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Sammyboi

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Messages by Sammyboi

    

Re: DBZ Base Character

 February 18, 2011, 04:53:38 pm View in topic context
avatar  Posted by Sammyboi  in DBZ Base Character (Started by Sammyboi February 18, 2011, 02:16:04 pm
 Board: Resource Releases

    

Dragonballz Shin Butoden Saturn Emulation Problems

 February 18, 2011, 02:50:34 pm View in topic context
avatar  Posted by Sammyboi  in Dragonballz Shin Butoden Saturn Emulation Problems (Started by Sammyboi February 18, 2011, 02:50:34 pm
 Board: Off-Topic Help

Im using SFF to run dbz and it all works fine until i start a fight then after a few hits i get a fatal drive error.

Ive tried running it using virtual clone drive and straight from a disc and get the same problems.

So i was wondering if anyone has got this game to run well and could help me out because i want to rip some sprites.

If running on satourne instead of sff would help , could someone please tell me how to set the dam thing up lol.

Help greatly appreciated
    

DBZ Base Character

 February 18, 2011, 02:16:04 pm View in topic context
avatar  Posted by Sammyboi  in DBZ Base Character (Started by Sammyboi February 18, 2011, 02:16:04 pm
 Board: Resource Releases

Dragonball z Base Character For WinMugen (rouhei's "Hacked" Version)
sammymugen.synthasite.com

The Version of Mugen this character supports can be downloaded here
http://web.archive.org/web/20071029173511/http:/unofficial-winmugen.jpn.org/

The whole of this character is open source, do what you like with it just make sure you
give credit where it is due.

Sammy - DBZ Character Base + Code
Majita - Sprites + FX
Majin Vegetto - Sounds + Portrait


    Basic Controls (Taken from original kung fu man character, controls modified and
    relevant to the DBZ base character. I have replaced KFM with "Goku".)
    --------------
      "Goku" is a 6-button character. Button X is his weak
      punch, button Y his strong punch, A for weak kick, and
      B for his strong kick. We will use W. to mean weak, and S.
      for strong.

      We will use the notation:
      D - down
      F - forward
      U - up
      B - back
      x - button X (weak punch)
      y - button Y (strong punch)
      a - button A (weak kick)
      b - button B (strong kick)
      z - button Z (heavy hit)
      c - button C (after image)

      DF means diagonally down-forwards, UB diagonally up-back,
      etc. If you see ab it means press button A and button B
      simultaneously. x/y means hit either x or y, and so on.

      Use the direction keys to move "Goku". Press down to crouch,
      and up to jump. While in the air, you can press up again to
      air-jump. Hold the direction facing away from the opponent
      to guard. "Goku" can guard attacks while jumping.

      When falling in the air, hit buttons X and Y at the same
      time to recover. Hold a directional key when recovering to
      move a little bit in that direction. If you are near the
      ground when you hit xy, you will do a ground-based recovery
      instead.



    Standard Movement
    -----------------
      U              - Jump
      UF             - Jump forwards
      F              - Walk forwards
      DF             - Crouch
      D              - Crouch
      DB             - Crouch or low guard
      B              - Walk backwards or high guard
      UB             - Jump back
      F, F           - Forward dash
      B, B           - Back dash
      xy             - Recovery (when falling)
      zc             - Ki Charge
      c              - After Image

    Basic Standing Attacks
    ----------------------
      X              - W. Punch
      Y              - S. Punch
      A              - W. Kick
      B              - S. Kick
      Z              - Heavy Hit

    Basic Crouching Attacks
    -----------------------
      X              - Low W. Punch
      Y              - Low S. Punch
      A              - Low W. Kick
      B              - Sweep Kick

    Basic Air Attacks
    -----------------
      X              - Air W. Punch
      Y              - Air S. Punch
      A              - Air W. Kick
      B              - Air S. Kick

    Throws
    ------
      F/B + y (when close) - Kung Fu Throw

    Special Attacks
    ---------------
      D, DF, F + x   - Special 1 Elbow Hit
      D, DF, F + y   - Special 2 Ki Bomb
     

    Hyper Attacks (each uses 1 power bar)
    -------------
      D, DF, F, D, DF, F, y  - Kamehameha
     

  Combo system
  -----------

   1."Goku" can combo light attacks (crouching and standing) into hard attacks.
   2."Goku" can combo some light attacks into other light attacks.(E.G L.Punch to L.Kick)
   3.Specials can be chained after most standing and crouching attacks.
   4.Hypers can be chained after most standing and crouching attacks.



Download:

http://sammymugen.synthasite.com/opnsourceresource.php

Let me know what you guys think and whether you would like to see a version 2 base with more features.
Enjoy
    

Time Keeps looping?(Solved myself explained in topic, can be deleted)

 February 15, 2011, 08:22:02 pm View in topic context
avatar  Posted by Sammyboi  in Time Keeps looping?(Solved myself explained in topic, can be deleted) (Started by Sammyboi February 15, 2011, 08:22:02 pm
 Board: M.U.G.E.N Development Help

Ok this is a problem i havent encountered before.

I am currently coding a ki charge but the sound keeps starting over .

The sound is 6 seconds long, long enough for the ki charge from 0 to 3000

This is my code

In Ki charge state

[State 701, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
removetime = -1
value = 7000,1
channel = 1

In statedef-2

[State -2, StopSnd]
type = StopSnd
trigger1 = (stateno) != 701
channel = 1

One thing i noticed is that the time shown here on this image keeps repeating, (starting agin)



However in my other characters this doesnt happen. Those characters were made using the mvc base however this is made straight from kfm.

Now i could increase the length of the animation to make it play out the whole 6 seconds, but thats just an easy option out and i want to know how to stop the animtime starting agin.

Here is my whole charge code before questions are asked about other aspects of the code

Code:
;------------------------------------------------------------------------
; Charge (Start)
[Statedef 700]
type = S
movetype = I
physics = S
anim = 700
velset = 0,0
ctrl = 0

[State 700, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 6000
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = .7,.7
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 700, Dust]
type = Explod
trigger1 = Animelem = 1
anim = 6001
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = .7,.7
sprpriority = 7
ownpal = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 7000,0



[State 700, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 701

;------------------------------------------------------------------------------
; Charge
[Statedef 701]
type = S
movetype = I
physics = S
anim = 701
velset = 0,0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
removetime = -1
value = 7000,1
channel = 1


;[State 701, EnvShake]
;type = EnvShake
;trigger1 = time = 0
;time = 4
;ampl = 5
;freq = 120

[State 701, FX]
type = Explod
trigger1 = numexplod(6010) != 1
trigger1 = Time = 0
anim = 6010
sprpriority = 9
postype = p1
pos = 0, -5
bindtime = -1
removetime = -1
ownpal = 1
scale = 1,1
id = 6010

[State 701, Charge]
type = PowerAdd
trigger1 = Time >= 0
value = 15

[State 701, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 701

[State 701, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 0
ctrl = 1

[State 701, 3]
type = ChangeState
triggerall = var(58) != 1
trigger1 = command != "holdz" || command != "holdc"
value = 0
ctrl = 1

Help would be much appreciated.


EDIT:

Duh how could i be so bloody stupid

[State 701, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 701

Of course its going over and over, i shouldnt code tired  :D
    

Re: GokuZ2 *CyBalthazar's Awesomeness*

 February 13, 2011, 05:01:42 pm View in topic context
avatar  Posted by Sammyboi  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

I actually like the lvl 1 kamehameha as a projectile, gives him slightly more orginality than other gokus and makes him fit more into the 2d fighting game genre.

I think the fx fits quite nicely with his sprites.

The kamehameha shows 4 hits on the screenshot.

Was that part of a combo or just that the kamehameha is a multihit?
    

Re: Mugen DBZ Dream Help Wanted....For English SNDs

 February 09, 2011, 09:56:52 pm View in topic context
avatar  Posted by Sammyboi  in Mugen DBZ Dream Help Wanted....For English SNDs (Started by stig87 February 07, 2011, 03:45:12 pm
 Board: M.U.G.E.N Discussion

So i was digging through my chars And other characters and i noticed that there's not an Eng  SND for kaoishin. Would anyone be interested in the project of making one? (I dont know if this counts as a project)

Would it have to be an exact translation from japenese to english? Or just put suitable english sounds in there?

Whats happening with your mugen stuff these days are you finished?
    

Re: GokuZ2 *TEASER GAMEPLAY VIDEO ADDED*

 February 09, 2011, 09:47:55 pm View in topic context
avatar  Posted by Sammyboi  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

Goku is the new Hancock. True story.
But yeah, that's just an afterimage effect.

Kamehameha will be coming next, he'll finally get his first super move, along with going from Alpha to Beta state. :P

Cant wait, he wouldnt be goku with out it!
    

Re: Problems with ripping sprites from mame

 February 09, 2011, 07:02:49 pm View in topic context
avatar  Posted by Sammyboi  in Problems with ripping sprites from mame (Started by Sammyboi February 07, 2011, 09:27:17 pm
 Board: Off-Topic Help

modify your mame.ini file to enable the right settings, or execute MAME from a command line.

ii cant find this file am i running a different version of mame?

my knowledge on writing command lines to start programs is not good so id rather modify the file

thanks

EDIT

Worked it all out thanks
    

Problems with ripping sprites from mame

 February 07, 2011, 09:27:17 pm View in topic context
avatar  Posted by Sammyboi  in Problems with ripping sprites from mame (Started by Sammyboi February 07, 2011, 09:27:17 pm
 Board: Off-Topic Help

I am trying to rip sprites from dbz super battle 2, through mame and im having one major problem.

The sizes of the sprites are all wrong.

I have always found it best to rip sprites for use in mugen in the small window mode but i just dont know how to configure mame to allow me to do this.

Please help
    

Re: GokuZ2

 January 12, 2011, 10:55:34 pm View in topic context
avatar  Posted by Sammyboi  in GokuZ2: THE definitive Goku for Mugen! (Started by Balthazar April 21, 2010, 08:26:39 pm
 Board: Projects

I like the idea of that slash chop , i havent seen it in a dragonball character before and since they did it all the time in the show it seems like a good addition, the rest looks good im looking forward to the end product.
    

Re: Arcade 2 Goku Update Version 1.0

 January 10, 2011, 07:42:27 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Update Version 1.0 (Started by Sammyboi December 30, 2010, 11:31:06 am
 Board: Your Releases, older Mugen

Here's what POTS is using :
It starts scaling from the third hit, if you want it to do so right on the second hit just change some numbers around like this:

fvar(12)= ifelse(enemynear,gethitvar(hitcount)<2, 24, ifelse(enemynear,gethitvar(hitcount)>=23, 2, 25-enemynear,gethitvar(hitcount))) / 24.0

But the chain you mentioned left me wondering whether a MvC-type dampener would be better, so if you like:

fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))
Then, you put fvar(12) as value for attackmulset in state -2 (with the varset for fvar(12) in state -2 too, obviously)

Yeah cheers, ive never done this in a character but ill give it a go if people would prefer to play with the characters this way.

And i was thinking to put a time limit in between using the gut stun to stop it from being able to be used in infinite combos (if thats possible) do you think that would be a good idea?

Just posted a vegeta wip in the same style as this in the projects section if you fancied having a look, not much to see yet
    

Arcade 2 Vegeta

 January 10, 2011, 07:35:01 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Vegeta (Started by Sammyboi January 10, 2011, 07:35:01 pm
 Board: Projects

New character to go along with goku and trunks, super vegeta! 

A few early images







He will play in the same style as trunks and goku, with the same button layout.

Here is an early idea on his moveset

Move list

X- Light punch
Y- Hard punch
A- Light kick
B- Hard kick
(have close range attacks)
z - charge
c - ki blasts

x+y - Guard Push(During Guard)
a+b -?
z+C - Hyper Mode(3000 ki)
D,U - Super Jump (Holding up after standing hard crouch punch and standing hard kick also
triggers super jump)


QCF X - Dragon Uppercut?
QCB X - ?
QCF Y - Final Flash Bomb (Can in air)(Uses 500 ki)
QCB Y - ?
QCF A - ?
QCB A - Dash Kick (Can in air)
QCF B - ?
QCB B - ?

2QCF Y - Galick Cannon(Can in air)(Uses 1000 ki)
2QCB B - Final Flash Rush ? (Uses 2000 ki)
? - Welcome to Oblivion(Must be in hyper mode)

Once i have further decided on vegetas moveset i will fill in the blanks

Not much done yet just inputted the sprites, doing the basic animations and some early coding

Ideas/suggestions welcome

Thanks to majita for sprites

Updates coming soon!

    

Re: Arcade 2 Goku Update Version 1.0

 January 09, 2011, 03:21:29 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Update Version 1.0 (Started by Sammyboi December 30, 2010, 11:31:06 am
 Board: Your Releases, older Mugen

    

Re: Arcade 2 Goku Update Version 1.0

 January 06, 2011, 05:08:13 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Update Version 1.0 (Started by Sammyboi December 30, 2010, 11:31:06 am
 Board: Your Releases, older Mugen

What does the damage decrease the damage value of the attack if it is a combo?
Damage Dampening is a feature that allows combos not to deal too much damage.
It makes the strength of your attacks weaker and weaker as you deal more hits during a combo.

Most fighting games have this feature.
For example,  if you perform 3 attacks which usually deal 50 damage, the damage shouldn't be 50+50+50=150. It should rather be something like 50 + 0.95*50 + 0.9*50 = 142.5.
Of course, I was taking a oversimplistic damage dampener, which removed 5% of power at each hit. You may want to look at CFJ, CVS or MVC dampeners for more info.

thanks i will
    

Re: Arcade 2 Goku Update Version 1.0

 January 05, 2011, 06:27:14 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Update Version 1.0 (Started by Sammyboi December 30, 2010, 11:31:06 am
 Board: Your Releases, older Mugen

This is an interesting take on this character, I kinda like the gameplay you gave him. :)

- X, X, qcf+X repeated is an infinite. Smash X after qcf+X until you hit the opponent (since you'll wiff once or twice), and then perform qcf+X again.
- The command for Hyper Teleport Kamehameha is not very good. A qcb,f+Y would have been closer to DBZ style IMO.
- The taunt doesn't make much sense, considering he's angry Goku. :P
- Axe Spin can be done 3 times in a rows, for 360 damage, but that's only if the opponent doesn't recover. Will work against a KOF char that can't air guard though.
- This shows, however, that the character doesn't have any damage dampener, so you should add one.

I really like these teleport moves as follow up. The fact many moves use Ki makes him kinda balanced, because moves such as teleport Kamehameha are really powerful and hard to avoid or anticipate.

Thanks alot its been along time since i coded this , i just finished it off with the release so didnt look too deeply into what may be wrong with it, ill be sure to take a look at your points and sort them out. Its nice for someone here to notice dragonball characters and give some feedback and advice

What does the damage decrease the damage value of the attack if it is a combo?

Thanks and i hope you enjoyed using it!  :)

And at DMK thanks ill hopefully be releasing a couple of characters in this year if i find time
    

Arcade 2 Goku Update Version 1.0

 December 30, 2010, 11:31:06 am View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Update Version 1.0 (Started by Sammyboi December 30, 2010, 11:31:06 am
 Board: Your Releases, older Mugen



Super Saiyan Goku By Sammy
sammymugen.synthasite.com
------------------------------------------------------------------------------------------

Version 1

Future Projects:
Super Vegeta(ARC2 - FIGHT TO FREE THE FUTURE)
Cell(ARC2 - FIGHT TO FREE THE FUTURE)
Early Sagas Goku?(BONUS CHARACTER)


------------------------------------------------------------------------------------------
Overview

This is goku in my own style, (similar to my trunks) using arcade 2 sprites.
This is an update from the demo last year, i done this quite a while ago but never released
it.

------------------------------------------------------------------------------------------
Updates

Hyper mode added (same as trunks)
Ultimate move added
Counter Warp added

Some other things were probably fixed and changed but i cant remember now.

------------------------------------------------------------------------------------------
Thanks to

Majita - Sprites and FX
Supermystery - FX and Sound
Acey,Kong,Redhot,Scar - Mvc Base


------------------------------------------------------------------------------------------
Move list

X- Light punch
Y- Hard punch
A- Light kick
B- Hard kick
(have close range attacks)
z - charge
c - ki blasts

x+y - Guard Push(During Guard)
a+b - Counter Warp(During Guard + 500 ki)
z+C - Hyper Mode(3000 ki)
D,U - Super Jump (Holding up after standing hard crouch punch and standing hard kick also
triggers super jump)


QCF X - Gut Stunner
QCB X - Gut Wrencher
QCF Y - Kamehameha Bomb (Can in air)(Uses 500 ki)
QCB Y - Teleport Kamehameha (Can in air)(Uses 500 ki)
QCF A - Ki explosion (Escape move)(Uses 200 Ki)
QCB A - Dash Kick (Can in air)
QCF B - Axe Spin
QCB B - Teleport Behind Oppenent

2QCF Y - Super Kamehameha(Can in air)(Uses 1000 ki)
2QCB B - Teleport Smash (Uses 2000 ki)
z - Hyper Teleport Kamehameha(Must be in hyper mode)

QCB B, X - Teleport Gut Wrencher
QCB B, Y - Teleport Kamehameha (Uses 1000 ki)


----------------------------------------

Please leave feedback

Download- sammymugen.synthasite.com
    

Helper Shadow

 December 28, 2009, 03:15:23 pm View in topic context
avatar  Posted by Sammyboi  in Helper Shadow (Started by Sammyboi December 28, 2009, 03:15:23 pm
 Board: M.U.G.E.N Development Help

It is possible to remove helper shadow, or change the shadows offset?

thanks

EDIT: I figured it out myself using assertspecial
    

Re: Removing helper on contact

 December 28, 2009, 03:13:27 pm View in topic context
avatar  Posted by Sammyboi  in Removing helper on contact (Started by Sammyboi December 27, 2009, 02:19:19 pm
 Board: M.U.G.E.N Development Help

Cheers all thanks its been a while since i did any coding, a good 8 months lol

working fine now :)
    

Removing helper on contact

 December 27, 2009, 02:19:19 pm View in topic context
avatar  Posted by Sammyboi  in Removing helper on contact (Started by Sammyboi December 27, 2009, 02:19:19 pm
 Board: M.U.G.E.N Development Help

If my character is attacked to want his beam to dissapear during his move

this is the code

;---------------------------------------------------------------------------------------------
;Super Kamehameha Beam Helper

[Statedef 9506]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 9700
ctrl = 0
sprpriority = 9

[State 0, BindToParent]
type = BindToParent
trigger1 = time >= 0
time = 1
facing = 0
pos = 50,-60

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
projhitanim = 236
attr = S,NA
sprpriority = 9
damage = 20,4
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 1,1
sparkno = s9992
sparkxy = -30, 0
guard.sparkno = s6767
hitsound = s8000,0
guardsound = s1000,1
guard.sparkno = s6767
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10,-1
air.type = Low
air.hittime = 15
air.velocity = -10,-1
envshake.time = 60
envshake.ampl = 3
fall = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 52


I tried this in the destroy self


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 52
trigger1 = stateno != 3000 ( this is the moves stateno)

but it didnt work

any suggestions?
    

Arcade 2 Goku Demo

 December 25, 2009, 12:53:51 pm View in topic context
avatar  Posted by Sammyboi  in Arcade 2 Goku Demo (Started by Sammyboi December 25, 2009, 12:53:51 pm
 Board: Your Releases, older Mugen

Merry Christmas, Demo version of goku here

http://www.sendspace.com/file/khhkwy

Super Saiyan Goku By Sammy
sammymugen.synthasite.com
------------------------------------------------------------------------------------------

Version 0.7


------------------------------------------------------------------------------------------
Overview

This is goku in my own style, (similar to my trunks) using arcade 2 sprites.
This is only a demo for christmas and additions and changes will be made for its full release.

------------------------------------------------------------------------------------------
Thanks to

Majita - Sprites and FX
Supermystery - FX and Sound
Acey,Kong,Redhot,Scar - Mvc Base


------------------------------------------------------------------------------------------
Move list

X- Light punch
Y- Hard punch
A- Light kick
B- Hard kick
(have close range attacks)
z - charge
c - ki blasts

x+y - Guard Push(During Guard)
z+C - Hyper Mode(3000 ki) ( Not included yet)
D,U - Super Jump (Holding up after standing hard crouch punch and standing hard kick also
triggers super jump)


QCF X - Gut Stunner
QCB X - Gut Wrencher
QCF Y - Kamehameha Bomb (Can in air)(Uses 500 ki)
QCB Y - Teleport Kamehameha (Can in air)(Uses 500 ki)
QCF A - Ki explosion (Escape move)(Uses 200 Ki)
QCB A - Dash Kick (Can in air)
QCF B - Axe Spin
QCB B - Teleport Behind Oppenent

2QCF Y - Super Kamehameha(Can in air)(Uses 1000 ki)

Havent got any new screens yet, no time its christmas day! but heres just a quick older video i posted before

http://www.youtube.com/watch?v=9MFzaJ7T4zA

Still a fair bit to do, counter moves, throw, ai , tweaking everything and the hyper move but please comment and suggest.