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Majin Vegeta Z2 (Read 162279 times)

Started by Balthazar, October 29, 2012, 02:20:10 pm
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Re: Majin Vegeta Z2
#81  October 30, 2012, 08:24:24 am
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We make SSJ Goku, you want color separation.
We add color separation, you want more color separation.

I LOL'd.

Unfortunately, I was under the impression that he was a completely different character like SSJ Goku. My bad LOL. But good to know he'll have the Aura at least. That was my main concern really. I trust yall! :)
Re: Majin Vegeta Z2
#82  October 30, 2012, 08:31:02 am
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Re: Majin Vegeta Z2
#83  October 30, 2012, 08:31:18 am
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BTW for the aura, IMO I think it would look better not drawn into the sprites. It looked crappy in Super Butoden 3 (or was it Hyper Dimension?) because the aura always looked the same for certain sprites, and it would look really stupid when being put in custom states.

The only thing I can think of though would be to have a helper bound to Vegeta that's placed behind him that mimics all of Vegeta's movements but is slightly bigger different palette (you could make an aura palette that's unavailable otherwise exclusively for that), and then change the intensity with PALFX rapidly, so it at least looks like it's moving (or if you wanna go old school Capcom style, have MUGEN make the whole thing transparent every other tick so it flickers rapidly).

Of course this wouldn't be your whole effect and you'd supplement it with saiyan lightning and what not.
Re: Majin Vegeta Z2
#84  October 30, 2012, 08:34:32 am
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We make SSJ Goku, you want color separation.
We add color separation, you want more color separation.

I LOL'd.

Unfortunately, I was under the impression that he was a completely different character like SSJ Goku. My bad LOL. But good to know he'll have the Aura at least. That was my main concern really. I trust yall! :)
he might end up released as a different file as well, but it will be so he can have portraits and etc. There will be still a version that has both of them.  It would still not be worth to be adding two black pixels to all foreheads. His stance will look proper, just trust us, where have we failed to deliver something good?

BTW for the aura, IMO I think it would look better not drawn into the sprites. It looked crappy in Super Butoden 3 (or was it Hyper Dimension?) because the aura always looked the same for certain sprites, and it would look really stupid when being put in custom states.

The only thing I can think of though would be to have a helper bound to Vegeta that's placed behind him that mimics all of Vegeta's movements but is slightly bigger different palette (you could make an aura palette that's unavailable otherwise exclusively for that), and then change the intensity with PALFX rapidly, so it at least looks like it's moving (or if you wanna go old school Capcom style, have MUGEN make the whole thing transparent every other tick so it flickers rapidly).

Of course this wouldn't be your whole effect and you'd supplement it with saiyan lightning and what not.

it was hyper dimension, it might end up good only on the stance. I really like what daeron did with his aura.
Re: Majin Vegeta Z2
#85  October 30, 2012, 08:36:58 am
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So shut up and just wait what we're delivering you. You know it's good in the end. Trust our decisions.
Indeed so. What truly matters is the final outcome and I trust your choices.

Movelist wise, I wonder how he will differ fron Normal Vegeta and what he focuses on in terms of gameplay? (other than the additional attacks such as Big Bang Attack etc.)

My apologies if I ask you the question above at the wrong time.
Re: Majin Vegeta Z2
#86  October 30, 2012, 08:49:55 am
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Great news, another awesome Z2 project!!
Re: Majin Vegeta Z2
#87  October 30, 2012, 08:55:23 am
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it was hyper dimension, it might end up good only on the stance. I really like what daeron did with his aura.

Me too. It's just that outside of a fullgame, MUGEN probably wouldn't handle it right.

I'd suggest spriting about three different auras for each gethit and then attaching them via helper when he goes into a gethit, but I don't think MUGEN has triggers for detecting a specific sprite.

The alternative, of course is hard-drawing said auras into Vegeta (so for example, sprite 5010,0 for frame one and sprite 15010,0 for frame two, and sprite 25010,0 for three, or something like that), adapting some of his (and Goku's) moves that utilize custom states to trigger only when fighting Vegeta, and then releasing a tutorial with guidelines on how the aura should look when adjusting the custom-states, possibly with a modified KFM so people can get an example.

Just to clarify, if you go THAT route, I wouldn't mind updating my chars to accomodate Vegeta.
Re: Majin Vegeta Z2
#88  October 30, 2012, 09:16:33 am
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Well it looks like the whining died down. Thank Fuck. Just do what you guys do and ignore the bullshit. I eagerly await whatever it is you release. . . .even if it's a homosexual dancing fiesta Vegeta.
Re: Majin Vegeta Z2
#89  October 30, 2012, 09:34:31 am
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Leave Ludicolo out of this!
Re: Majin Vegeta Z2
#90  October 30, 2012, 10:23:18 am
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it was hyper dimension, it might end up good only on the stance. I really like what daeron did with his aura.

Me too. It's just that outside of a fullgame, MUGEN probably wouldn't handle it right.

I'd suggest spriting about three different auras for each gethit and then attaching them via helper when he goes into a gethit, but I don't think MUGEN has triggers for detecting a specific sprite.

The alternative, of course is hard-drawing said auras into Vegeta (so for example, sprite 5010,0 for frame one and sprite 15010,0 for frame two, and sprite 25010,0 for three, or something like that), adapting some of his (and Goku's) moves that utilize custom states to trigger only when fighting Vegeta, and then releasing a tutorial with guidelines on how the aura should look when adjusting the custom-states, possibly with a modified KFM so people can get an example.

Just to clarify, if you go THAT route, I wouldn't mind updating my chars to accomodate Vegeta.

that sounds like way too much work! I dont think any char should need to be specially adapted to that point just so he is playable.
I would probably only make the aura show up on some intros, winposes and on idle.
Re: Majin Vegeta Z2
#91  October 30, 2012, 10:36:35 am
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Or be part of the gethit sprite like in Hyper Dimension.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Majin Vegeta Z2
#92  October 30, 2012, 10:38:39 am
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that might look weird on throws, wouldnt it?
Re: Majin Vegeta Z2
#93  October 30, 2012, 10:40:37 am
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I'm specifically talking about throws, the aura could be smaller, part of the gethit sprites, and a more solid color, just like in Hyper Dimension. It would be just a couple pixels wide so it wouldn't look weird when thrown yet it would still be there. Outside of throws, go nuts.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Majin Vegeta Z2
#94  October 30, 2012, 11:14:05 am
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Quote
it was hyper dimension, it might end up good only on the stance. I really like what daeron did with his aura.

Me too. It's just that outside of a fullgame, MUGEN probably wouldn't handle it right.

I'd suggest spriting about three different auras for each gethit and then attaching them via helper when he goes into a gethit, but I don't think MUGEN has triggers for detecting a specific sprite.

The alternative, of course is hard-drawing said auras into Vegeta (so for example, sprite 5010,0 for frame one and sprite 15010,0 for frame two, and sprite 25010,0 for three, or something like that), adapting some of his (and Goku's) moves that utilize custom states to trigger only when fighting Vegeta, and then releasing a tutorial with guidelines on how the aura should look when adjusting the custom-states, possibly with a modified KFM so people can get an example.

Just to clarify, if you go THAT route, I wouldn't mind updating my chars to accomodate Vegeta.

that sounds like way too much work! I dont think any char should need to be specially adapted to that point just so he is playable.
I would probably only make the aura show up on some intros, winposes and on idle.
Nah he would still be playable.

Since he would still have his default gethits, any characters who don't have the coding would just throw him like regular, and his aura would be static, but whatever, can't make everyone do it (thus you'd make the aura here minimal to make it less noticeable).

Coding in compatibility would be entirely optional but would be a nice touch, and it would basically break down into two parts:

1) A State controller telling you to use a different anim if your name is MajinVegetaZ2 or whatever you guys name him.
2) Said different anim that you could make by copy-pasting your existing anim coding, and making adaptations for each aura frame, so for example, if your aura changes every two ticks, this:

Code:
5010,0, 0,0, 6

would become this

Code:
5010,0, 0,0, 2
15010,0, 0,0, 2
25010,0, 0,0, 2

Something like that.

The existing character doesn't need to worry about having sprites in those slots since no one else will use them but Vegeta since you coded the redirect based on the name parameter (and the author parameter so you're not screwed if someone else makes a Vegeta with the same name).

Anyway, it's been done before in the community. Remember when GM's Gill came out and a bunch of people recoded their throws so his palette would be correct? Same basic principle, the only difference is that you need to be able to do 3rd grader divison.

And no, I'm not saying you have to, I'm just offering a suggestion on how to do it.
Last Edit: October 30, 2012, 11:25:50 am by Jangie Boogie
Re: Majin Vegeta Z2
#95  October 30, 2012, 11:22:10 am
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You know if you had just said they were going to have the same sff from the beginning we would've left you alone about it. Don't need to be all upset
Re: Majin Vegeta Z2
#96  October 30, 2012, 11:35:01 am
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Majin will use the .sff from normal Vegeta

I'm upset BECAUSE it was said in the first post!!!
Don't reply in a thread unless you've read up everything that's been said so far, ESPECIALLY the first post!
I am completely in my right to be upset :nink:  I regret nothing!
Re: Majin Vegeta Z2
#97  October 30, 2012, 11:37:18 am
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Re: Majin Vegeta Z2
#98  October 30, 2012, 11:40:57 am
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I've owned Cazaki so hard I demand that he doesn't post anything the rest of the day  :crowngrin: !
Re: Majin Vegeta Z2
#99  October 30, 2012, 11:41:56 am
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Yo Cazaki people kinda stopped giving a shit about the M after the CROSSOVER COMBINATION by Cybaster/Balthazar/Iced

     Posted: October 30, 2012, 11:44:28 am
Also Cybaster please tell me if my coding hypothesis is a crock of shit, I'm mainly idea-engineering a compromise between the 2d aura and universal MUGEN's limitations
Re: Majin Vegeta Z2
#100  October 30, 2012, 11:44:36 am
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dont be mean to cazaki you bundles of straw >:C