.G.E.N compilations before.

I didn't read it as he'll slap mugen across the screenpack, but in some little corners and nooks, though it seems we're all looking at it from different viewpoints here.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on April 30, 2014, 12:40:44 pm
Yeah, surely a simple "Powered by M.U.G.E.N" in the intro credits sequence would suffice?
Title: Re: Hyper Dragon Ball Z
Post by: Tomo. on April 30, 2014, 05:07:09 pm
Early lifebars projects are great!
Here is my suggestion:
(http://i56.servimg.com/u/f56/17/59/62/69/110.png)
I did them for my own screenpack. Their advantages are that they do not take up space so you can enjoy the beauty of stages.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on April 30, 2014, 05:42:47 pm
I dunno that just feels like something is missing ... can't shake that feeling!
I love Daeron's design so far :)
Title: Re: Hyper Dragon Ball Z
Post by: Formerly Hoshi on April 30, 2014, 05:57:26 pm
Early lifebars projects are great!
Here is my suggestion:
picture
I did them for my own screenpack. Their advantages are that they do not take up space so you can enjoy the beauty of stages.
Personally, I've always hated round gauge health bars.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on April 30, 2014, 07:19:46 pm
Let's not forget that for a full game, it's possible to have some custom stuff going on for lifebars.

We can have custom portraits if needed.
Another thing I've always loved was the interaction portraits in Dragon Ball Legends on Saturn : the portraits would change whether you're in idle state, attack or gethit.
https://www.youtube.com/watch?v=RHqwXfyFtqQ
Title: Re: Hyper Dragon Ball Z
Post by: Quebaz on April 30, 2014, 08:37:58 pm
I dunno that just feels like something is missing ... can't shake that feeling!
I love Daeron's design so far :)

This. Round gauge health bars just don't work in a game like this where most of the stuff is full of fan-service and care. Daeron's design not only caters to DBZ fans (because scouter and Budokai 1) but it caters to fighting game fans alike due to its simplicity and how well it meshes with everyhting else.
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on May 01, 2014, 12:02:45 am
Speaking of health bars is there a way to make it so that all attacked Siabamen take health from the main gauge? Or at least the other Saibamen could attack as 'VS series' styled assist characters. It would be a good way to make them fair and playable.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 01, 2014, 02:57:19 am
Saibamen are really easy to beat though...but it's not conventional at all I suppose.
Title: Re: Hyper Dragon Ball Z
Post by: Aoshi24 on May 01, 2014, 03:10:18 am
Great job guys.. I am definitely looking forward to the finished product.  Re: the lifebars, I'm liking #3 as well because of the color balance.  Tomo's round lifebars look nice too but it only looks appropriate for 4 player simul mode.

I agree with Cybaster with regards to animated portraits. Jojo's Adventure had this too and I thought it looked awesome.
Title: Re: Hyper Dragon Ball Z
Post by: HQ on May 01, 2014, 02:58:48 pm
Let's not forget that for a full game, it's possible to have some custom stuff going on for lifebars.

We can have custom portraits if needed.
Another thing I've always loved was the interaction portraits in Dragon Ball Legends on Saturn : the portraits would change whether you're in idle state, attack or gethit.
https://www.youtube.com/watch?v=RHqwXfyFtqQ

If I remember right, LadyKiki, had all of them ripped years ago back in zgteam times plus made all the existing ones too, could be some good reference.
Title: Re: Hyper Dragon Ball Z
Post by: BigChief on May 02, 2014, 12:36:09 am
Just wanted to make known that I spread the word about this project on the Dragon Ball IGN board. It's been pretty dead for years, but there's a post every two months or so, lol. Perhaps someone will come across it and be inspired.

http://www.ign.com/boards/threads/just-helping-spread-the-word-introducing-hyper-dragon-ball-z.453954063/
Title: Re: Hyper Dragon Ball Z
Post by: 「ⒻⓊⒸⓀⓎⒺⒶⒽ」 on May 02, 2014, 02:13:03 am
Let's not forget that for a full game, it's possible to have some custom stuff going on for lifebars.

We can have custom portraits if needed.
Another thing I've always loved was the interaction portraits in Dragon Ball Legends on Saturn : the portraits would change whether you're in idle state, attack or gethit.
https://www.youtube.com/watch?v=RHqwXfyFtqQ

If I remember right, LadyKiki, had all of them ripped years ago back in zgteam times plus made all the existing ones too, could be some good reference.

Yeh I ripped and uploaded/shared them but I didn't make or edit any. Still, here they are if someone wants to have a play, I'm sure any DBZ fan would have them anyway haha :D

(https://dl.dropboxusercontent.com/u/103297381/legend_portraits.png)

It's on my dropbox, too lazy to FTP it up, so if bandwith errors occur let me know, otherwise, I'm sure the team would want to draw their own anyway, but take it as inspiration/quick reference if anything =)
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on May 03, 2014, 07:40:33 pm
I recall Felo finding (or making, I don't remember) this portrait for Mr Satan.
(http://i1066.photobucket.com/albums/u402/GodofDeath94/HR8yRue.png~original)
I reuploaded it so it won't get lost.
Title: Re: Hyper Dragon Ball Z
Post by: Noside on May 03, 2014, 07:45:30 pm
I think it was Chamat.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 03, 2014, 09:38:24 pm
I don't think we're going to focus on Satan anymore though, he (and Saibamen) are going to be excluded from any further sample updates. Probably.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 04, 2014, 09:55:01 pm
Just to know ive just pm Noz to see if we can start the coding of the lifebars.

Ive decided to go with design Nº3 as it seems to be one of the most voted, maybe when we have them ready we can make an alternate version with design Nº6 because it seemed to be the second favorited
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on May 05, 2014, 05:49:56 am
I don't think we're going to focus on Satan anymore though, he (and Saibamen) are going to be excluded from any further sample updates. Probably.

That's too bad they have real potential to be really fun characters if they were taken on as a serious project. I even had suggestions on how to improve them.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 06, 2014, 03:22:28 am
started working on the bars,will show progress as soon as theyre done,btw Daeron we gonna need the round 1,fight,k.o and all that sort of lettering for the rounds,got anything in mind?

Got something started :)
(http://i.imgur.com/5CRCdYz.png)
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 06, 2014, 08:19:03 am
Nice ! :D

Also, I may be asking too much, but is there a chance for a HR version of the lifebars ?
Considering all the Emo bars are HR, and some few other stuff too (Super DBZ superBG screen), it kinda makes sense.
Title: Re: Hyper Dragon Ball Z
Post by: HQ on May 06, 2014, 09:54:16 am
started working on the bars,will show progress as soon as theyre done,btw Daeron we gonna need the round 1,fight,k.o and all that sort of lettering for the rounds,got anything in mind?

looks great!

how about having the Announcer from Dragonball appear at the bottom and say fight - or have randomly people fly by with the jindujun and leave the fight text in a cloudy way that diminishes. Like maybe have Upa (http://1.bp.blogspot.com/-4wNrlBA-g9Y/Tkx9z7mm1uI/AAAAAAAABYA/o-q0e_Xxdtg/s1600/db78-01.jpg) sit on it, or Yajirobi trying to jump on it and fall through, leaving the "Fight" clouds.

with the cloudy font, bulma or anybody else could also be shown throwing in a capsule that "explods" and the fight font shows up, or baloons or whatever

font like this
Spoiler, click to toggle visibilty
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 06, 2014, 03:35:21 pm
Great progress NoZ, just some short reminders, the green glass should be a little transparent, well maybe it is transparent there but with that stage we may not notice hahaha XD
The fonts for the timer, i really dont mind as long as they are orange colored.

As for the Ko notifications, i was thinking on some icons but didnt came up with something decent, i would like to ask for ideas here.
For the Round starters font and stuff, yeah we could use a font similar to DB, and display it dinamically.
I like the font riding the kinton cloud idea, lets see if can make some tests.

As for Hr version, i really dont have much experience with Hr stuff so i dont know how could it work? but yeah it would be nice too.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on May 06, 2014, 03:42:00 pm
If the screenpack is hi-res, then by default, the lifebars will be too. If the screenpack is low-res, however, you'd need to scale each lifebar element through the code to get them hi-res.

p1.bg.scale = .5
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 07, 2014, 01:51:08 am
Well ill make a winmugen version (for balthy the stubborn) and 1.0 for the rest
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 07, 2014, 09:20:22 am
 :biker: Thank you very much NoZ ^^
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 07, 2014, 09:33:34 am
Dictator Balthazar in action ! :haw: :P
Title: Re: Hyper Dragon Ball Z
Post by: Tomo. on May 07, 2014, 04:56:58 pm
Some few ideas for further screenpack concept:
As an example I'll use my screenpack(In HDBZ of course, everything would have to be kept in your awesome, unique Z2 style)

It would be nice if in the main menu there would be someone helping the user to choose game mode.
I have in mind something like these:
(http://i56.servimg.com/u/f56/17/59/62/69/110.jpg)

When it comes to character select - maybe do something different(like round char select). And a visible stage select is a must in full game.
(http://i56.servimg.com/u/f56/17/59/62/69/211.png)

Announcer from Dragonball appear at the bottom is great idea - I'm using it myself.
(http://i56.servimg.com/u/f56/17/59/62/69/310.png)

There could be a one continue screen for everybody.(Mine is Korin, but Krillin could be good too)
(http://i56.servimg.com/u/f56/17/59/62/69/410.jpg)

Not sure about the story mode - You guys plan this? If so - kamiloxnumetal made a story mode engine.
My result of playing with this program:


Anyway, I hope that you will consider these suggestions. Good luck with the project!
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 08, 2014, 06:41:12 pm
The interview is up on Gamekult :
http://www.gamekult.com/actu/hyper-dbz-du-bon-kameamateur-A131785.html

Sorry, it's in French. :P
All I can tell you is that it's pretty good. The guy did a very nice job taking our bits of interview to make a good article, and even added info he gathered elsewhere.

Also, I loved the end of the interview :
[after talking about Gohan, Majin Vegeta and potential Piccolo] "we already have the game design for other potential characters, even though they'll probably never be developed because we lack time." Yamcha should once again be cuckold, but he's used to it anyway.
:haw:

Quote
HYPER DBZ, DU BON KAMEAMATEUR

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A propos de..., par Neithan - Jeudi 08/05/2014 à 11h 40
Tags : PC, Premium

Le 5 avril, c'était l'anniversaire d'Akira Toriyama, le papa de Dragon Ball. Pour marquer l'évènement, le même jour déboulait sur la Toile une alléchante vidéo d'un nouveau jeu tiré du manga japonais, publié entre 1984 et 1995. Intrigante, aussi : d'abord, les écrans de chargement sont ceux du CPS2 (technologique destinée au jeu arcade) de Capcom, alors que la franchise appartient corps et biens à Bandai Namco Games, une autre entité nippone. Bientôt, un second écran arborant le célèbre avertissement anti-drogues "Winners don't use drugs", popularisé dans les salles d'arcade américaines il y a 20 ans, apparaît...

Alors, de quoi s'agit-il ? Un jeu de combat Dragon Ball inconnu ? Une cartouche de développement retrouvée dans un bureau ? Rien de tout cela en vérité. Hyper Dragon Ball Z, c'est son nom, est un projet amateur réalisé grâce au moteur gratuit MUGEN, qui permet notamment aux développeurs de créer leur propre jeu de combat à partir de bibliothèques existantes. Au delà de l'hommage au vénérable mangaka japonais, il y a surtout derrière l'initiative une sincère volonté, pour cette équipe de fans, de se réapproprier une franchise culte trop longtemps oubliée dans la photocopieuse.


PROOF OF CONCEPT

Certes, le trailer diffusé le 5 avril ne laissait guère de place au doute. Lorsqu'on les interroge, les développeurs tombent aussitôt le masque : Hyper DBZ n'est associé d'aucune manière avec la licence officielle. "Nous sommes de simples fans", précisent-ils d'emblée. "Notre but est de montrer ce qu'il est POSSIBLE de faire avec la licence". Insatisfaits, ces trentaines - dont un Français - se revendiquent-ils de la fameuse "génération Club Dorothée" ? Plutôt oui, car comme pour beaucoup d'autres ayant grandi avec Dragon Ball et Street Fighter, la rencontre des deux univers n'a jamais eu vraiment lieu. Ronnie "Balthazar" Dieleman, le chef de projet, se rappelle que les Super Butoden sur SNES (et Buyû Retsuden/L'Appel Du Destin sur Mega Drive) utilisaient l'écran splitté pour donner aux combats une sensation de gigantisme, et permettre aux personnages de s'éloigner l'un de l'autre. Néanmoins, "bien qu'ils aient été plutôt bons à leur époque, ils n'avaient pas cette sensation de contrôle de l'environnement que les jeux de combat possèdent. Cela réduit la stratégie", regrette-t-il.

Quant à la sous-série aérienne Budokai Tenkaichi, elle est moins à ses yeux un jeu de combat qu'une sorte de Panzer Dragoon où l'on peut frapper l'autre. Il y a pourtant un jeu qui leur a plu : Super Dragon Ball Z sur Playstation 2, développé par Crafts & Meister, une société japonaise fondée par d'anciens employés de Capcom, notamment Noritaka Funamizu, en charge du planning et de la production sur de nombreux épisodes de Street Fighter, X-Men, Darkstalkers...


SPRITES ET MÉLANGE DBZ/SF3

Pas étonnant, donc, de retrouver une référence à Capcom dans la vidéo, mais surtout une très grande inspiration dans le game design et la réalisation du titre. A l'inverse de nombreux jeux ayant ponctué la licence, le gameplay est terrestre et les personnages ont des poses déformées, exagérées. La raideur et l'animation hachée, souvent caractéristiques d'une réalisation précipitée, sont absentes du jeu. Balthazar, qui s'occupe des sprites, est décrit par ses confrères comme un "Capcom Maniac" : les jeux tournant grâce au CPS2 et CPS3 ont longuement été étudiés par l'équipe pour trouver l'inspiration. On retrouve ici et là quelques références visuelles à Darkstalkers, Jojo's Bizarre Adventure, Red Earth et surtout Street Fighter 3. Encore mieux, le jeu s'éloigne des animations automatisées présentes dans de nombreux titres et tente d'exprimer la force des personnages en usant de coups vifs, courts, violents. "La partie la plus dure fut de réussir à accorder le style de Dragon Ball à des mécaniques de jeu de combat, même sur des choses aussi simples que les impacts et la durée d'un coup. Nous avons fait de nombreux tests sur certaines attaques jusqu'à trouver l'équilibre désiré", commente le chef de projet.


HYPER DBZ ARCADE EDITION

Le rendu visuel fait son petit effet, mais le gameplay n'est pas en reste. S'il reprend la configuration des touches de Street Fighter, l'influence principale reste Vampire Savior. De petits détails comme une grande quantité de command moves, la possibilité de faire des coups normaux lors d'un backdash, les frappes EX ou encore les capacités spécifiques à chaque personnage achèvent la ressemblance. Pas sectaires, les développeurs ont été jusqu'à ajouter une Focus Attack inspirée directement de Street Fighter IV et des contres depuis la garde qui rappellent l'Alpha Counter de Street Fighter Alpha. Loin des personnages surpuissants et trop faciles à jouer qu'on trouve souvent dans les projets MUGEN, les trois principaux combattants d'Hyper DBZ demandent un minimum d'habileté pour être pris en main, et surtout pour maîtriser leurs caractéristiques. Ainsi, on devra apprendre à emmagasiner le Genkidama avec Goku normal, entrer en mode Justice et débloquer de nouveaux coups basés sur les téléportations avec Goku Super Saiyen, ou encore utiliser un mode Rage pour Vegeta qui le rend super agressif.

Une nécessité pour l'équipe, car DBZ possède énormément de contenu à implémenter. "Nous avions besoin d'une manière supplémentaire d'inclure les coups les plus originaux de Dragon Ball, mais les ajouter par dessus les coups normaux les faisaient entrer en conflit. Avec l'Emotion Mode, certains personnages gagnent des coups, certains en perdent et l'ensemble s'équilibre." Ce ne sont pas les idées qui manquent pour les prochains personnages. Bien qu'encore à l'état de prototype pour certains, les idées sont déjà là. Piccolo sacrifiant sa vie pour créer des clones de lui même qui le protégeraient pendant qu'il prépare des techniques plus complexes, retirer la capacité de charger la barre de "super" aux Androïdes mais les faire commencer le match avec ladite barre pleine en leur ajoutant un système de surchauffe, Buu qui pourrait échapper à un combo en se dispersant en plusieurs morceaux...


MUGEN ?

Le plus surprenant avec Hyper DBZ, au-delà de ses qualités, reste son moteur de jeu MUGEN, sorti en 1999 et développé par Elecbyte. La version d'origine tournant sous DOS, elle ne permettait à l'époque que peu de fantaisies du point de vue technique. Mais elle était pourtant très appréciée, notamment par le programmeur du jeu, Christopher Casta, qui s'en sert depuis 2005. "MUGEN dispose d'un langage de scripting qui est très facile à prendre en main, et qui permet de reproduire une très grande partie des fonctionnalités de jeux de combat", observe-t-il. Pourtant, après une version Linux en 2001, Elecbyte met la clé sous la porte à la suite d'une fuite de version Windows en bêta, que les bidouilleurs reprendront pour contourner ses limitations. Ce n'est que dix ans après la sortie originale du moteur qu'Elecbyte revient d'entre les morts et décide de reformer un studio dédié. Il y a du travail car en une décennie, les jeux sont passés à la HD, les séries les plus connues en 2.5D et surtout, des milliers de personnages et stages fabriqués doivent rester compatibles avec la nouvelle version. Certaines fonctionnalités sont actuellement en cours de développement et devraient permettre au moteur de satisfaire, à terme, les créateurs les plus demandeurs.

Malgré son retard sur pas mal de points, MUGEN ne cesse ainsi de gagner en popularité. Christopher Casta, s'il aimerait voir certaines améliorations spécifiques, tient à rappeler que la majorité du travail ne se trouve pas dans le code. "Les Alpha Counters ou le Super Jump se codent de la même manière qu'un Ki Blast ou un coup de poing fort. Une fois ces systèmes de jeu implémentés dans un personnage, le code est réutilisable directement dans les autres, ce qui permet de gagner du temps à chaque fois", détaille le programmeur. "La plus grande difficulté vient du game design, quelle attaque peut s’enchaîner avec telle autre, quelle propriété donner à la version EX de tel coup spécial. On a souvent une idée claire de ce qu'on veut, puis une fois implémentée, on fait de nombreux aller-retours et changements".


ET APRÈS ?

Quand on leur demande ce qu'ils ont pensé de la réception du jeu, et notamment de la vidéo d'annonce, les développeurs interrogés concèdent sans mal qu'ils ont été touchés par les retours des fans de Dragon Ball. Si tout cela les motive à continuer, faire un jeu complet n'est pas au programme et l'aventure ne continuera peut-être pas indéfiniment. Interrogé à ce sujet, Casta rappelle qu'un travail de qualité demande de la disponibilité et de l'investissement. "Mon boulot me prend beaucoup de temps, et c'est pour ça que le développement d'Hyper DBZ est aussi long, à raison de presque un an par personnage. Gohan va bientôt être fini, et on reçoit un coup de main sur Freezer de la part d'un autre très bon codeur", assure-t-il, avant de passer à un futur plus éloigné. "Majin Vegeta sera peut-être pris en charge par un autre codeur aussi. Quoiqu'il en soit, on veut vraiment que Piccolo et/ou Cell voient le jour". Quid des autres ? "On a déjà le game design de nombreux autres personnages potentiels, même s'ils ne verront probablement jamais le jour par manque de temps". Yamcha devrait donc finir cocu, mais il a l'habitude.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 08, 2014, 07:05:55 pm
here is the interview for salaodejogos
http://salaodejogos.net/2014/04/19/entrevista-ao-engenheiro-de-ideias-do-hyper-dragonball-z/

:)
Its in portuguese ofc. The gamekult one is likely far more interesting!
Quote
Começou por ser apenas um hobbie, por uma paixão pela série e acabou por surgir em todos os meios da especialidade, com milhares de views e com milhares de gamers a experimentá-lo. Estamos a falar Hyper Dragonball Z, videojogo trabalhado pela Team Z2 e com o português Miguel Martins a representar a bandeira portuguesa. Tivemos a oportunidade de falar com o engenheiro informático, QA Tester e criativo, que na produção deste jogo ficou conhecido como o “engenheiro de ideias”.

Pedro Moreira Dias (PMD): De onde surgiu esta vontade de ajudar na criação de um jogo?

Miguel Martins (MM): A criação é um hobbie para mim, conheci o Balthazar num fórum que ajudo a gerir sobre criação de jogos de luta e ajudei-o a conhecer o Cybaster e as pessoas que eventualmente tornariam todo o projecto real.

PMD: Presumo que desde cedo os videojogos sejam uma paixão?!

MM: Não só os jogos mas todo o processo por trás dos mesmos. Mas desde novo que era capaz de perder tempo a memorizar os movimentos dos meus Street Fighters preferidos. Ainda na altura em que fazer um “Shoryuken” nas arcades era algo que ninguém sabia fazer.

PMD: Qual é o teu papel na criação do Hyper Dragonball Z?

MM: Desenhei os “movesets” e o “gameplay” à volta do qual o jogo foi crescendo. Escrevi ainda todo o diálogo e as “winposes/intros” que usámos. Quando vês o Goku no topo da cabeça do Dragon no início da luta, fui eu. Os meus colegas referem-se a mim como “engenheiro de ideias”.



PMD: Presumo que sejas fã da série, como tal qual foi para ti o maior desafio ao criar o jogo?

MM: Os Hipers e os movimentos especiais! Todos os personagens naquela série acabam por ficar com movimentos que muito facilmente se resumem a “bola de energia” “rajada” ou “explosão a volta deles”. Isso é, claro, o caminho mais fácil e mais aborrecido para traduzir os “movesets”, e se for seguido acabas com personagens extremamente parecidas entre si. O gameplay de um jogo de luta 2D exige estratégias mais interessantes que isso.

Só sentimos que estávamos próximos do que queriamos quando começámos a conseguir recriar os movimentos mas mantinhamos a espectacularidade dos mesmos.

PMD: Sendo assim que pontos eram considerados fundamentais para que o jogo fosse melhor, diferente dos outros mas que de facto agradasse os fãs?

MM: Todos os personagens iriam ter que ter movimentos únicos e distintos entre si. Todas as transformações (SSJ Goku, Goku, Majin Vegeta, Vegeta ,etc) teriam de ter um gameplay completamente diferente entre si.

Todos os personagens feitos (que não sejam anedotas, claro)  teriam de ser o mais equilibrado possível. Sendo um jogo de luta isto é essencial. Um Freeza não pode completamente destruir um Krillin só porque na série era muito mais forte. Isso criaria um jogo onde só 2 ou 4 jogadores seriam realmente competitivos. Todas as animações criadas teriam de entregar fanservice, desde referências a outras coisas da série até pequenas animações que estabelecessem a personalidade dos personagens melhor. Todos os personagens tem um modo que altera o gameplay deles. Este modo activa “finishers cinemáticos” para as lutas.

PMD: Existiu algum outro jogo DBZ que vos tivesse inspirado em alguns elementos.

MM: Certamente! Vários! Ao criar os “movesets” eu estudei todos os vários jogos anteriores e recolhi inspiração dos melhores pontos de todos eles.

Super DBZ (o SSJ Goku e o Vegeta tem moves que tirei daqui) , Dragon Ball Butoden, Dragon Ball Hyper Dimension, até o DB Advance Adventure.



PMD: Para ti qual foi o melhor jogo DBZ que saiu, presumo que os fãs queiram saber…

MM: Adorava jogar o Buyu Retsuden na Megadrive, era um “port” dos Butoden da SNES mas com personagens diferentes, acredito que a versão Megadrive era superior porque ao ter menos botões (3 na Megadrive comparados aos 6 na SNES) acabou por forçar os “movelists” a serem mais compactados.

Se formos falar de recentes, o Super DBZ era o mais interessante de todos eles, tendo sido desenhado com a ideia de dar movelists unicos a cada personagem. A sua falha foi ter sido portado directamente das arcades com poucas alterações numa altura em que a PS2 fora do japão não tinha online versus. Isso acabou por matar o jogo a longo prazo mas ainda assim viu muita acção em torneios.

PMD: Qual foi a tua/vossa (Team Z2), reacção em relação ao feedback do vosso jogo?

MM: Isto foi completamente inesperado! Ao fazermos este demo estávamos a fazer um “proof of concept”, queríamos provar que era possível fazê-lo. E decidimos fazê-lo com um pequeno video de 1 de Abril que inicialmente fingia ser um jogo “real”. O Balthazar decidiu pedir as pessoas que o vissem que o espalhassem, e para minha grande surpresa, voltei a casa para descobrir que tinha sido espalhado as centenas de milhares de views.

Jamais esperei que tanta gente gostasse do que fizemos, é uma sensação óptima. Se tivesse sabido que teria tido tanto sucesso teria removido a AI, a versão que distribuimos tinha uma AI extremamente difícil.

PMD: Qual é o teu plano pessoal, ou da Team Z2 depois deste jogo? E já agora em relação a este Hyper Dragonball Z, podemos dizer que é um capítulo fechado?

MM: Pessoalmente planeamos começar a fazer outros jogos, outros projectos, seria interessante mesmo fazer alguns em Portugal.

O Hyper DBZ é um hobbie, lançaremos mais personagens mas nunca será possível fazer um jogo inteiro (seria preciso clonarmos toda a equipa e começar lhes a pagar para não terem empregos por fora!). Em breve lançaremos o update com o Gohan, depois disso vira o Freeza e o Majin Vegeta. Depois, quem sabe? Não perca o próximo episódio, porque nós também não!
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 08, 2014, 11:51:03 pm
HOLY SHIT WE PASSED 1 MILLION VIEWS!

Thanks everyone!

Here's a new video:

Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 09, 2014, 01:33:36 am
Cool ! :)

And post it on the Facebook page too. :)
Title: Re: Hyper Dragon Ball Z
Post by: GTOAkira on May 09, 2014, 03:24:10 am
great as usual and congrat on the millions view
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 09, 2014, 03:57:09 am
Dat masenko finisher,damn o_O
Title: Re: Hyper Dragon Ball Z
Post by: Aldo on May 09, 2014, 06:07:28 am
That Gohan is looking pretty damn good, the voice actor is actually... I really like it in this, pretty uncanny resemblance to adult gohan :) also apparently Iced´s Name is apparently Miguel Martins :P
Title: Re: Hyper Dragon Ball Z
Post by: xinyingho on May 10, 2014, 01:40:56 pm
I've been following the Z2 project for a little while. Nice to know that the concept trailer got a nice reception and all. But aren't you afraid to be taken down by Bandai Namco or Bird Studio representatives because of this advertisement?
I mean I really doubt that it would end up as the SFxMegaman project. Capcom are known to hear what fans want to say, whereas Bandai is the exact opposite, simply milking their trademarks away without taking feedbacks....
Title: Re: Hyper Dragon Ball Z
Post by: Infinite Daze on May 10, 2014, 01:48:34 pm
Congrats Guys, on the Million+ Youtube views. I need Dat Screenpack  ;D.
Title: Re: Hyper Dragon Ball Z
Post by: HQ on May 11, 2014, 10:48:27 am
(http://s17.postimg.org/e4m7jhu1b/5_CRCd_Yz_copy.png)

maybe you guys could try this lifebar direction too :)
Title: Re: Hyper Dragon Ball Z
Post by: XenoCard on May 11, 2014, 11:09:49 am
Here's a idea, How about a versus screen that is a little similar to this?

(http://i.imgur.com/rmyc3GY.png)
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on May 11, 2014, 12:15:41 pm
maybe you guys could try this lifebar direction too :)

Doesn't look as scouter-y.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 11, 2014, 12:23:54 pm
The white sections on the sides and the blank spaces outside of those also kind of bug me.,
 Daeron was going the right direction ;)!
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 12, 2014, 08:00:22 am
(http://s17.postimg.org/e4m7jhu1b/5_CRCd_Yz_copy.png)

maybe you guys could try this lifebar direction too :)
I like that a lot. The portrait in the scanner is a perfect fit for what the scanner actually does. With the lifebar extended and the grey section polished to look like the ear attachment, I could see that design looking better than the original.

This is one of those cases where a yellow, player-shaped silhouette on the glass instead of the portraits could work amazingly well. That'd either need to be coded into the character or used as a static-image custom portrait.

The scouter and lifebar length aren't adjusted, but I was thinking something like this (Keep in mind that image editing isn't my forte. It's more proof of concept than polished.):
(http://i.imgur.com/zrUgrRS.png)
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 12, 2014, 08:56:24 am
Personally i dont like to put to much things in the center of the lifebars, because when both players have low health, its when i mostly look at the health bars, and its easy to check both players life if you just stare at the upper center of the screen.

To much things in the middle, like portraits and not so important info stuff, makes you look 2 times (right and left) to check the life of both players.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on May 12, 2014, 10:28:16 am
Interesting concept with the portrait. You could make it a helper that replicates the player's movements (without the velocity, of course).
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 12, 2014, 10:52:25 am
Interesting concept with the portrait. You could make it a helper that replicates the player's movements (without the velocity, of course).

That's what I was thinking, yeah. Seeing it change based on the player's current animation would be amazing. A simple scale + palfx and it's smooth as silk.

Personally i dont like to put to much things in the center of the lifebars, because when both players have low health, its when i mostly look at the health bars, and its easy to check both players life if you just stare at the upper center of the screen.

To much things in the middle, like portraits and not so important info stuff, makes you look 2 times (right and left) to check the life of both players.

What if the "portrait" were more low-key like this? Please ignore my poor excuse for the edge of the scouter. That was just to fill the blank area. Imagine someone with talent drew it. IMAGINATION!
(http://i.imgur.com/T6q1T0k.png)

*EDIT*

Also, blinking Dragon Balls on the Dragon Radar as the win tally could work.

Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on May 12, 2014, 12:22:09 pm
I'm all for the little helper on the scouter, I find it more true to the anime.

And I would get rid of the character portraits. Everybody already know these characters and they don't need a face picture to know if Piccolo is the green guy or the guy with the red gi. Instead focus on an amazing font for the names, or unique display names a la MvC

Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on May 12, 2014, 12:53:21 pm
Another thing to add (or rather, to remove) is to take out the Z2 label; yes, we know they have this style of spriting and coding, but in a full game it is not needed. Instead, you could have in the title "Hyper DragonBall Z" a little subtitle called "Z2 Team works", or not even that since it is/could be mentioned in the intro (like in the first video Balthazar showed us).

The font could be that of the "Challenge Mode" (Training Mode, press Start to do the various trials and challenges, if you don't know). Maybe reduced in size, via coding or via image editing.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 12, 2014, 01:00:22 pm
Yeah, Z2 name should be removed for the full game.

I like the idea of the small animated portrait for the scouter. Doesn't sound too hard to code either.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 12, 2014, 01:32:04 pm
the helper is going to look bad if your character has its axis on his head (And probably during custom states as well).
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 12, 2014, 04:11:07 pm
Didn't know head axes were what was hot in the streets right now.

I made a basic font graphic real quick that's supposed to replicate the symbols seen on scouters. I originally tried to go abstract and go pure symbols, but there wasn't enough space to work with given the resolution.

Each character should be 8x12 pixels (Drawn as if they were 4x6. Four pixels per "pixel".) with a single pixel gap between. Only letters and numbers are done. If going full 8x12 is okay rather than upscaling 4x6, the font could replicate the symbols with letters a bit more accurately.

(http://i.imgur.com/BELEGkP.png)

Here's what the font would look like in action:

(http://i.imgur.com/kDdYFfv.png)

A snapshot of the scouter from the original series for comparison:

(http://img3.wikia.nocookie.net/__cb20110528100841/dragonball/images/2/2f/DodoScout2.png)


Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on May 12, 2014, 07:01:39 pm
Small thing I've noticed that's missing is the previously discussed power stock identifier. How would it be displayed? It doesn't look like it would fit without it all looking really cluttered, if at all.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 12, 2014, 10:34:56 pm
https://www.youtube.com/watch?v=m-7og0um9Zg
team spooky taking hyper dbz for a spin!
Title: Re: Hyper Dragon Ball Z
Post by: LM_MAVERIK on May 12, 2014, 10:43:45 pm
Nice, I had no idea your project blew up like this. You guys really did well for yourselves.  :thumbsup:
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 12, 2014, 11:25:14 pm

(http://i.imgur.com/BELEGkP.png)


I really like that font, i tried something similar but i suck at fonts :/

The tiny green char on the display is a good idea, hope it doesnt look wrong with that axis thing.

I would not mind saying bye bye to the portraits, but i would really like to keep the 3 dots.
The hard thing would be to fit all these ideas into one, i would like to suggest functionallity over fashion, keep it simple to the eye.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 12, 2014, 11:35:58 pm
I like some of the new ideas but tbh I´m not a fan of the small display character, I can see it causing bugs and overall just be distracting.
In this game, both players will always be onscreen at the same (except during some obvious cinematic supermoves) thus I find it to be a little unneccesairy. I like the font though, and I agree it doesn't really need the small portraits on the lifebars.

I'm on Daeron with this one; easy on the eye and functionality should be first.
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on May 12, 2014, 11:40:26 pm
Seconded, love the scouter lifebars concept
Title: Re: Hyper Dragon Ball Z
Post by: walt on May 12, 2014, 11:46:25 pm
https://www.youtube.com/watch?v=m-7og0um9Zg
team spooky taking hyper dbz for a spin!
Watching 2 actual people going at it tooth and nail is pretty hype, especially with the guy doing the commentary :beam:

Although you gotta admit, the SSJ Goku player was a bit limited, and the Vegeta player was more skilled :P

Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 12, 2014, 11:52:23 pm
Only when watching real humans fencing like that do I feel like I can see the true potential of each character.

Vegeta had to keep saving bar to counter goku teleports, I think his teleports might need to be more costly.

I really love to see actual matchups, far more than people playing against the AI.
Title: Re: Hyper Dragon Ball Z
Post by: walt on May 12, 2014, 11:58:14 pm
Exactly. It wasn't until I noticed Goku was very much out of options at the beginning of the rounds when he had no meter (I'm sure he must have some, but the player didn't know them) that I realized HDBZ as a full game could become a phenomenon, with tier lists - strategy guides - match ups. A big(ger?) community could grow out of it, because it very much caters to today's combo heavy preferences ... and it's flashy as fuck, like a real DBZ game should be :)

Can't wait for Gohan/Freeza to be released soon, and have another one of these vids pop up later. Also, there's so much potential with normal Goku, but I wonder if the crowd will feel compelled to play as him, since he's not OP SSJ UBER Goku ... maybe later when the roster is larger, they'll go back to him when they realize his offensive potential :P
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 13, 2014, 12:42:41 am
Yeah, no love for normal Goku, because he doesn't have the awesome hair. :(

Loved the video though, and maybe SSJ Goku needs some nerfing indeed. Would be best to see some players who master the characters play and give their feeling about balance issues.
Kinda wondering if teleports are really so unbalanced, and if we should rather :
- make them less safe by giving more startup time.
- give them a 1000 power cost instead of only 500 (or 750 if 1000 is too much).
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on May 13, 2014, 12:46:18 am
I say 750, 1000 is a bit too much IMO
Title: Re: Hyper Dragon Ball Z
Post by: Chazzanova on May 13, 2014, 12:47:36 am
1000 is fine, teleports are broken :P
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 13, 2014, 01:00:10 am
You gotta stick to common values for this kind of stuff. 750 is a ridiculous amount for a game like this with 3000 of power. It's not easy to grasp how many teleports you can do with a quick glance while fighting like that so just make it 1000.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 13, 2014, 01:01:32 am
Slower startup would be fine i guess, that or 1000, i would not like to see 750, specially since it would be the only 750 ex move am i right?
Maybe he could use the teleport as in HiperDimension, where he strikes the teleport pose, so at least you have some visual reference that hes going to teleport.

The hard punch seems to be kinda OP for what i see in those hardcore player videos, they spam it A LOT, seems kinda safe and very fast for a hard punch.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 13, 2014, 01:11:30 am
slower startup would negate its purpose, to build off the wall combos.

he had less moves so he could have less options considering how big his teleporting game was.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 13, 2014, 01:15:35 am
But its still a great evading/positioner/combo starter option already.
I think is main problem in a "torunament setup" its is high multi-functionality.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 13, 2014, 01:48:45 am
Limit the amount of moves that can cancel into teleport. Maybe make it not Air-OK. Add some more startup to it so it isn't as fast. Probably would be best if you guys took a look at some of the teleport type characters in Marvel for an example on how to balance the teleport. Hope this helps. :P
Title: Re: Hyper Dragon Ball Z
Post by: Zer0degreez on May 13, 2014, 03:10:24 am
Just brainstorming idk if some(or any) of these are a good idea. you could

-Make it cost more meter

-More start-up

-Make it so that you can only teleport when you hit the opponent so you dont get crazy blockstrings and mix-ups.

-Cant teleport while already in the air

These are just some of the ideas that come to mind.

Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 13, 2014, 05:21:32 am
I really like that font, i tried something similar but i suck at fonts :/

The tiny green char on the display is a good idea, hope it doesnt look wrong with that axis thing.

I would not mind saying bye bye to the portraits, but i would really like to keep the 3 dots.
The hard thing would be to fit all these ideas into one, i would like to suggest functionallity over fashion, keep it simple to the eye.

I suck at fonts, too. I just had the idea in my head and it happened to flow. I'm glad someone with a more refined artistic eye approves.

slower startup would negat its purpose, to build off the wall combos.

Red: The standard SSJ Goku combo string generates enough meter to do another teleport. Essentially, the only thing preventing a 500-meter teleport from being an infinite is the limit on its consecutive use in a combo.

The teleports make any successful hit convert into a combo from anywhere without commiting to a move, whether it be a shoryuken or a full-screen fireball. Cancelling a fireball into teleport to force a sudden direction change is something the rest of the cast can't do. A combo can become an immediate mix-up reset that requires a high/low guess in addition to the sudden direction change.

On a somewhat related note, SSJ Goku's Teleport Attacks in Justice Mode are also way too good. They have a 7-tick start-up, but have no real cost attached, make any MoveContact attack safe, don't have damage scaling, start as well as enable combos, tracks opponents anywhere, and might be unblockable. You don't really want to use it to prolong combos. It's better to let save them for when they recover and restart.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 13, 2014, 05:42:05 am
The hard punch seems to be kinda OP for what i see in those hardcore player videos, they spam it A LOT, seems kinda safe and very fast for a hard punch.

Believe or not, it's actually -1 on block. SSJ Goku's options after st.HP is blocked are limited to blocking or trying to go for a counterhit which will most likely trade. The opponent could just go for a grab as well, but I feel grabs aren't as strong in this game because the second the opponent sees the throw coming, they can just mash st.LP to stuff the throw attempt for an easy CH combo since the startup on throws are like 6 frames while st.LPs are like 4. Happens to me all the time when I try setting up tick throws on the AI.

Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 13, 2014, 08:45:27 am
I'll look into SSJ Goku's s.SP startup. It never struck me as an overpowered move because it deals so many hits it kills the dampener (on purpose).

Would something like this balance out teleports ?
- Costs 1000 power if out of a combo, to avoid easy mixups.
- Costs 500 power if you're in a middle of a combo, so you can prolong them without the teleport costing too much.
Title: Re: Hyper Dragon Ball Z
Post by: A$AP Buckus on May 13, 2014, 09:43:50 am
For the teleports, I'd increase the time Goku's able to move/attack after the teleport by a few ticks to balance it. With the sHP, make it -3(maybe -4?) on block. It should be more unsafe since it's advancing and multi-hitting. It's a shame normal Goku gets no love cause he's a beast.

I have to hand it to you guys with the attention and hype level this is getting. Got pro players playing mugen.
Title: Re: Hyper Dragon Ball Z
Post by: senorfro on May 13, 2014, 10:52:55 am
Would something like this balance out teleports ?
- Costs 1000 power if out of a combo, to avoid easy mixups.
- Costs 500 power if you're in a middle of a combo, so you can prolong them without the teleport costing too much.
I'd make teleports cost 1000 meter across the board (with the exception being for a teleport Kamehameha).  If you want to prolong a combo, just go into Justice Mode.  Remember, for 2 levels of meter, you get access to 10 teleports.

Come to think of it, there's no reason to not exploit Justice Mode.  He may lose Power Charge, but he gains meter at a decent enough rate to where it's not even needed.  Also, it transitions between rounds, and doing other supers (save for Hyper Rush) doesn't make it go away.  At least for Vegeta and Goku, their special modes had more drawbacks (time between fireballs and doing other supers for Vegeta/getting hit for Goku).  Theirs had more of a risk, but still had a nice reward for doing it.  Justice Mode has no down side and rakes in all the reward.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on May 13, 2014, 11:30:43 am
In regards to the scouter font (which looks nice, albeit a little messy/cluttered), have you tried this one?
http://www.dafont.com/tr2n.font?text=Dragon+Balls&psize=s
It looks kinda like the scouter gibberish, only with recognisable characters.

Yes, I know it's a replica of the TRON: Legacy font :P
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 13, 2014, 11:56:36 am
Just a crazy idea for the teleport balancing:

Goku should charge a teleport first in order to perform it,  it should be a special,like a small taunt or something, when you do it, then you can perform 1 tekeport.

say... you perform down down + 2buttons,  goku flashes yellow while being vulnerable for a short time, your meter shows the 1000 or 500 loss.
Then if you perform again down down + buttons you teleport (without yellow ex-move effect since you already did that on the charge move.

The problem with this is that you only would be able to perform 1 teleport at the time, to prevent this, you could turn the "teleport charge" into a different imput, so you can do this 3 times in a row, and then have acces to 3 teleports.

-edit-

Another way could be turning the charge teleport into a super, lvl 1= one teleport, lvl 2= two teleports, lvl 3= 3 teleports.
then since you spend a lot of meter, the teleport should not show the yellow ex-move effect

I think the charge ideas is good because it helps the second player to tell when Ssj goku can potentially evade/move cancel/counter a projectyle.
because nobody would dare to shoot stuff at goku when he gets 500 meter, but this way, enemy can tell if its safe or not because they saw Ssj Goku perform the charge.  "better watch out, kamehame is not a safe option now because he got a teleport"
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 13, 2014, 01:36:58 pm
Suggesting that the start up on throws be reduced to 2 frames and have the recovery increased from 7 to somewhere around 20 frames. Doing so makes throws reliable in terms of mixups (tick throws and all) and with the recovery increased to 20 frames, it makes whiffed throws a bit easier to punish.
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on May 13, 2014, 01:37:53 pm
It might be fun to plan like 3 teleports in a row on different spots, and then start a combo and activate each teleport one by one in order, in the hope that you planned your trajectory correctly and don't miss. It might also make it more obvious that it's the Shunkan Idou and not your typical DBZ speed dash, everyone in the tournament videos keep saying "I dunno why only Goku has it, everyone can do that in the series" (except they never do it in the middle of simple combos, only in the "dragon rush" pursuit types of attacks that strongly knocks someone away)
It will also be a lot harder (unless you don't try to plan several teleports ahead and just do them one by one). Dunno how well that would go, if it would make it just too difficult to use.

Justice mode wouldn't have that restriction.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 13, 2014, 02:22:31 pm
I'd make teleports cost 1000 meter across the board (with the exception being for a teleport Kamehameha).  If you want to prolong a combo, just go into Justice Mode.  Remember, for 2 levels of meter, you get access to 10 teleports.

Come to think of it, there's no reason to not exploit Justice Mode.  He may lose Power Charge, but he gains meter at a decent enough rate to where it's not even needed.  Also, it transitions between rounds, and doing other supers (save for Hyper Rush) doesn't make it go away.  At least for Vegeta and Goku, their special modes had more drawbacks (time between fireballs and doing other supers for Vegeta/getting hit for Goku).  Theirs had more of a risk, but still had a nice reward for doing it.  Justice Mode has no down side and rakes in all the reward.

Everything you said is spot on. I would definitely consider going 1000 across the board for his teleports as well as increasing recovery time. As the move stands right now, Goku can actually generate a full meter and do 50% damage in a combo using all teleports allowed (no supers or EX moves) in an easy-to-execute combo.

Changes I'd suggest to teleport for now: Changes I'd make if this were my project:
In regards to the scouter font (which looks nice, albeit a little messy/cluttered), have you tried this one?

I do like that font, but I don't think the look quite matches. Also, I was working under the presumption that the letters would be small enough to fit within the scouter. That left the text size at 4 pixels by 6 pixels. Most of the characters in that font set wouldn't translate properly that tiny. A number of the characters in my font sheet thing were improvised since the look I wanted for them wouldn't work at that resolution.

@Daeron: Neat ideas. In a sense, Justice Mode is a level 2 Teleport Stock move with 10 stocks attached. It might add the possibility to combo extensions beyond what we currently have if the teleport charge move can be used to cancel attacks and continue combos.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 13, 2014, 10:13:58 pm
Thanks a lot guys for the feedback on teleports and the nice suggestions. :)

I'll note everything in a notepad, and Team Z2 will discuss more about this when time comes (aka after Gohan is released and we go back to balancing characters).
All of you make pretty interesting points, and it's going to be fun and hard taking into account and mix several ideas to balance out teleports.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 15, 2014, 07:58:21 am
Just remember that building bar in this game is very easy and fast. It could cost a bar and a half and he would still be able to do a lot to/against you due to meter gain.


In other news: the lab is never the same the next time you enter it. The "simultaneous super" thing (not beam collision) is definitely deeper than I thought. And a lot of this isn't even simultaneous.

https://www.youtube.com/watch?v=4sAMVAyfNdw&feature=youtu.be

The most troublesome thing about this here is that it seems freezeframe junk spawns multiple fireballs off a single summon (that must have been what happened for that Ki-blast Kamehameha thing that bugged out, though I'm not sure why it managed to keep duplicating instead of being frozen like the other times).

And of course the very last part was actually something that can easily happen in any match, not just someone happening to do a super when someone else does. I heard someone else got something like it once, and it may have been with the same conditions.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 15, 2014, 01:18:00 pm
Just remember that building bar in this game is very easy and fast. It could cost a bar and a half and he would still be able to do a lot to/against you due to meter gain.

Meter building is fast but not that fast. Yeah he may be able to do it a lot but it would not be as often as before where it was half a bar. There will be a period of time where SSJ Goku has perhaps no meter, has to retreat and build meter. Most definitely can not go on the offense without meter because he lacks the tool set to. His offense becomes one-dimensional which is very easy to block. Not to mention that several of his moves are minus on block leaving him open for punishes.

I think making teleports cost more adds a bit of meter management to SSJ Goku's playstyle. Players can't rely on it as much as before. Kind of reminds me of C.Viper from UMVC3 in a way with her EX Moves.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 15, 2014, 01:39:05 pm
Jesus Christ you broke pretty much all the projectiles in the game o_0.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 15, 2014, 01:41:12 pm
I believe its the challenge system, he started the training tracking and then fought on top. I guess that could be fixed by disabling second player in challenge mode.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 15, 2014, 05:47:03 pm
I believe its the challenge system, he started the training tracking and then fought on top. I guess that could be fixed by disabling second player in challenge mode.

Are you sure? The AI for SSJ Goku seems to activate for Challenge Mode (which is how you can train against AI outside of VS, only thing is they get infinite bar), but I don't think that was why these exploits happened because they've all happened to me in Arcade and regular Training too. I showed another vid of the OHKO kamehameha thing without Challenge Mode.

Vegeta and regular Goku also activate their AI during it, but they don't attack or move, they just tech out when they can and etc.

This also happens with Vegeta too, so it definitely has to do with super flashes.

-snip-
No no, I'm agreeing with the conversation, it definitely does need to be one bar, but even as a one bar cost he'll still manage to do a lot of what he can now due to meter build as far as combos. Blockstrings, not so much. Those can be really unsafe with counters, and since counters knock down you actually gain a huge benefit by using them. SSJGoku's teleport is still really fast though, so the threat is still there.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 15, 2014, 08:01:27 pm
Of course it's not challenge mode's fault. There's nothing there that would trigger such bugs with projectiles. I can only think of the projectile sctrl lacking a "persistent=0" line or something like that, besides better triggers (animelem=x,=0 instead of just animelem=x) although states shouldn't get updated during super pauses so hell if I know.

I also don't know how the kamehame ha clashing system works like (As in, this all could be a side effect of having a system in place to allow both characters to release a projectile and then changing states and resetting animations to get ready to enter clash mode).

Kinda funny to see how envshake only affects certain explods and animations while they don't affect others. There's definitely something to fix there too (I recall that having something to do with bindtime values for explods).
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 15, 2014, 11:20:35 pm
I assumed it was due to the several checks that need to be done during training mode conflicting with the checks being made in the super pause.
( well, me and balth)
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 11:30:12 am
Hey don't drag me into this, I never said I thought it was caused by Challenge Mode, that was all you!


Alright where's my low-res Winmugen Hyper DBZ lifebars at? Gimme!
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 16, 2014, 11:45:12 am
you liar liar, you just agreed with me then ?

 But we should have cybaster look at that, if mugen ends up not being able to handle those checks properly we might need to consider another way to go about it.  If this is happening to Goku, its happening to Vegeta and Gohan and etc.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 16, 2014, 11:57:45 am
These bugs probably come from the Beam Collision stuff, since it's impossible to have P2 trigger a move during a superpause.
Hence, in order to trigger a beam clash, I needed to have compatible characters go in a "false superpause" where they would be freezed but would be able to trigger the beam clash if they meet the right conditions, as such (outdated code from my USB key, since I'm at work) :

Code:
;===============================================================================
; BEAM COUNTER - Goku gets freezed during "superpause"
;===============================================================================

[state 1315]
type = CtrlSet
triggerall = var(31) = 0
triggerall = numenemy=1 && numpartner=0
trigger1 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger1 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger2 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger2 = (enemy,stateno=2401 || enemy,stateno=2461) && (enemy,animelemtime(2)<=0) && !ctrl
trigger3 = enemy,name = "Yellow suika"
trigger3 = enemy,stateno = 3200 && enemy,anim = 3200
trigger4 = enemy,name = "Combo Stickman"
trigger4 = enemy,stateno = 3200 && enemy,anim = 3200
trigger5 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger5 = enemy,stateno = 2400 && enemy,anim = 2400 && (enemy,animelemtime(3)>=1)
trigger6 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger6 = enemy,stateno = 2405 && enemy,anim = 2405 && (enemy,animelemtime(3)<0)
trigger7 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger7 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger8 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger8 = (enemy,stateno=2401 || enemy,stateno=2461) && (enemy,animelemtime(2)<=0) && !ctrl
value = 0

[state 1315]
type = CtrlSet
triggerall = var(31) = 0
triggerall = numenemy=1 && numpartner=0
triggerall = movetype != H && movetype != A && statetype != L
trigger1 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger1 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,var(26)=1)
trigger2 = enemy,name = "Yellow suika"
trigger2 = enemy,stateno = 3201 && enemy,anim = 32011
trigger3 = enemy,name = "Combo Stickman"
trigger3 = enemy,stateno = 3200 && enemy,anim = 3200
trigger4 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger4 = enemy,stateno = 2405 && enemy,anim = 2405 && (enemy,animelemtime(3)>=0)
trigger5 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger5 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,var(26)=1)
value = 1

[state 1315]
type = PosFreeze
triggerall = var(31) = 0
triggerall = numenemy=1 && numpartner=0
trigger1 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger1 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger2 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger2 = (enemy,stateno=2401 || enemy,stateno=2461) && (enemy,animelemtime(2)<=0)
trigger3 = enemy,name = "Yellow suika"
trigger3 = enemy,stateno = 3200 && enemy,anim = 3200
trigger4 = enemy,name = "Combo Stickman"
trigger4 = enemy,stateno = 3200 && enemy,anim = 3200
trigger5 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger5 = enemy,stateno = 2400 && enemy,anim = 2400 && (enemy,animelemtime(3)>=1)
trigger6 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger6 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)

[state 1315]
type = ChangeAnim
triggerall = var(31) = 0
triggerall = numenemy=1 && numpartner=0
trigger1 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger1 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger2 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger2 = (enemy,stateno=2401 || enemy,stateno=2461) && (enemy,animelemtime(2)<=0)
trigger3 = enemy,name = "Yellow suika"
trigger3 = enemy,stateno = 3200 && enemy,anim = 3200
trigger4 = enemy,name = "Combo Stickman"
trigger4 = enemy,stateno = 3200 && enemy,anim = 3200
trigger5 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger5 = enemy,stateno = 2400 && enemy,anim = 2400 && (enemy,animelemtime(3)>=1)
trigger6 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger6 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger7 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger7 = (enemy,stateno=2401 || enemy,stateno=2461) && (enemy,animelemtime(2)<=0)
value = anim
elem = animelemno(0)

[State -2]
type = VarSet
triggerall = numenemy=1 && numpartner=0
triggerall = var(31) = 0
triggerall = command = "f2p"
triggerall = power >= 2000
triggerall = P2Dist X > 80
triggerall = anim = 0 || anim = 5 || anim = 6 || anim = 10 || anim = 11 || anim = 12 || anim = 20 || anim = 21 || anim = 100 || anim = 101
trigger1 = enemy,name = "Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger1 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
trigger2 = enemy,name = "Yellow suika"
trigger2 = enemy,stateno = 3200 && enemy,anim = 3200
trigger3 = enemy,name = "Combo Stickman"
trigger3 = enemy,stateno = 3200 && enemy,anim = 3200
trigger4 = enemy,name = "Vegeta Z2" && enemy,authorname="Balthazar & Cybaster"
trigger4 = enemy,stateno = 2400 && enemy,anim = 2400 && (enemy,animelemtime(3)>=1)
trigger5 = enemy,name = "SSJ Goku Z2" && enemy,authorname = "Balthazar & Cybaster"
trigger5 = (enemy,stateno=2400) && (enemy,anim=2400) && (enemy,animelemtime(4)>=0) && (enemy,var(26)=0)
var(31) = 1

[state 1315]
type = ChangeState
trigger1 = var(31)=1 && stateno!=2480
value = 2480

All this stuff keeps breaking the chars at one point or another, so I keep adding triggers.
MEEEEEHHHH ! Getting bored of this beam clash stuff that's not even used in-game...
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 16, 2014, 12:49:15 pm
Alright where's my low-res Winmugen Hyper DBZ lifebars at? Gimme!

I need some help or ideas for the K.O. Icons, i didnt have much time for the lifebars, since im busy with "Secret Z2 stuff Nº1" and "Secret Z2 stuff Nº2"
XD
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 01:32:46 pm
Ok forget Secret Stuff 02 for now and please focus on the lifebars :P

Cy, it might be a valid option to just completely remove the Beam Counter stuff alltogether. I've not seen it a SINGLE time during any of the fights since the Hyper DBZ trailer release. Just toss it, I say. Get rid of it. It's obviously not worth the trouble, it's not getting used (and even so, in order to trigger it, you kind of have to be waiting for someone to do a Lv2 beam, which shouldn't be the case) so there is no pay-off.

Even if it's very 'DBZ-like' we still have a ton of other stuff. Scrap the Beam Counter stuff alltogether!
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 16, 2014, 01:33:48 pm
Hah! Knew it. I was wondering how you managed to let P2 trigger stuff while P1 was causing a superpause. A fake superpause was the only possible option. Your main problem is the changeanim though, as that sends you back to the beginning of the current frame no matter what and it messes up the total anim's duration AND keeps triggering the projectiles (Shouldn't they need persistent=0 and some other limiters like ID limiters to prevent having more than one of the same projectile out at the same time anyway? That should definitely do the trick there).

It's a clever idea, it just needs more fixing and tweaks. Heck, if you want to keep the animation's total time accurate even for the fake superpause, you could do the next thing (A bit crazy though):

Just make every frame of the animation its own frame (Example: if animelem=1 lasts for 5 ticks you would instead make every tick its own element, duplicating the same frame 5 times and making it last 1 tick each). This would only be needed for attacks, and only for those that can be canceled into the beam clash event (Since total framecount for idle states wont affect them at all even if they're off by several ticks thanks to the changeanim).
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 16, 2014, 01:46:04 pm
Yeah, that's what crazy coder do when they want to code a tick-perfect super armour. I'm not doing that ! :P

Balthazar and Iced, do we agree to leave out Beam Collision for all chars from now on (and possibly put it back later on if needed) ?
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 01:50:10 pm
Yes, leave it out. I don't know why we would put it back. We all agree it's the player vs player tournament fights we like the most, so our efforts and any future updates should stay focussed towards that. It's clear it's not getting used in that setting. I say ditch it.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 16, 2014, 02:45:10 pm
Balthazar and Iced, do we agree to leave out Beam Collision for all chars from now on (and possibly put it back later on if needed) ?

Alright. Wont this bug also happen on dash collision?
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on May 16, 2014, 02:48:35 pm
Random suggestion here.

The thing with beam counter is that people will rarely shoot a Lv2 beam out of nowhere, so even if someone actually waits for the other to fire it so they can counter it, that bit might not happen in the first place. So people won't even wait for the opponent. What people will do is try to nail them when they can't recover - either in the middle of a combo, or as a counter.
What follows from that if the beam counter has a place anywhere, it's as a counter, an interruption / canceling a whiffed move, or some kind of burst-like technique. Obviously that means it should cost an additional level. So either the counter is a level 3, or it is instead moved to the Lv1 super beams across the board. This way, it also implies that :
- the damage for the struggle version could be moved to somewhere between Lv1 and Lv2 value
- the attacker that shot first may gain an advantage in case he wins the struggle
- the defender, if he wins, pays two bars for a burst with the damage of a Lv1.5
- the defender, if he fails, pays two bars to get fucked some more (the attacker paid only 1 bar for the damage of a Lv1.5).

It's a bit of a gamble on the meta game, but I think it could be worth looking into, if it's not TOO much of a hassle to rethink the system. Beam struggles are a must.

Balthazar and Iced, do we agree to leave out Beam Collision for all chars from now on (and possibly put it back later on if needed) ?

Alright. Wont this bug also happen on dash collision?
Not that I studied Cybaster's code but it looks like something completely different, the bug is because of the fake superpause during which the opponent can counter, the Dash collision doesn't do that, I assume it just checks if both characters are dashing at the same time, no pause.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 02:56:53 pm
IMO Beam Struggles are NOT a must, they just look cool. I could even do without the Dash Colission (I think it looks extremely lame).
Just remove the beam clash stuff (as far as I care even the dash colission stuff) and don't waste your time on it anymore.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 16, 2014, 03:04:48 pm
Already checked, dash collision isnt affected by it.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 03:06:35 pm
Well that still doesn't change the fact it looks lame.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 16, 2014, 03:37:43 pm
I say you should keep it optional on a config file or something,maybe theyre lame to you now,but these are features that made this characters unique,now in the fullgame you can have these stuff just off in the config by default
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 16, 2014, 03:53:43 pm
We'll keep the dash collision, it doesn't hurt (until pro players break it lol).
Beam Collision will be removed for now.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 16, 2014, 03:59:45 pm
Those fancy animated ports for the beam collision could be used for something else then,what if you use then for the lv2 version of the beams,to give them some style
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 16, 2014, 04:14:00 pm
Im ok with the remove of beam clash, people doesnt seem to use the beams at all...

What if we add something cool to the lvl 2 beams to compensate the lost of the beam collision.
If a level 2 beam hits, while the enemy its being hitted by the beam, you can press again the beam imput and spend another lvl 1 (this would be only possible with 3 levels) to add more hits to the beam.

You can then use a superpause and the lvl 1 effects to indicate the use of this technique, and display the big portraits from the beam collisions while they scream,like they are adding ki to the beam.

Imagine Goku vs vegeta, both lvl2 beams clash (naturally, not with the beam collision stuff) then you spend another lvl to try and win the struggle.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 16, 2014, 04:18:10 pm
I like that concept,spending more meter for a more powerfull beam
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 04:21:45 pm
That is something we thought of a long time ago as well; spending another superbar level to add power to the beam (as it is hitting).
But I don't think we should be thinking about it right now. Plus, I don't really like those big portraits anyway :P
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 16, 2014, 04:33:43 pm
you dislike sprites a week after you are done with them =P
You cant be a hyper perfectionist.
For now we will go with whats simpler, and later on we can consider new venues. The main objective right now is adding to the playable cast. :)


Next char: Yamcha.
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on May 16, 2014, 04:38:47 pm
(Just talking about coding here, I'm not going to argue about the removal of the beam clash system, but I find the coding aspect interesting)

Hey, about the need to use a fake superpause so the opponent can input his own beam. Instead of p1 attempting to perform their own beam when they see that p2 is preparing their own (thus requiring the fake superpause), how would it work to have p1 check for p2's input during a real superpause ? Does that even work ? It'd mean looking at p1's cmd file and see if p2's input matches the lv2 (which would need to be common to everyone), and then canceling the superpause and forcing p2 into the counter state, it feels like it could work, but I don't know if p1 can detect p2's input during a real superpause (from p1).
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 16, 2014, 05:23:24 pm
That's a good question, and I have no idea if anything P2 does during a real superpause does actually trigger.
The input could be detected via a variable, that sounds like the most logical way.
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 16, 2014, 05:54:27 pm
Next char: Yamcha.

Great, can we make Saibamans insta K.O. him?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on May 16, 2014, 06:18:24 pm
That actually happened in one of the budokais and it irked me to hell.

Next char: General Blue.
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 16, 2014, 06:29:31 pm
Nah
next one should be:Master Roshi
Title: Re: Hyper Dragon Ball Z
Post by: Mgbenz on May 16, 2014, 06:31:11 pm
Arale? :3
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 07:19:30 pm
Let's give the whole 'next char' thing a rest. Again.
Title: Re: Hyper Dragon Ball Z
Post by: Noside on May 16, 2014, 08:27:45 pm
I was going to suggest Goku SSJ2. :innocent:
Title: Re: Hyper Dragon Ball Z
Post by: LurkerSupreme on May 16, 2014, 08:39:57 pm
http://shoryuken.com/2014/05/16/kamehameha-developer-ronnie-balthazar-dieleman-talks-hyper-dragon-ball-z/

Well lookie here.
Title: Re: Hyper Dragon Ball Z
Post by: QuickFist on May 16, 2014, 09:15:18 pm
Interesting...
Title: Re: Hyper Dragon Ball Z
Post by: Karasai on May 16, 2014, 10:27:48 pm
Quote
Goku does NOT have a dive kick, hurricane kick or a shoryuken. STOP MAKING RYU's!!!
If the main character is average let him be! Dont give him annoying moves that dont fit his character. unless you want people to not play your game because you gave the Ryu of the game all the annoying tools in the world!

Well
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on May 16, 2014, 10:32:44 pm
Ryu is the worst DBZ character.

So, uh, I guess beam collisions are out, then?  The article mentions them still in there, so just something to bring up next time.

I find it kinda funny that people worry and question more about similar moves to characters from other franchises more than actually seeing Sonic the Hedgehog or the Robot Unicorn and such.
Title: Re: Hyper Dragon Ball Z
Post by: Byakko on May 16, 2014, 11:17:51 pm
So, uh, I guess beam collisions are out, then?  The article mentions them still in there, so just something to bring up next time.
They only just now decided to take them out after seeing the bugs they cause, obviously the interview was done before it was even an idea.
Title: Re: Hyper Dragon Ball Z
Post by: Long John Killer on May 16, 2014, 11:41:25 pm
I know, I mean next time an interview or video demonstration or whatever comes up, would be good to mention the change.  That's all.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 16, 2014, 11:42:21 pm
To clear things up a bit, that interview was done as much as 3 weeks ago. It just took this long for it to be edited/aproved/posted on their page.
Title: Re: Hyper Dragon Ball Z
Post by: Aldo on May 17, 2014, 12:44:57 am
I agree with the beam collision stuff. Right now is really a victim of bugs, leaving it out completely or for a while or once it can get perfectioned is for the greater good. People don´t do beam collisions at all anyway.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 17, 2014, 06:03:04 am
EDIT: Didn't read completely, derp.

But yeah, seems teleport specials/supers (SSJ Goku teleport, Goku bicycle kick) done at the same time as level 2 supers will ALWAYS either freeze the game (SSJ Goku) or create a massive, seizure filled slowdown (Goku).

The invuln on Chou Kamehameha is weird too.

The problem with this is I'm still figuring out how to test OTHER things (non-beam supers, level 1 supers). SSJ Goku's AI in challenge mode only seems to do level 2 Kamehameha on wakeup, so it's easy as hell to test THAT, but not level 1 Kamehameha. I can also only test USING Goku and FIGHTING SSJ Goku, so Vegeta is untestable, until I find out how AI activation works or I manage to use my second hand for P2 better.

Weird thing though, you don't need to turn on Challenge Mode for his ai to activate, you just need to let the intro play out between them.


EDIT 2: WOAH WOAH WAIT WHAT. YOU CAN BLOCK A COUNTER? Holy shit. I've never seen that, a CPU just blocked my Goku low counter when I countered his jab. Maybe there was JUST enough time. That's an awesome counter-counter, actually. I like that.

lasteditiswear: https://www.youtube.com/watch?v=CLKf4ELEDz0&feature=youtu.be Just a nice little vid showing off another thingy. 3 Goku standing HP links in a row, pretty cool.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 17, 2014, 08:32:40 am
lasteditiswear: https://www.youtube.com/watch?v=CLKf4ELEDz0&feature=youtu.be Just a nice little vid showing off another thingy. 3 Goku standing HP links in a row, pretty cool.

The original take of the 100% damage combo video had that three-HP series of links in it ar first. When I decided to alter it to include the 9-hit mid-screen ground link at the beginning, I couldn't find a way to get the mid-screen chains to end at the perfect distance from the corner anymore. It was unfortunate. At least it's in video form now.

I eagerly await functional lifebars, even if they lack win icons.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 17, 2014, 11:06:37 am
But yeah, seems teleport specials/supers (SSJ Goku teleport, Goku bicycle kick) done at the same time as level 2 supers will ALWAYS either freeze the game (SSJ Goku) or create a massive, seizure filled slowdown (Goku).

The invuln on Chou Kamehameha is weird too.
Yup, all this is fixed thanks to the removal of beam collision.

The problem with this is I'm still figuring out how to test OTHER things (non-beam supers, level 1 supers). SSJ Goku's AI in challenge mode only seems to do level 2 Kamehameha on wakeup, so it's easy as hell to test THAT, but not level 1 Kamehameha. I can also only test USING Goku and FIGHTING SSJ Goku, so Vegeta is untestable, until I find out how AI activation works or I manage to use my second hand for P2 better.

Weird thing though, you don't need to turn on Challenge Mode for his ai to activate, you just need to let the intro play out between them.
Actually, AI turning on for SSJ Goku in Goku's challenge mode is a bug.
If you want P2 to have AI, you can press the "pause" button on your keyboard, press right twice and activate AI. But then you'll just fight P2 with infinite meter, so noth sure that's what you want.

EDIT 2: WOAH WOAH WAIT WHAT. YOU CAN BLOCK A COUNTER? Holy shit. I've never seen that, a CPU just blocked my Goku low counter when I countered his jab. Maybe there was JUST enough time. That's an awesome counter-counter, actually. I like that.
Hmmm, even though it may look cool, that kind of requires fixing. Like making the hit for the counter moves come out almost instanteneously.

lasteditiswear: https://www.youtube.com/watch?v=CLKf4ELEDz0&feature=youtu.be Just a nice little vid showing off another thingy. 3 Goku standing HP links in a row, pretty cool.
Yeah, and hard enough to do. :)
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 17, 2014, 02:31:37 pm
-snip-

Ah okay, this is where my "0 knowledge of coding" part shines. That's good!

And yeah, thanks for that AI thing. I'll try it out later. It IS something I want because the AI have common patterns on wakeup and etc when they have bar, so it's very easy to test things.

Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 17, 2014, 06:03:48 pm
EDIT 2: WOAH WOAH WAIT WHAT. YOU CAN BLOCK A COUNTER? Holy shit. I've never seen that, a CPU just blocked my Goku low counter when I countered his jab. Maybe there was JUST enough time. That's an awesome counter-counter, actually. I like that.
It probably has to do with how late you countered the AI's st.LP. If you do it correctly, you should be able to counter his jab.
Title: Re: Hyper Dragon Ball Z
Post by: Jarek Bachanek on May 17, 2014, 08:37:50 pm
IDK I think maybe you guys should make Beam Colission as config -able ? I mean people who don't want to use it/have bugs could easily turned it off and people who would still have fun with it (like me) would continue to use it. It's just suggestion.
Title: Re: Hyper Dragon Ball Z
Post by: Websta on May 17, 2014, 08:47:27 pm
I think getting rid of beam collision is good thing, after all. There are characters in DBZ that's beams aren't exactly collisionable. Besides, why would I want to spend 2 bars to beam collision instead just blocking then shooting my own beam immediately afterwards? :/
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 17, 2014, 09:02:26 pm
Well in theory, you would do more damage by winning a beam clash than with the super alone (There should be bonus damage in such case, maybe x1.5 standard damage).
Title: Re: Hyper Dragon Ball Z
Post by: Websta on May 17, 2014, 09:06:12 pm
There's also the chance you end up losing the beam collision and end up taking that 1.5x damage. The risk and cost doesn't justify it.
Title: Re: Hyper Dragon Ball Z
Post by: rednavi -RETIRED on May 17, 2014, 09:08:02 pm
There's only a risk when you're a LOSER who can't mash buttons fast enough! >:D

Years of Extreme mode MGS1/2 here, bish. You can't beat me!
Title: Re: Hyper Dragon Ball Z
Post by: FirePony on May 17, 2014, 09:10:15 pm
FF8 invocations training, guys! :p
Massacre of buttons. :p
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 17, 2014, 09:24:24 pm
Kinda agree with Websta, using two meters for something that may or may not be in your favor isn't worth it. Although if you have sufficient meter, you could always dump energy into the beam to put things in your favor. But the chance that someone will throw out a raw lvl2 beam super is very slim. Usually its within block strings to chip but you can't use the beam collision feature during block stun.
Title: Re: Hyper Dragon Ball Z
Post by: ComboKyo on May 18, 2014, 04:13:10 am
There's only a risk when you're a LOSER who can't mash buttons fast enough! >:D

Years of Extreme mode MGS1/2 here, bish. You can't beat me!

Tiny Toon Adventures: Wacky Sports Challenge Marathon mode at 42195m trained me for endurance. I have a high score of 217 single button on Hudson Soft's 16 Shot. I have beaten turbo controls for beam battles on Dragon Ball Z: Super Butouden 3. Come at me.

I do enjoy beam battles and they are iconic. Its usefulness is somewhat irrelevant. Bugs and unfixable issues are, though. I hope there's a method that works out later, like a helper that can read inputs during super pause or something.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 18, 2014, 07:19:22 am
-snip-

I was honestly really confused when I first saw the vid since I knew Goku had some pretty nice combo potential, but I didn't realize this was possible. Pretty insane.

And I now know why Kamehameha level 1 sometimes manages to shield from level 2 supers. The cloning during super flash thing. Derp.

Lastly, double Vegeta Final Flash can end up making one Vegeta stand airborne, probably if he blocks the last part of FF. The CPU tried to level 3 me again with his LKMKHK super but he stalled in mid-air during the frames where he should've hit me for a bit, then it went off just fine after that.
I'm having too much fun.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 20, 2014, 06:46:26 pm
Sounds very nice, I hope we're able to sort out the ugliest issues you guys find :)

Soooooo what about those lifebars, are you guys still working on it, @Daeron: , @NoZ: ? I wanna have them kinda badly at this point ;)!
Title: Re: Hyper Dragon Ball Z
Post by: NoZ on May 20, 2014, 09:44:52 pm
Let me finish the fonts on the timer and superbars,been kinda busy sorry,ill send them today cause I have some spare time
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 20, 2014, 09:53:55 pm
Nice, i need to design the K.o. icons still, and im a bit clueless.

Could someone enumerate all the different ways of being KOed? like ko by Super, ko by grab and stuff.  And how are they usually represented.
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on May 20, 2014, 10:21:12 pm
Check your folder mugen/work/fight.

You'll have the icons used by Elecbyte as a reference for the different types of victory.
Title: Re: Hyper Dragon Ball Z
Post by: Girku on May 21, 2014, 02:32:21 am
Is there anyway I could jump on as the voice actor for Goku?
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 21, 2014, 08:41:21 am
You're the sluttiest whore I've ever seen! Saying you're available at every oppertunity. Give it a rest, man :P
No, we're not looking for a Goku voice now.
Title: Re: Hyper Dragon Ball Z
Post by: Girku on May 21, 2014, 08:58:09 am
I cant help it I'm bored and between work at the moment ! :bigcry:

But great project! Cant wait to see more!
Title: Re: Hyper Dragon Ball Z
Post by: Aldo on May 21, 2014, 09:00:34 am
Is there anyway I could jump on as the voice actor for Goku?

Go try to record some announcer voices for a lifebar or something.
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on May 23, 2014, 11:11:50 pm
Not sure if this has been ever addressed but the Bicycle Kick on GokuZ2 seems to freeze MUGEN when it is activated at the simultaneously as another super pulled off by the opponent. This has happened to me twice. Once when the Ai activated the move at the same time as my Chou Kamehameha (GokuZ2) and again when I activated it to counter Vegeta's Aerial Galick Gun. Both times, it's been the LVL 1 version of the super.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 24, 2014, 09:36:45 am
About it being adressed I can't remember either but it's at least known, that Bicycle Kick can be buggy at times. Then again it's been proven that many Super moves will cause weird things when activated at the same time.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 24, 2014, 12:50:20 pm
I'm in the process of updating previous Z2 characters. The goal is to have everybody up-to-date to release Gohan as we update everybody, and have something consistent.
That being said, this means I'll probably ask several questions to them combo pros, in order to ensure I understood their feedback correctly. ^_^

@TGYMK:
Quote
All you have to do to nerf Vegeta dash HK is make it ONLY special cancelable (and then the other fix below). That way he can still use qcb/qcf+kick after it, which connects, and allows him to jump cancel that. qcb/qcf+kick will stop connecting after three loops, so the loop is in, but the infinite is out, and Vegeta keeps his pressure strings while making them less safe at the same time (qcb/qcf+kick on block is not safe depending on what you do with it).

The problem with this is Vegeta can still "infinite" if you dash HK, cancel into qcf+punch fireballs, then cancel that into qcb+punch ex fireballs (or qcf+punch EX, but with that you can't do dash HK in between) and repeat the juggle (this does like NO damage at all after a certain amount of loops, so you're basically wasting bar. It's still a very long loop though). Another way to counteract this part is to not have fireballs knock down (this is kinda ridiculous in the first place, fireballs that knock down).

I removed the ability to jump cancel if the opponent has blocked Sliding Kick.
However, what you're saying is I should completely remove the ability to jump cancel out of Sliding Kick even if the opponent was hit by it (in order to avoid the empty cancel bug), but in exchange make it special cancellable (even if P2 has blocked sliding kick ?) into :
- Ki Blast (qcf+P)
- Machine Gun Temper (qcb+P)
- Wolverine Flip forward/backward (qcf/qcb+K)

Did I get this right ?

And for the 2nd part, you're saying to put "air.fall=0" instead of =1 to all Ki Blast moves, which will hopefully not create other weird stuff later on ?
Title: Re: Hyper Dragon Ball Z
Post by: Smurfyeah on May 25, 2014, 01:10:24 am
About it being addressed I can't remember either but it's at least known, that Bicycle Kick can be buggy at times. Then again it's been proven that many Super moves will cause weird things when activated at the same time.

Ok, at least it's not just me.

Also, I would suggest lowering the Attack Box on the first attack of Bicycle Kick. The move seems to whiff when used to counter an opponent's crouched or hunched over attack animation. This often happens vs. Deadpool's (authored by Infinite) Grenade Toss Attack as he is hunched over while tossing the grenade.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 25, 2014, 05:40:52 am
I'm in the process of updating previous Z2 characters. The goal is to have everybody up-to-date to release Gohan as we update everybody, and have something consistent.
That being said, this means I'll probably ask several questions to them combo pros, in order to ensure I understood their feedback correctly. ^_^

I removed the ability to jump cancel if the opponent has blocked Sliding Kick.
However, what you're saying is I should completely remove the ability to jump cancel out of Sliding Kick even if the opponent was hit by it (in order to avoid the empty cancel bug), but in exchange make it special cancellable (even if P2 has blocked sliding kick ?) into :
- Ki Blast (qcf+P)
- Machine Gun Temper (qcb+P)
- Wolverine Flip forward/backward (qcf/qcb+K)


Did I get this right ?

And for the 2nd part, you're saying to put "air.fall=0" instead of =1 to all Ki Blast moves, which will hopefully not create other weird stuff later on ?

This is a good idea, but this actually hurts Vegeta's cool rush-pressure style quite a bit; which in light of the way other characters work (SSJGoku's teleports and warp kamehameha threat, Goku's bicycle kick threat), he only really seems to have qcb+fireballs in the air for any kind of truly unique rushdown (wolverine flip is reminiscent of the other chars' strings in some ways) once dash HK's cancelability on block is gone. This is a fine change, but personally, I would miss it.

Underlined:
Spoiler, click to toggle visibilty

And I'm in no way a hivemind on this stuff, but I like to help out. Don't take what I'm saying as the "professional" way to go about it; this is just from my experience and knowledge on FGs in general. Vegeta is my favorite out of the demo three, because he's fast and his game is to pressure you over and over and not let you breathe, while Goku and SSJ Goku are all about threats and scaring you out of pressing buttons (or INTO pressing them), so this is how I would see him turning out if you wanted to fix him up.

And again, the only problem you're facing after all of this is done is the possibility that qcb+P into dash HK and repeat may still be an infinite juggle even without fireballs knocking down. Dash HK after qcb+P DOES take some time to activate though, so it just depends on how things go.

Hell, if you wanted to, you could just...only make it cancelable into Wolverine Flip. That'd be the end all fix right there, if you were to go along with the special cancelable idea. Then you'd be good, since Wolverine Flip is itself jump cancelable, and you retain all that pressure stuff I was talking about. Bam. You're set. No possible loops (there is one with dash HK into flip but it's only 3 times) or infinites at all.

I might've posted too much. Lol. Y'all can punch me for it later.
Title: Re: Hyper Dragon Ball Z
Post by: Zer0degreez on May 25, 2014, 07:11:53 am
Honestly, his air machine gun temper is enough pressure as it is. in a Z2 only setting(and even VS  other style chars)  he can bait alpha counters and not get hit by the attack, also its like an incredible frame trap and traps the opponent, specially in the corner. So IMO idk about avoiding loops and whatnot,but taking it out as a pressure tool (I.E Making it that you cant cancel it on block or any other way of making it no longer used for pressure) i feel, wouldnt even affect his pressure severely seeing how his air machine gun temper serves as a better pressure tool.
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 25, 2014, 03:19:17 pm
Honestly, his air machine gun temper is enough pressure as it is. in a Z2 only setting(and even VS  other style chars)  he can bait alpha counters and not get hit by the attack, also its like an incredible frame trap and traps the opponent, specially in the corner. So IMO idk about avoiding loops and whatnot,but taking it out as a pressure tool (I.E Making it that you cant cancel it on block or any other way of making it no longer used for pressure) i feel, wouldnt even affect his pressure severely seeing how his air machine gun temper serves as a better pressure tool.

True. It's pretty good, but it doesn't serve to actually help him start his work. That's what I meant, not just keeping the other dude blocking/panicking. I can't see Vegeta having much TO do that with once dash HK is nerfed that way, myself. Other quick ways to get in besides airdash, like backdash HP are really risky/unsafe and get countered easily. Very ground-based tactics he has, which isn't a bad thing, but it can be depending on how it's implemented.

Try what you guys feel is right!
Title: Re: Hyper Dragon Ball Z
Post by: Zer0degreez on May 25, 2014, 07:01:58 pm
Yea i get what you mean, but honestly its too braindead. Just being able to shoot 4 projectiles and do a safe dash HK into free pressure is too good of an approach, but at the same time, the Z2(With the exception of SSJGoku) chars dont really have much approaches besides air dash into attack. Its kind of a dilemma lol.
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 25, 2014, 07:45:46 pm
I'd rather you give Sliding Kick a juggle limit than not make it jump cancelable on hit. Most of his longer combos work because Sliding Kick isn't a move that affects the juggle limit at all.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 25, 2014, 08:00:32 pm
Sliding Kick > jump cancel to air combo  is one of the first few core gameplay ideas I had for Vegeta Z2 so I'd be sad to see it go :( But, I'm always in favour of adding balance to the characters!
So actually a juggle limiter (1?) sounds good to me, you can still have your basic Sliding Kick > aircombo and it wouldn't change anything for noob to casual players (those combos involving multple Sliding Kicks are usually reserved for pro players anyway :P).
Title: Re: Hyper Dragon Ball Z
Post by: Zer0degreez on May 25, 2014, 09:18:13 pm
Yea i love the sliding kick into air combos with Vegeta.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 25, 2014, 09:26:14 pm
Also, I would suggest lowering the Attack Box on the first attack of Bicycle Kick. The move seems to whiff when used to counter an opponent's crouched or hunched over attack animation. This often happens vs. Deadpool's (authored by Infinite) Grenade Toss Attack as he is hunched over while tossing the grenade.
By the way yeah, I agree with lowering the hitbox, it does whiff at times it shouldn't (like against crouching attacks you mentioned).
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on May 26, 2014, 12:30:35 am
Sounds like a good fix!

Has anyone tried using supers to bait counters (blockstring, then super when you think they'll counter)? I've had the idea in mind for a while but since it's something I probably can't do using P1 and P2 myself, maybe someone else has. Maybe the super buffers during, after, before...not sure.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 26, 2014, 12:41:50 am
For now, I made the Sliding Kick cancellable into jump only on movehit, and not movecontact (which means it won't cancel if P2 blocks Sliding Kick).
And I also added juggle points to Sliding Kick instead of having it at zero (can't remember why it was like that LOL, probably to make some cool combos possible at the time...).
We'll see from there if people can still abuse it or if it makes Vegeta too weak, seeing the other fixes I've done.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on May 27, 2014, 08:25:19 pm
Just passing by to say that bugs are being fixed, and sprites are being updated, so everybody has the same standard.
Progress is pretty good nowadays, and updated chars should be sent to a few people pretty soon, so they can break them again tell us if the balance fixes are good or not.

(http://i.imgur.com/wdw5S16.png)
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 27, 2014, 09:02:23 pm
On both Goku and SSJ Goku you'd need to move the Kamehameha beam a bunch forward, looks like 10 pixels. Just compare it to how it looks with Gohan right now (which looks just about perfect).
And I guess some spr.priority changes as well (looking at that screenshot)? Good progress though :)!
Title: Re: Hyper Dragon Ball Z
Post by: walt on May 27, 2014, 09:12:04 pm
I see what you mean about the 10 pixels, but it looks really natural the way Cyb set it up :O
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 27, 2014, 09:57:41 pm
You'll agree it looks even better like this:
(http://img.photobucket.com/albums/v297/Tracks2000/mugen2_zps420e3227.png) (http://smg.photobucket.com/user/Tracks2000/media/mugen2_zps420e3227.png.html)
(only the beam needs needs to be raised 4 pixels. That's already done, I'm playing with an older version here)
Title: Re: Hyper Dragon Ball Z
Post by: walt on May 27, 2014, 10:49:12 pm
oh shit, now I see that other thing you mean :P
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on May 28, 2014, 07:39:39 pm
Great looking progress!   :sugoi:
Title: Re: Hyper Dragon Ball Z
Post by: Lunchbillion on May 30, 2014, 12:53:08 am
Those lifebars look great in-game.
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on May 30, 2014, 10:36:05 am
Yes they are pretty rad :) Hope to see an update with the things we discussed implemented soon!
Title: Re: Hyper Dragon Ball Z
Post by: ROS on May 31, 2014, 06:41:27 pm

SSJ Goku can also followup his High Counter (much like Vegeta who could followup his Low Counter) in the corner. Probably not the most optimal or meter efficient followup but it works.

Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on June 03, 2014, 12:22:02 pm
Not the best use of superbar indeed, but that's why I guess it falls under the 'flashy / showoff combo' catagory.

This looks fucking dope by the way:
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpa1/v/t34.0-12/10356571_10203941189681241_1394842094_n.jpg?oh=f4269280e9d5a5828010391a95dc485c&oe=538F50BF&__gda__=1401900434_7eff1a56ca2e95271f63cce975b16986)
Title: Re: Hyper Dragon Ball Z
Post by: TheSnackist on June 03, 2014, 04:06:00 pm
That's cool! Where did you turn that up?
Title: Re: Hyper Dragon Ball Z
Post by: Sepp on June 03, 2014, 08:59:32 pm
I'm in the process of updating previous Z2 characters.

The last Facebook release is probably quite out of date by now?

Meaning, do I leave feedback for the current release or wait until the next version? Time permitting.. :)
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on June 03, 2014, 09:10:07 pm
I would leave the feedback here, just in case. There's a chance that some of the issues are already addressed, but there could be new unknown issues and I'm sure Cybaster will appreciate it.
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on June 03, 2014, 09:54:32 pm
You can always post stuff here, there's always a chance you found something nobody else found !

Also : sup Sepp, how are you !? :ninja:
Title: Re: Hyper Dragon Ball Z
Post by: TGYMK on June 05, 2014, 06:20:17 am
Oh god the counter followups are scary. Save us!
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on June 05, 2014, 06:43:33 pm
Spoiler, click to toggle visibilty
I agree with TheSnackist, it's cool!
Title: Re: Hyper Dragon Ball Z
Post by: PonyPopTarts on June 06, 2014, 05:21:34 am
Hello there all!

Im pretty new to the MUGEN scene only really getting into after the HYPER DBZ trailer so I'd like to thank all of team Z2 for making such incredible DBZ characters and getting me into the mugen scene. You guys are doing great work.

anyway im starting slow in terms of getting under the hood of mugen and have only really messed with editing pal's as of now. ive made some pretty good pal's for ssj goku imo using the template that came with the download. Ive tried making some vegeta\ normakl goku pals but cant seem to find any color separated templates. Ive tried doing it myself but i just cant seem to get it right. if this isnt the right place to ask i apologize in advanced also i'll post pictures below of the pals i made and post download links after i get confirmation if im even allowed to. thanks in advanced.
SSJ Goku (Natsu)
Spoiler, click to toggle visibilty
SSJ Goku (Gajeel)
Spoiler, click to toggle visibilty
SSJ Goku (Sting-Kun)
Spoiler, click to toggle visibilty

EDIT:For some reason the pictures arent showing so i just posted links
EDIT: Fix'd thanks to Alex Sinigaglia
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on June 06, 2014, 11:44:15 am
SSJ Goku (Natsu)
Spoiler, click to toggle visibilty
SSJ Goku (Gajeel)
Spoiler, click to toggle visibilty
SSJ Goku (Sting-Kun)
Spoiler, click to toggle visibilty
Fixed.
Title: Re: Hyper Dragon Ball Z
Post by: PonyPopTarts on June 09, 2014, 12:18:52 am
SSJ Goku (Natsu)
Spoiler, click to toggle visibilty
SSJ Goku (Gajeel)
Spoiler, click to toggle visibilty
SSJ Goku (Sting-Kun)
Spoiler, click to toggle visibilty
Fixed.

Thank you good sir
Title: Re: Hyper Dragon Ball Z
Post by: AlexSin on June 09, 2014, 05:10:49 pm
You're welcome!
Also, welcome to Mugen Fighters Guild! :)
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on June 22, 2014, 01:23:51 am
Here we have an AWESOME metal cover of @WizzyWhipItWonderful: 's HDBZ Title Screen theme, by the talented RichaadEB!

Get ready for some proper rocking-out!
Downloads for the track are in the video description on Youtube.
Title: Re: Hyper Dragon Ball Z
Post by: XGargoyle on June 22, 2014, 11:27:43 am
that cover kicks some ass!!!
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on June 22, 2014, 11:36:04 am
Yeah, great job right here ! :D
Now, all HDBZ needs is a screenpack for this music to fit in ! :P
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 26, 2014, 05:12:02 am
this is a video showing how is this game is awesome and i can't wait until they release the full game let me know on the comment if you like this game
https://www.youtube.com/watch?v=jnLlKJ34-2s
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on June 26, 2014, 05:20:51 am
Technically I linked you here so that you would see we knew exactly about the project. You just posted the video in the thread discussing the project :P

The 1st post even has a link to the "official" trailer to the game.
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 26, 2014, 05:23:15 am
i just wanna share my gameplay that's all if you think i'm doind something wrong just remove my post and sorry
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on June 26, 2014, 05:24:35 am
Oh, that's your gameplay? My mistake. I thought it was just a random video you found. You're okay.
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 26, 2014, 05:37:45 am
no problem :) this game it's so great and i hope they release the new version soon
Title: Re: Hyper Dragon Ball Z
Post by: Gennos on June 26, 2014, 11:54:52 am
this is a video showing how is this game is awesome and i can't wait until they release the full game let me know on the comment if you like this game
https://www.youtube.com/watch?v=jnLlKJ34-2s
it's weird because you're trying to to tell them about something THEY MADE, open the first page and read it.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on June 26, 2014, 12:56:20 pm
i just wanna share my gameplay that's all if you think i'm doind something wrong just remove my post and sorry

Glad to see you around!
Leave feedback and comments on our project here or on the several project threads for each character . :)

To everyone else , we currently have enlisted two great coders who are making breakthroughts with tnext two characters

@websta: and @xgargoyle:

Xgargoyle is now working on Majin Vegeta hypers and websta is working on freeza hypers and intros.
We are very grateful to be working with them and we , as always are very thankful for any effort anyone wants to chip in.
Title: Re: Hyper Dragon Ball Z
Post by: GTOAkira on June 26, 2014, 03:25:33 pm
nice to ear they are helping you cant wait to use freeza
good luck
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 26, 2014, 03:43:03 pm
hello guys i want to know if you gonna add goku ssj3?
Title: Re: Hyper Dragon Ball Z
Post by: Iced on June 26, 2014, 03:45:23 pm
Nah we already have two gokus, we want to veer into alternate characters next.
Title: Re: Hyper Dragon Ball Z
Post by: FirePony on June 26, 2014, 03:48:44 pm
Iced: I'm considered as an alternative character? If yeah, I would love to be in the game. :D

Good luck, guys, and welcome to the 2 new men involved in the project!
Title: Re: Hyper Dragon Ball Z
Post by: Iced on June 26, 2014, 03:50:15 pm
you will be a joke civilian character, like saibaman but with satan attacks  and exploding in tidbits at every touch.
Title: Re: Hyper Dragon Ball Z
Post by: FirePony on June 26, 2014, 03:51:12 pm
Ah.
Well I'll think about it. :D If the explosion is shiny, I'm in!! :D ah ah! :D
Title: Re: Hyper Dragon Ball Z
Post by: Shockdingo on June 26, 2014, 06:54:17 pm
Here we have an AWESOME metal cover of @WizzyWhipItWonderful: 's HDBZ Title Screen theme, by the talented RichaadEB!
[youtube]https://www.youtube.com/watch?v=su1IA8kKjnI[/youtube]
Get ready for some proper rocking-out!
Downloads for the track are in the video description on Youtube.
Mercy...that is amazing! :o
Title: Re: Hyper Dragon Ball Z
Post by: Noside on June 26, 2014, 07:40:14 pm
hello guys i want to know if you gonna add goku ssj3?
Would be awesome every SSJ version, like, SSJ2!

Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 05:46:30 am
Nah we already have two gokus, we want to veer into alternate characters next.

but goku SSJ3 level is very high
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 05:47:09 am
can i play the game using the ps3 controller?
Title: Re: Hyper Dragon Ball Z
Post by: JustNoPoint on June 27, 2014, 05:53:41 am
To be fair if someone else wanted to make the sprites for SSJ3 Goku in Z2 style then I'm positive the team would let it in the project. It's just their time is spent better elsewhere.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on June 27, 2014, 08:46:22 am
Yeah, it'd be better if the roster didn't mainly consist of the different forms of the same character. Insect Cell, Semi-Perfect Cell, Perfect Cell and that Super Saiyan Cell :P
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on June 27, 2014, 08:48:04 am
but goku SSJ3 level is very high
But Goku SSJ4 is even stronger ! And Vegetto SSJ 4 stronger again ! And what about Goku in God Mode !? :o
Wait, what's your point already ?
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 02:40:52 pm
To be fair if someone else wanted to make the sprites for SSJ3 Goku in Z2 style then I'm positive the team would let it in the project. It's just their time is spent better elsewhere.

but this is SSJ3 like a said his level is very high and have some good attacks i hope you guys think about this decision

but goku SSJ3 level is very high
But Goku SSJ4 is even stronger ! And Vegetto SSJ 4 stronger again ! And what about Goku in God Mode !? :o
Wait, what's your point already ?

my point is since they did a good work in this game so why they don't add all the characters i know it will take time but i can wait. Honestly this game is better than ps4 or ps3 games
Title: Re: Hyper Dragon Ball Z
Post by: Gennos on June 27, 2014, 04:03:41 pm
why they don't add all the characters i know it will take time but i can wait.
because that's what they're concerned about, you not being patient. not the hundreds of work hours that they would need to spend on it obviously!
Title: Re: Hyper Dragon Ball Z
Post by: Daeron on June 27, 2014, 04:12:56 pm
Well, top priority its diversity right now, we already have 2 Gokus and animating ssj3 hair would be really, really tedious! (trust me i did some test on ssj3 Gotenks)

As big as the roster is now, 2 versions for Goku and Vegeta is enough
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on June 27, 2014, 05:21:56 pm
Amen to that, and let's not mention SSJ3/SSj4/God Goku again. There are already 2 Goku's in the current 5-character roster, you can't be serious about wanting another. "he is strong and has some good attacks" isn't gonna cut it, that can literally be said about ANY of the remaining characters we have yet to add, that are not Goku. And yes, we can even make his gameplay fun and unique and unlike Goku/SSJ Goku. BUT THAT'S NOT THE POINT.
There's this thing called 'roster divesity',  ever heard of it?
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 05:40:09 pm
ok i'm not gonna mention goku again but i want to know if you guys add andriod 17?
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on June 27, 2014, 06:16:19 pm
Just pipe down with the request and questions in general please, it gets on the nerves quickly. What you see (what we decide will be made), is what you'll get. I don't want to sound too harsh but we've been over this time and time again, you can imagine it gets old fast.
Piccolo will most likely be the next big project, after that we don't know. And we don't take requests.
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 06:32:36 pm
so there is no point for opening this thread just close it and when you have news about the game you can open it again
Title: Re: Hyper Dragon Ball Z
Post by: Umezono on June 27, 2014, 06:34:23 pm
no the point is people can discuss existing content and ideas. its not a place to request characters.
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 06:40:38 pm
since i start posting here all i do is asking question if they add this one or that one that's all i didn't ask theme to create and if i bothers you with my question then i'm sorry
Title: Re: Hyper Dragon Ball Z
Post by: FirePony on June 27, 2014, 06:44:48 pm
BULMADBZ: In fact, it"s boring because those questions are on their thread like.. Each weeks? :) So it's normal that it"s becoming annoying at the end.
Title: Re: Hyper Dragon Ball Z
Post by: Iced on June 27, 2014, 06:49:08 pm
since i start posting here all i do is asking question if they add this one or that one that's all i didn't ask theme to create and if i bothers you with my question then i'm sorry

Dont worry, just trust us, this kind of work takes a lot of effort and a lot of time, i know its normal for fans to be wondering if char A or char B will come to reality, but you got to understand that not only is it a lot of work, we cant make it all.

We will keep making characters as we can, and  who knows what might happen.
For now, Piccolo is next after Majin Vegeta Freeza and Gohan.
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 06:54:01 pm
ok :) good luck guys ;)
Title: Re: Hyper Dragon Ball Z
Post by: Iced on June 27, 2014, 06:58:04 pm
you can get a glimpse of Majin vegeta here
http://mugenguild.com/forum/topics/majin-vegeta-z2-145493.1000.html
and freeza here
http://mugenguild.com/forum/topics/freeza-z2-137464.1680.html
Title: Re: Hyper Dragon Ball Z
Post by: GTOAkira on June 27, 2014, 06:59:52 pm
nice to ear piccolo is going to be next good luck Z2 team can wait to see other awesome stuff made by you guys
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on June 27, 2014, 07:04:05 pm
you can get a glimpse of Majin vegeta here
http://mugenguild.com/forum/topics/majin-vegeta-z2-145493.1000.html
and freeza here
http://mugenguild.com/forum/topics/freeza-z2-137464.1680.html

wow you guys did awesome job for both character
Title: Re: Hyper Dragon Ball Z
Post by: Balthazar on June 28, 2014, 12:41:40 am
Thank you, we'll try to put our best efforts in all current and upcoming characters!
Title: Re: Hyper Dragon Ball Z
Post by: Loupil on July 04, 2014, 06:07:10 pm
Z2 Team u guys are the best :p
Title: Re: Hyper Dragon Ball Z
Post by: BULMADBZ on July 10, 2014, 06:28:57 am
Thank you, we'll try to put our best efforts in all current and upcoming characters!

is piccolo the last character that will add on this game
Title: Re: Hyper Dragon Ball Z
Post by: Cybaster on July 10, 2014, 07:50:32 am
There is no "last".
We will continue creating characters as long as we have time and motivation. Let's just say that creating a character is so long (about a year each time) that it's useless planning 5 characters in advance.
Title: Re: Hyper Dragon Ball Z
Post by: PlasmoidThunder on July 10, 2014, 02:22:34 pm
Besides, that'd make for a very small roster, would it not? :P
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: JustNoPoint on April 02, 2021, 02:51:05 am
[avatar]https://i.imgur.com/jGyEikh.png[/avatar]
Hey guys. Can't believe it's already been 6 years. But I recently found this old build of HDBZ so I thought it'd be a good time to share it.
In 1999 it hit the arcades in prototype form, it never made much of a splash, lauded for its speed it was downtrodden with bugs and issues. It did however made an impact in whoever played this game, leading to a underground cult status.
The game was Hyper dragon ball Z and it rocked arcades for a few months before the rogue devs were taken in a shed and shot.  This is the prototype of that game, now found, showing the original release of 1999, including the very infamous Kid Buu, who was faced as the final boss and was able to counter just about anything you threw at him!

This is Hyper dragon ball Z, Prototype edition, this is PROTODEN!!! (https://www.justnopoint.com/HyperDBZ0.rar)

(http://www.justnopoint.com/hdbz/zero/mugen000.png)
(http://www.justnopoint.com/hdbz/zero/mugen001.png)
(http://www.justnopoint.com/hdbz/zero/mugen006.png)
(http://www.justnopoint.com/hdbz/zero/mugen010.png)
(http://www.justnopoint.com/hdbz/zero/mugen038.png)
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: Kirishima on April 02, 2021, 03:48:56 am
Thank you Cyber Blaster for this lost build that is in no way reeking of Doritos.  The work here is top notch  :square:
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: GTOAkira on March 14, 2022, 12:41:08 am
Video is a bit old but I just found out about it today. Hyper DBZ was featured at one of the biggest dbz museum in France. That was 3 years ago so Im not sure if its still there.

(At 7:39 on the left!)

My apology for the bumb but I just thought it was really cool to see hyper dbz, a mugen game, standing next to official dbz games and toys. Crazy how it looks so great that it took me 3 years to realize it was hyper dbz.
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: Iced on April 13, 2022, 02:29:55 pm
thats pretty cool!
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: AuMiO VXC on April 13, 2022, 02:33:44 pm
fuck. I thought New Update of HDBZ released
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: Roadbattler on April 23, 2022, 09:46:02 pm
You guys from Team Z2 did a great work
Hope it will continue in the future!
Title: Re: Hyper Dragon Ball Z: April 2014 initial release thread + discussion
Post by: max_stevens on September 30, 2022, 06:24:00 pm
Would love to see CELL as an upcoming Character either way I love what you have done with this GAME.