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.
My god.
@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
I told to Cybaster to don't write me a paragraph or nothing in Freezer's creditsthis, 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
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.
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.
Sure, how much would such a thing cost though, purchasing the DBZ licence? Like a million billion dollars?Don't do it. They'll only turn it into a mobile game.
I'm not familiar with those kind of things.
i will do my part for helping you to have viewers.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.
We should do a kickstarter so you can get the license so we can do a kickstarter!I 100% agree with this idea :)
also is this for real?/from you guys? https://www.facebook.com/HyperDBZ
To Chamat:
In the credits: "...and many more..." so you're also credited in some way.
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/)
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.
imageIt 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."
How come Goku/Gokussj and Vegeta don't have they're special intros?
The game's style looks more SNK (see: SvC chaos) than capcom,
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?
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.
QuoteThe game's style looks more SNK (see: SvC chaos) than capcom,QuoteThis doesn't make any sense, why would you two separate versions of Goku? Why not make the normal version transform in the super version?QuoteAs 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
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?https://twitter.com/maximilian_/status/453361673391185920
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.
can you link it?https://twitter.com/maximilian_/status/453361673391185920
Luis Mediavilla3 hours ago
no combo breaker?
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
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
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 views3 hours later = 315K 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.
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 :VLol you are going to the extra lenght to try to find something negative to say.
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 >:DI feel so bad for Bia right now. This is going to cost her a couple of hundred dollars :VLol 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".
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]
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.
Saw comments like "Extra Extra - Shitty Street fighter clone is apparently better than Budokai 3 and Tenkaichi 3."
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.
I obviously meant Fullgame WIPIt IS a "sortof" a fullgame, it just wont ever get to be as big as in the trailer due to realistic restrictions .
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 obviously meant Fullgame WIPIt 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.
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.
http://a.pomf.se/lwtsvj.webm
Tatsu found a TOD with SSJ Goku.
you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiastsIts true that someone really care about what the "fighting game enthusiasts" (that sounds important, huh) thinks about Mugen?
(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.
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
Oh well; hopefully Trunks WITH SWORD is created some time in the nearest near future.
Quoteyou guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiastsIts 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.
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.
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).
Where were you 3 years ago :P?
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... 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.
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.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.
...
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 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.
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.
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.
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.
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.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.
The j.HK bug and Vegeta's Low Counter. (https://www.youtube.com/watch?v=NMBeU7dq-24)
That may be one example, but I still get the bounce bug even without the double Standing HK.
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
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
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?
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.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.
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).
I'm against it.Thank you based god. (Late quote, but I'm just finding this thread)
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.
I posted some suggestions on an easy way to fix him (besides murdering his counter followup, which needs to be done).When?
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?
I posted some suggestions on an easy way to fix him (besides murdering his counter followup, which needs to be done).When?
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).
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.
Needs more minimalist Burst Limit lifebars.
Perhaps the radar can replace that dragon thing on the power bars?
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
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.
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.
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?
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:
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.
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 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?
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.
*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.
better to find someone to local multiplayer withI 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.
*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.
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?
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 :/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
Someone has something in mind?
I would like something like in the hyperdimension game (or HDBZ trailer) to show the character sprites facing eachother.
I'm in favor in 3 or 6. It would be interesting to see the 'lens' slightly transparent to simulate glass.
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
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
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.
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.
Early lifebars projects are great!Personally, I've always hated round gauge health bars.
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.
I dunno that just feels like something is missing ... can't shake that feeling!
I love Daeron's design so far :)
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
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.
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.
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?
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.
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!
maybe you guys could try this lifebar direction too :)
(http://s17.postimg.org/e4m7jhu1b/5_CRCd_Yz_copy.png)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.
maybe you guys could try this lifebar direction too :)
Interesting concept with the portrait. You could make it a helper that replicates the player's movements (without the velocity, of course).
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.
(http://i.imgur.com/BELEGkP.png)
https://www.youtube.com/watch?v=m-7og0um9ZgWatching 2 actual people going at it tooth and nail is pretty hype, especially with the guy doing the commentary :beam:
team spooky taking hyper dbz for a spin!
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.
slower startup would negat its purpose, to build off the wall combos.
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.
Would something like this balance out teleports ?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.
- 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.
In regards to the scouter font (which looks nice, albeit a little messy/cluttered), have you tried this one?
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.
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.
-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.
;===============================================================================
; 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
Alright where's my low-res Winmugen Hyper DBZ lifebars at? Gimme!
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) ?
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.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?
Next char: Yamcha.
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!
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.
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.
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).Yup, all this is fixed thanks to the removal of beam collision.
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.Actually, AI turning on for SSJ Goku in Goku's challenge mode is a bug.
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.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. :)
-snip-
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.
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!
-snip-
Is there anyway I could jump on as the voice actor for Goku?
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).
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.
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 ?
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.
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).
I'm in the process of updating previous Z2 characters.
I agree with TheSnackist, it's cool!Spoiler, click to toggle visibilty
SSJ Goku (Natsu)Fixed.Spoiler, click to toggle visibiltySSJ Goku (Gajeel)Spoiler, click to toggle visibiltySSJ Goku (Sting-Kun)Spoiler, click to toggle visibilty
SSJ Goku (Natsu)Fixed.Spoiler, click to toggle visibiltySSJ Goku (Gajeel)Spoiler, click to toggle visibiltySSJ Goku (Sting-Kun)Spoiler, click to toggle visibilty
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 gameit's weird because you're trying to to tell them about something THEY MADE, open the first page and read it.
https://www.youtube.com/watch?v=jnLlKJ34-2s
i just wanna share my gameplay that's all if you think i'm doind something wrong just remove my post and sorry
Here we have an AWESOME metal cover of @WizzyWhipItWonderful: 's HDBZ Title Screen theme, by the talented RichaadEB!Mercy...that is amazing! :o
[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.
hello guys i want to know if you gonna add goku ssj3?Would be awesome every SSJ version, like, SSJ2!
Nah we already have two gokus, we want to veer into alternate characters next.
but goku SSJ3 level is very highBut Goku SSJ4 is even stronger ! And Vegetto SSJ 4 stronger again ! And what about Goku in God Mode !? :o
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 goku SSJ3 level is very highBut 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 ?
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!
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
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
Thank you, we'll try to put our best efforts in all current and upcoming characters!