Vegeta Extreme 1.2 Download:https://www.sendspace.com/file/hwfbnw1.2 Updates:- Longer Final Flash- Normal mode hair recolor- Gethit sprites fix- Small changes in Big Bang Attack, Final Explosion and Transformation
Im LOVING it! Seems more like you used Vegeta Transform as a base and then edited some Sprites with EB's and change some moves. I love it overall though, however if i may make a suggestion, and i didn't like this in Vegeta Transform either, make Final Flash last longer. Final Flash is not an instant shot that dissapears after a second. You should make him charge longer and have the beam last alot longer then it does with DOT (Damage Over Time). This makes it much better and more source accurate imo.
I agree. This guy is tight. But that doesn't Final Flash needs to be extended and hit multiple times.
Just a couple of basic things. Your midpos and headpos are wrong.-All of your gethit sprites are the same. The Extreme Butoden rips give you many options for gethits, and it's important that you use the proper sprites to ensure your character's animation(s) appear properly when they're put into a state that uses ChangeAnim2.-He can power charge even after his power hits max.-Instead of creating an extra animation for the Super Saiyin God Super Sayin mode, you could have used Mugen 1.0's Remappal state controller. You can cut the amount of animations you have in half, and you have less to keep track of that way! He's huge in comparison to KFM. I suggest an x and y scale of .85,.9, respectively.
The problem I mentioned is still happen. It happen when SSGSS Vegeta were grab or get hit hard that make him fly away off the screen, the sprite at that moment will change to his base form, then change back to his SSGSS form.
LegendTTA said, August 08, 2015, 01:28:47 pmi know, but i cant fix it, its not really a bug.You could have used RemapPal for the transformation, instead of doubling the number of sprites.And made sure all the sprites have the same palette. And also made sure that you have a sprite 0,0.Nevermind, Yzan said what I wanted to say.
GT .Howlerr said, July 28, 2015, 02:11:26 amJust a couple of basic things. Your midpos and headpos are wrong.-All of your gethit sprites are the same. The Extreme Butoden rips give you many options for gethits, and it's important that you use the proper sprites to ensure your character's animation(s) appear properly when they're put into a state that uses ChangeAnim2.-He can power charge even after his power hits max.-Instead of creating an extra animation for the Super Saiyin God Super Sayin mode, you could have used Mugen 1.0's Remappal state controller. You can cut the amount of animations you have in half, and you have less to keep track of that way! He's huge in comparison to KFM. I suggest an x and y scale of .85,.9, respectively.All of this is still valid.Code: [StateDef 6220]type = Amovetype= Aphysics = SYou have an air statetype with standing physics.Code: attr = S, NAand a standing normal attr. Attr should be A,SA because it's an attack that hits in the air, and it's a special physical attack.You did fix the gethits, but the actual gethit animations don't look fluid at all. Most of the grounded gethits are a single frame. And most of the body/head groups are misplaced. The axis for groups such as 5002,5032, etc should be placed in the center of the head.http://www.elecbyte.com/mugendocs/spr.html
mignas said, August 12, 2015, 06:01:37 pmthe character size is very large in comparison with otherThat because of EB sprite was huge. Kinda funny that before this most of the available DBZ sprite was small but now it is too big.