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Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Read 616419 times)

Started by Iced, April 05, 2014, 05:48:51 pm
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Re: Hyper Dragon Ball Z
#141  April 10, 2014, 02:02:06 pm
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Re: Hyper Dragon Ball Z
#142  April 10, 2014, 05:00:23 pm
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lol, Vegeta was pwned!!!
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Re: Hyper Dragon Ball Z
#143  April 10, 2014, 09:21:03 pm
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Z2 Team would be popular in the future Thanks baltahzar.
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I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Hyper Dragon Ball Z
#144  April 10, 2014, 09:42:52 pm
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The fact that the video has acquired  13k+ likes, aside from the views in only a couple of days is truly an amazing feat. The thing is, I can't even imagine the monumental amount of work hours it would take to even come close to completing the number of characters in that fake select screen. Instead of calling the video a trailer I would've called it a concept because it is generating a false notion that "Hyper Dragon Ball Z" will someday be a finished product when it is currently next to impossible to accomplish that anytime in the near future. Regardless of this, congratulations because you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts and truly shown that the engine is capable of in-depth, well made characters. 
Re: Hyper Dragon Ball Z
#145  April 10, 2014, 09:47:58 pm
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But it IS being labeled as a concept. Read this thread and the description in the video :p
Re: Hyper Dragon Ball Z
#146  April 10, 2014, 10:06:22 pm
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I have already read everything, what I'm saying is the title of the video is what really matters to the public which is; "HYPER DRAGONBALL Z - Demo Trailer 2014 - HAPPY BIRTHDAY TORIYAMA-SAN! (ORIGINAL UPLOAD)". At first I was a little confused but I read up on the description and understood what this was. The problem is most people who viewed the video most likely didn't as it is a wall of text (which can deter people from reading it) and Balthazar even had to go to the trouble of writing a comment with the download link since people kept asking where it was despite it being clearly in the video description. You can see there is a misconception to many people that there will be a finished product and that is being seen all over the Facebook page and Youtube comments. All in all it's just my opinion.

By definition a trailer (as in the video title) is used to promote something that is upcoming in the near future while a concept represents more of an idea.
Last Edit: April 10, 2014, 10:20:26 pm by ScourgeSplitter
Re: Hyper Dragon Ball Z
#147  April 10, 2014, 11:08:07 pm
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You are right, though initially it was our intention to label it as a fake game trailer, to gather more attention.
We had never hoped it would have gathered THIS much attention, extending even to tournament players checking the demo out and generally being impressed with it. Perhaps we will need to make an additional message explaining our true intentions (because like you say, hardly anybody reads the video description that would've explained anything they'd want to know about the video and our intentions).
Re: Hyper Dragon Ball Z
#148  April 10, 2014, 11:26:58 pm
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The only other problem with it I think is the announcer voicing the character names, which is impossible in MUGEN. The only kinda-sorta compromise I can think of would be Serio's Castlevania pornbomb fullgame, in which after you pick Duke Nukem (yes), the game's engine makes the first "fight" load up a difficulty select, and once you make the selection, Duke says "Let's Rock!"

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.

And for the CPS2 loading stuff, you could probably get away with spoofing it, like having the loading files say something like Z Sound, then the Q Sound screen being replaced with stuff about the Z2 team.

Granted I know dick about MUGEN fullgame coding, but that would definitely help.
Re: Hyper Dragon Ball Z
#149  April 11, 2014, 03:58:24 am
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I obviously meant Fullgame WIP
It 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.

What is exactly the point of cloning you in this case?  :happy:

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.

Yep, that trick is the way people do that cursor illusion. Good to know that Balthazar hates 1.1, otherwise he would use that version of the engine, which no longer supports that trick (Due to the cursor now sliding to the next location instead of just moving to it in a single frame).
Re: Hyper Dragon Ball Z
#150  April 11, 2014, 09:30:48 am
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What do you mean? Explain.
Re: Hyper Dragon Ball Z
#151  April 11, 2014, 10:56:55 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Hyper Dragon Ball Z
#152  April 11, 2014, 10:58:32 am
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It is the first video that I see with such quality.

I posted this in the wayofthepixel/pixelation forum.
Last Edit: April 11, 2014, 12:06:53 pm by Alex Sinigaglia
Re: Hyper Dragon Ball Z
#153  April 11, 2014, 12:25:37 pm
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What do you mean this isn't going to be a full game? Bummer. Oh well; hopefully Trunks WITH SWORD is created some time in the nearest near future.
Re: Hyper Dragon Ball Z
#154  April 11, 2014, 02:37:00 pm
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What do you mean each character needs one year of development and there are plenty of chars in the trailer!?
Re: Hyper Dragon Ball Z
#155  April 11, 2014, 03:07:57 pm
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Excellent Project! Super Excited to see more updates and any future release. Best of luck!
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Re: Hyper Dragon Ball Z
#156  April 11, 2014, 04:04:44 pm
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Quote
you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts
Its 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.
Re: Hyper Dragon Ball Z
#157  April 11, 2014, 08:16:02 pm
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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
Re: Hyper Dragon Ball Z
#158  April 11, 2014, 08:25:24 pm
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I want to say "good work", but I haven't downloaded the file yet out of mercy for Bia's server - but I'm certainly intrigued and impressed with what I can see so far.

The video'd look nicer with a less generic set of lifebars, but I'm sure this has been addressed countless times.

Oh well; hopefully Trunks WITH SWORD is created some time in the nearest near future.

I find myself thinking of this quite a bit recently, stuff like a stance system where you pull out the sword for mid-ranged attacks, and sheath it for projectiles/beams and close-up moves, along with at least one move in each stance that puts you in the other stance (I really liked Ivy's flow between stances in Soul Calibur 2). Probably not a priority and likely different from the team's plans, but my mind goes where it pleases between other concerns I have now, what with preparing to move to the Netherlands soon.
Maybe once I'm settled in I should dabble with that Cell I only ever SFFed along with his junior...

Quote
you guys have singlehandedly attempted to repair the notoriously bad reputation Mugen has with fighting game enthusiasts
Its 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 :)

Well, a few people who are more into commercial games seem to have a knack for finding stuff like infinites, glitches and 100% combos - that's a skillset you'd welcome feedback from.
I wonder if Desk has messed around with this... - probably not, I don't recall him bothering with Fighting is Magic even if that game's GUI referenced him directly for long combos, but it's an interesting thought.

Quote
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.

Secondary functionality to the actual fighting bits.
Re: Hyper Dragon Ball Z
#159  April 12, 2014, 10:24:55 pm
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It's amazing all the love and quality Balthazar put on this video.
Arale cameo was a nice touch in the intro. Full project or not big fan of Z2 chars!
Re: Hyper Dragon Ball Z
#160  April 12, 2014, 11:26:54 pm
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OK, managed to take the game for a spin and have a few impressions from it - take into account I haven't actually tried the earlier releases of the characters:

HTML readmes:

- Could have included a reference in the menu to the compatibility linked to in the Movelist page, since it's all part of the same folder structure... also, adding that to other characters' documentation.

- Could have included a reference in the menu to the Strategy Guide linked to in the Movelist page, since it's all part of the same folder structure...

- Movelist page mentions a Palette Chart GIF in the palettes folder, but it's not there; still, that GIF file could have been included in this HTML structure and visible in one of the pages or through a link.

- The "Configuration file" section of the Movelist pages (a page with a different name like "Extras" or "Other" could cover this sort of thing, it's not where people would look for the info) mentions where you can change some audio and visual aspects of the characters - for the visual stuff like the projectile repel FX and Super Background, comparison screenshots could have been added - then you're know what you'd be changing to before messing with the file.

- Most of the Youtube links in the Movelist pages aren't working.


 Saibamen:

- Default green palette should be select with a like the others for coherence - it's been stated that this isn't necessarily becoming a full game project, but it's a small tweak that would help.


Goku's tutorial mode:

- I love that this is in, but it's weird then for some things you're given names and for others the command, and even more so when both are mixed for the same challenge, such as the early "Uppercut -> A. SP" (could be "C. SP -> A. SP").