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Goku Updated Today 17-08-2020 (Read 60809 times)

Started by vyn, April 24, 2019, 06:51:49 am
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Re: Goku
#21  April 30, 2019, 06:29:01 pm
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@vyn: will you update the character? I'm asking this because I think you missed my feedback.

vyn

Re: Goku
#22  April 30, 2019, 07:23:45 pm
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Yeah bro, i included you in the previous reply, ill update the character and eventually im also adding an ultra instinct super.
Re: Goku
#23  April 30, 2019, 07:37:51 pm
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Something I've done thinking about your character.
Re: Goku
#24  April 30, 2019, 11:21:12 pm
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Yeah bro, i included you in the previous reply, ill update the character and eventually im also adding an ultra instinct super.
@vyn:
No, you didn't look at the last post I made with a video.
This one: http://mugenguild.com/forum/msg.2439246

- The grab uses the default hitspark under Goku's feet.
- The QCF, any button Kamehameha levels don't change the damage at all, I expected him to deal more damage as he charged. I understand that if you charge fully it becomes unblockable, but between normal and SSJ2 there's not much difference.
- If you become SSJ3 and immediately release the button the Kamehameha isn't unblockable. It seems you have to hold the button until the character throws it himself in order for it to be unblockable.
- There's probably a need for a limiter to how many times you can throw a Genkidama during a combo.

Please play on 1.1, i did not test or code for 1.0 or below.

That histpark should not be there, ill remove it.
Kamehame should indeed have increasing damage, my bad. Unblockable is indeed only when fully charged (auto release).
How many times where you able to land spirit bomb in a single combo??.

[youtube]https://www.youtube.com/watch?v=9ElQC2HvWMk&feature=youtu.be[/youtube]

Shown:
- infinite in the corner: 0:00 ->0:10
- infinite possible anywhere on the stage: 0:10 -> 0:16
- Genkidama combo: 0:18 -> 0:32 (I failed but it's probably possible to do it again)
- Super BG effect not showing properly when killing the enemy (look on the lower part of the screen): 0:37
(same thing happens for the SSJ Blue rush)


- If you defeat the enemy with the Genkidama or the Kaioken rush, the Super BG effect won't appear.

Tested on 1.1.
Re: Goku
#25  May 01, 2019, 01:21:45 am
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 Yeah, that's why I recommend hitstun decay for that kind of thing to prevent those loop infinites. Thinking about it, a custom cornerpush that increases pushback little by little with every hit added to a combo could be useful as extra preventive measures against infinite loops too.

vyn

Re: Goku
#26  May 05, 2019, 03:15:33 am
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I updated goku to adress everything posted so far and a few extra things I found.

Also simplified the hyper ko background to a simple ko sound. I like it better
Re: Goku
#27  May 05, 2019, 11:42:54 am
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dude you need to teach me how to make some of these effects!


its so clear and crisp!

There are 3 easy methods you can use to achieve the cool visuals that you are asking about for any sprite, explod, or animations. There are more, such as using photoshop/paintstop pro's blur, radial blur, etc.. but these are easier.

Method 1:
Open "Fighter Factory" Load up your character and Navigate to the "Animation File" (should be next to the "Sprite" tab on the top tool bar). At the bottom left hand corner you should see the option labeled "Transparency" click the little arrow and select "Addition". Repeat for any sprite you want to have that transparent effect that gives off a little energetic/see through glow.

Method 2:
Manually navigate to your character's "AIR.file" (you might need to convert file to .txt or notepad in order to open it.) find the sprite/animation you want to give the effect to and add an "A" next to it (You can do this in Fighter factory if you put the AIR file into text mode). For example:

;Particles of Ice    -----> Name of sprite/explode/animation you want to give the effect to.
[Begin Action 50719]
8769,0, 0,0, 3, , A -----> This means the sprite will have the effect you want.
8769,1, 0,0, 3, , A -----> Repeat
8769,1, 0,0, 3 ----> No cool crisp transparent effect
8769,1, 0,0, 3 ----> No cool crisp transparent effect

Method 3:
Navigate to your character's "CNS.file" if you want this effect on Fireballs, Energy, Auras, etc.. you would use this. For example:

[State 0, Particles of Ice]
type = Explod
trigger1 = Movehit
anim = 50719
ID = 50719
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 999
scale = 0.4,1
sprpriority = 3
ontop = 1
ownpal = 1
trans = add ------> this gives you the cool transparent effect you want.
removeongethit = 1

If you want this effect on a character, or helper, you would add this in the character's CNS.file under the specfic Statedef. For example:

[Statedef 12345] ----> charcter's state
type = S
movetype = A
physics = S
anim = 50719
velset = 0
ctrl = 0

[State 0, Trans]  ----> This entire piece of code gives your character or helper the cool transparent effect you want.
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;
ctrl = 1

That's it! now have fun making some cool effects that look really sweet on dark stages, or using dark hyper backgrounds.

EDITED:

@Vyn nice character
Last Edit: May 05, 2019, 11:47:34 am by shadowhand23
Re: Goku (Updated 05/04/2019)
#28  May 05, 2019, 01:29:58 pm
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@vyn: This character kicks some serious ass man. Its beautiful and all round solid. I hate to be that guy but i seriously hoped for an AI cuz I'm a solitary player and am really missing out on having him as an opponent on arcade runs.
Re: Goku (Updated 05/04/2019)
#29  May 05, 2019, 04:11:21 pm
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@vyn: This character kicks some serious ass man. Its beautiful and all round solid. I hate to be that guy but i seriously hoped for an AI cuz I'm a solitary player and am really missing out on having him as an opponent on arcade runs.

Yeah I agree. Characters this nicely put together need that extra oomph. A.I is that extra oomph.
Re: Goku (Updated 05/04/2019)
#30  May 05, 2019, 04:39:44 pm
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Re: Goku (Updated 05/04/2019)
#31  May 05, 2019, 05:37:13 pm
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Was I supposed to do this loop or... (Not an infinite, since it stops at 26 hits, but still.)

Re: Goku (Updated 05/04/2019)
#32  May 05, 2019, 05:41:23 pm
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vyn

Re: Goku (Updated 05/04/2019)
#33  May 05, 2019, 07:18:30 pm
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Re: Goku (Updated 05/04/2019)
#34  May 06, 2019, 02:16:13 am
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vyn

Re: Goku (Updated 05/04/2019)
#35  May 06, 2019, 02:32:45 am
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Hi vyn,I make a japanese voice patch for your Goku.
DL:
http://www.mediafire.com/folder/t1mmzd53my5j2/Voice_patch

Dude thanks so much!, I tested it and im afraid the voice is not loud enough, (goku sound effects are pretty loud, thats my fault), do you think you could make them louder? like twice at least?.

I already put the link in my site though but louder would be just perfect.
Louder Now.
please redownload.


Tested again, its perfect.

I updated the link in my site as well, thanks a lot man.
Re: Goku (Updated 05/04/2019)
#36  May 06, 2019, 04:17:05 pm
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This is just awesome Vyn. Thank you so much for sharing your creations!
Thank you all for sharing!

vyn

Re: Goku (Updated 05/04/2019)
#37  May 14, 2019, 07:33:37 pm
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Got a report the dl link wasnt working but it seems to work fine on my end, can anyone confirm please?.
Re: Goku (Updated 05/04/2019)
#38  May 14, 2019, 08:51:50 pm
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vyn

Re: Goku (Updated 05/04/2019)
#39  May 14, 2019, 08:53:21 pm
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Thank you!.
Re: Goku (Updated 05/04/2019)
#40  June 01, 2019, 05:58:48 pm
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Do you plan to release Goku for 1.0 version too?
This is fate.
Last Edit: June 05, 2019, 09:40:46 pm by Darkrow