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Messages by vlad_alucard

    

Re: DRAGON BALL Z IKEMEN BUTOUDEN

 November 10, 2023, 04:33:02 am View in topic context
 Posted by vlad_alucard  in DRAGON BALL Z IKEMEN BUTOUDEN (Started by vlad_alucard June 17, 2023, 09:10:36 pm
 Board: IKEMEN Releases

Thank you for using my characters and stuff. Greatly honored!

Also I have sad news.

I found out recently that GohanSSM2 has passed away.
Ace was a mugen hero to me, I looked up to his creations.
Its really hard to find his creations now (without some troublesome websites).

Your game including his characters is a blessing to me.

Rest in peace The Ace Man!

I have learned a lot thanks to you the times we have spoken on YouTube. And the news just left me cold. He was one of my many teachers without knowing they were. May he rest in peace.
    

Re: DRAGON BALL Z IKEMEN BUTOUDEN

 June 30, 2023, 03:27:45 am View in topic context
 Posted by vlad_alucard  in DRAGON BALL Z IKEMEN BUTOUDEN (Started by vlad_alucard June 17, 2023, 09:10:36 pm
 Board: IKEMEN Releases

I remember when i did play DBZ SB2 for the first time...good memories !
I really had the 16 bit vibe playing this and i'm happy that you choose the keep the things simple.
Any chances for an Android 13 (this one can transform in Super 13) in this simplified style ?
[youtube]https://www.youtube.com/watch?v=mf5s9FRpJEY[/youtube].
I suggest to put similar chars in the same slot (pretty easy in Ikemen) like Imperfect Cell (Semi Perfect Cell ?) and Perfect Cell. This would make the select screen even cleaner and cool.
The only thing missing is the split screen system, but this is to ask too much even for Ikemen Go engine.
Anyway thank you very much for share this gem with us. I loved the game.

Thank you very much for the review. Unfortunately I have no plans to include non-canonical or post-Z (GT/Super) characters to the roster at least while the base game continues to be developed. I want to polish it to the maximum with the current elements and then if a community is formed we could expand it together. There is going to be a new char in the next update that will be Semi Perfect Cell but it is in the earliest stages of its construction since there is a spriter that is working exclusively for this game.

The Split Screen system is something that could only be emulated by zoom, but it wouldn't be the result we're all looking for, so all that remains is to polish the beam struggle system to the maximum to achieve the result we want.
    

Re: DRAGON BALL Z IKEMEN BUTOUDEN

 June 18, 2023, 11:08:57 pm View in topic context
 Posted by vlad_alucard  in DRAGON BALL Z IKEMEN BUTOUDEN (Started by vlad_alucard June 17, 2023, 09:10:36 pm
 Board: IKEMEN Releases

    

DRAGON BALL Z IKEMEN BUTOUDEN

 June 17, 2023, 09:10:36 pm View in topic context
 Posted by vlad_alucard  in DRAGON BALL Z IKEMEN BUTOUDEN (Started by vlad_alucard June 17, 2023, 09:10:36 pm
 Board: IKEMEN Releases

Old project, great evolution. Those who know me on the forum know that I have always wanted to put together the ultimate 16-bit style Dragon Ball game. Well, thanks to Ikemen, especially the Ikemen GO version, I'm about to achieve it.

Contains:
*26 Characters balanced and made specifically for this fullgame with their own internal common system.
*36 Stages
*Graphics and sound 100% 16 bits.
*Graphic tricks that allow in-game transformations and skin changes courtesy of the fact that many characters have an extreme separation of color palettes.
*There are no conceptually broken or unbalanced characters. If you detect something like this, let me know so I can improve it.

The code is based on big names from mugen and dragon ball, especially retro characters like GohanSSM2 Ryon TheNecromancer Komodo BIRD etc. There is no credits cinematic yet, but when I have it, all the authors I have based myself on and all those who have collaborated with my project will appear there.

Future updates:
I'm still new to Ikemen so I'm learning little by little to program its news that it offers in contrast to mugen so I'll be implementing them little by little with new updates. This is the first full playable beta with the basics it offers. You can expect more Stages, and maybe new chars although this is the definitive Roster so it is not certain. Mugen versions had an explod-based intro dialogue system but this will be replaced by Ikemen's native system in the future. A similar thing happens with the Stages viewer. I'm using the old font-based system but I'll update it to native in ikemen soon.

I still have to put the finishing touches on certain chars, especially the newest ones to join the roster.

From now on I leave you some screenshots.













Game system:

It is basically based on 3 main buttons. Punch, Kick and Ki Attacks. The specials involve only those three buttons. Then it has 3 extra buttons where two are dedicated to automatically dash (Like the Butouden of SNES) and the remaining button is to change characters in Tag mode. I have not yet made the list of movements to be visible in the menu since not all of them have their final commands. And it hasn't reached those stages of development yet, but those who have played the original games on which they are based will have no problem using the special ones since they use the same or very similar commands.

Download here: https://www.mediafire.com/file/fjxu59vwfjq4hhu/Dragon_Ball_Z_Ikemen_Butouden_V1.0.rar/file

If you like it you can follow the updates here https://discord.gg/wQNA77sym
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 March 05, 2023, 03:02:50 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

It's been a long time since I stopped giving news about my project, those who are on the discord were enjoying many advances but I decided this time not to leave them out now that I am in the final stretch to finish it.

I have learned a lot during all this time and what I am here to show you is a beta that exceeds the original project too much when I start.

In-game transformations (It's a cosmetic change in most cases but it's a great addition to the game experience)

The separation of colors in the chars is extreme to the point where they are no longer palettes, they are skins on various characters.

Improved Stages retaining its original charm.

Chars divided by classic fighting game archetypes are no longer just the same type with variable attacks, they all have their own differentiated stats and styles.

I hope you like it and I hope I can give you the final game in a short time, I just need to work on two chars and it will be ready.



https://www.mediafire.com/file/clvpivj7r1k7fhu/DBZ_Butouden_Battle_Beta_6.65.rar/file

If you want to know more, you are invited to my discord.
https://discord.gg/8rFmArhwBe
    

Re: Hide characters and health bars

 August 10, 2022, 08:29:34 pm View in topic context
 Posted by vlad_alucard  in Hide characters and health bars (Started by NikoPalad67140 August 10, 2022, 10:45:52 am
 Board: M.U.G.E.N Development Help

This is for mugen 1.1 but I dont know if works on ikemen

Ctrl+L: Lifebar Hide
Ctrl+Alt+1: P1 Hide
Ctrl+Alt+2: P2 Hide

Ctrl+C: Shows collision boxes                                   maybe this will be useful for you too
    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 06, 2022, 07:11:52 pm View in topic context
 Posted by vlad_alucard  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

@SteelHammers Thank you it works pefectily!!!
    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 06, 2022, 06:46:21 am View in topic context
 Posted by vlad_alucard  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

That's right, try making the Helper have an invisible animation and create a projectile that only lasts two ticks and stays in the Helper's position. But I only leave a trail of projectiles that disappear and worse still do not make contact with p2 and continue to destroy my LV1 supers

Well, this one is quite challenging. Did a little test and came up with a code for you. Worked for me so should also work if you've done everything correctly.
To make this work, you'd have to hide the actual projectile behind the helper projectile's sprite.
The steps are:

1. Your animation with the actual 'helper projectile' sprite in [statedef 1203] which is currently 1203 needs no collision boxes.
2. Make a 1 frame blank animation but have both collision boxes in it.  They should reflect the collisions that you currently used in anim=1203. This be used for your actual projectile animation
3. Have a projectile Hit animation.
4. Have a projectile cancel animation. This can be the same as the Hit animation.
5. Have a projectile remain animation. This should be a blank animation with no collision boxes.
6. You DO NOT NEED any Nothitby's, Hitoverrides or changestates as your animation shouldn't have collision boxes.

Then In your helper state [statedef 1203], Going by what you've posted,
your state should look like this (with the projectile and destroy self code):
Code:
;======================================
[Statedef 1203]
type=S
movetype=A
physics=S
anim= 1203
velset=0,0

;---YOUR PROJECTILE STATE CONTROL (these are mandatory parameters to make it work)-----
[State 1203, Projectile]
type = Projectile
triggerAll = !root,ProjContact=1,<20 ;---You can change the 20 to a higher value but leave first and see what happens. 
trigger1= !root,NumProjID(1203) && time%3=0 ;--->Only exist one at a time and only during every 3 ticks  don't change this else it will not work properly
ProjID = 1203 ;---->YOUR ID; should be set to 1203: same as this state
projanim = 1203 ;---->Use YOUR Animation Number  (must be blank anim with both collision boxes)
projhitanim = 1213 ;---->Use YOUR Hit Animation Number
projremanim = 1223 ;---->Use YOUR Animation Number (must be blank anim with no collision boxes)
projcancelanim = 1213 ;---->Use YOUR cancel Animation Number
projremovetime = 2 ;--->Must exist for 2 ticks. Don't change this value as it's used to work with time%3=0
velocity = 0,0  ;--->Doesn't move so it can move with the helper
projpriority = 2  ;--->Any value lower than your Lv1 super.
;------------------The rest is the same as your original hitdef------
attr = S,SP        ;--->Changed to S,SP as it's a projectile so don't use S,SA
damage=40,10
getpower=0
givepower=0
hitflag = MAFD       
guardflag = MA       
pausetime=5,5
sparkxy=0,0
sparkno=s6002
guard.sparkno=s6002
hitsound=F0,2
guardsound=F1,0
ground.type=Trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.5
air.velocity=-1.2,-3
guard.velocity=-5
fall=1
ignorehitpause=1
;---------------------The tracking code can be anything, it won't affect the interaction------

[State 1203]
type=velset
trigger1=P2Dist X<0
x=-5

[State 1203]
type=velset
trigger1=P2Dist X=0
x=0

[State 1203]
type=velset
trigger1=P2Dist X>0
x=5

[State 1203]
type=velset
trigger1=P2Dist Y<0
y=-3

[State 1203]
type=velset
trigger1=P2Dist Y=0
y=0

[State 1203]
type=velset
trigger1=P2Dist Y>0
y=3

;---------------MUST HAVE THE PROJ TRIGGERS TO DESTROY THE HELPER------------------
[State 1203, DestroySelf]
type = DestroySelf
trigger1 = root,ProjContact=1, <20  ;----Destroy if makes contact with Non-projectile elements such as players/helpers
trigger2 = root,ProjCancelTime(0)=1  ;---Don't modify this or replace the (0) with anything as it should be 0.
trigger3 = FrontEdgeDist <-50  ;---Optional, this makes the helper destroy itself if goes outside of screen.
trigger4 = time =800  ;---This is your trigger
ignorehitpause = 1

;==================================================================

Try this and see if it works.


Thanks you a lot I will try it tomorrow
    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 05, 2022, 05:05:55 pm View in topic context
 Posted by vlad_alucard  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

@The Jaquio: That code doesn't seem like it'll work as @vlad_alucard: is currently using a helper projectile and a standard non-helper projectile.  From what i'm reading, vlad isn't looking to make either projectiles have more than 1 hit each but at the same time, want's the lv1 to beat the helper.

So the way to work this out is to replace the hitdef sctrl in the helper with a projectile sctrl and have all the associated projectile animations.  Doing this won't affect the behaviour of the helper (it will still track) while having it gain the properties of an actual projectile to interact with your lv1 Super. 




That's right, try making the Helper have an invisible animation and create a projectile that only lasts two ticks and stays in the Helper's position. But I only leave a trail of projectiles that disappear and worse still do not make contact with p2 and continue to destroy my LV1 supers
    

Re: Destroy a Helper with a projectile and have it continue on its way.

 August 05, 2022, 03:26:29 am View in topic context
 Posted by vlad_alucard  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

The priority of a projectile only works against other projectiles with the projectile sctrl, so in your case since your tracking projectile only uses the Hitdef sctrl, it isn't classified as an actual 'projectile' and won't interact the same way.

You could either use a projectile sctr for your tracking helper and set a lower priority for it or make your lv1 super a 2-hit projectile by setting projhit = 2. Should work for what you want.

It makes a lot of sense but how would I make the Tracking Helper projectile chase P2? And that the helper does not destroy the superprojectiles with which it contacts?




Ok, so "tracking helper" means that it follows P2? 
Next, your saying that the super projectile is still being destroyed by the "projectile helper" no matter how high the
propriority is?  Just trying to make sure I am following you correctly.

Steel Hammer is correct, the HitDef must be coded for what happens after it collides into a projectile. Or, in other words the helper needs a HitBy sctrl for projectiles.

I had to experiment with this lately.  I had to recode all of the helper projectiles in my game to hitdefs in order for Lei-Lei reflection move to look right. 
[youtube]https://www.youtube.com/watch?v=QdXp0UHKFu4[/youtube]


But yea, if you want to continue to Use the Hitdef for the projectile, like steel hammer said, it won't work unless coded properly.  If I am reading your question right lol.

About the video isnt not my case but you are right

Another workaround I tried was to make the helper disappear when the p2 fires a super level 1 or 2 projectile. Since they are quite fast it seems that the projectile makes them disappear but it's just an illusion.
    

Destroy a Helper with a projectile and have it continue on its way.

 August 04, 2022, 08:55:50 pm View in topic context
 Posted by vlad_alucard  in Destroy a Helper with a projectile and have it continue on its way. (Started by vlad_alucard August 04, 2022, 08:55:50 pm
 Board: M.U.G.E.N Development Help

I have some chars that use tracker projectile helpers, it's fine when this is neutralized with a normal projectile. But when it collides with a higher priority projectile like the ones I use on my chars' level 1 supers it still neutralizes them even if they have a priority of 10 or higher.

I've tried using a hidden projectile that shields the main from helpers but sometimes it hits an opponent mid-jump and throws them back causing the real projectile to miss. I've tried various grounds and air velocity to work around that problem but it's only a temporary fix. I would like to know if there is any way that the helper does not neutralize my high priority projectiles.

This is the code of the helpers

Code:
;-------------------------------------------------------------------------------
;Tsuiseki Helper1
[Statedef 1203]
type=S
movetype=A
physics=S
anim=1203
[State 1203]
type=PosSet
trigger1=Pos Y>-52
y=-52
[State 1203]
type=HitDef
trigger1=Time=0
attr=S,SA
damage=40,10
getpower=0
givepower=0
hitflag=MAFD
guardflag=MA
pausetime=5,5
sparkxy=0,0
sparkno=s6002
guard.sparkno=s6002
hitsound=F0,2
guardsound=F1,0
ground.type=Trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.5
air.velocity=-1.2,-3
guard.velocity=-5
fall=1
[State 1203]
type=velset
trigger1=P2Dist X<0
x=-5
[State 1203]
type=velset
trigger1=P2Dist X=0
x=0
[State 1203]
type=velset
trigger1=P2Dist X>0
x=5
[State 1203]
type=velset
trigger1=P2Dist Y<0
y=-3
[State 1203]
type=velset
trigger1=P2Dist Y=0
y=0
[State 1203]
type=velset
trigger1=P2Dist Y>0
y=3
[State 1203]
type=NotHitBy
trigger1=time>=0
value=,AA,AT
[State 1203]
type=HitOverride
trigger1=time=0
attr=SCA,NP,SP,HP,AP,NA,SA,HA,NT,ST,HT
stateno=1204
time=-1
[State 1203]
type=ChangeState
trigger1=movecontact=1
value=1204
ctrl=0
[State 1203]
type=DestroySelf
trigger1=time=800
;-------------------------------------------------------------------------------
;Tsuiseki Helper2
[Statedef 1204]
type=S
movetype=A
physics=S
juggle=2
poweradd=0
ctrl=0
anim=1203
[State 1204]
type=VelSet
trigger1=time=0
x=0
y=0
[State 1204]
type=Explod
trigger1=time=0
trigger1=var(23)=1
anim=6002
pos=floor(P2BodyDist X),floor(P2BodyDist Y)
postype=p1
removetime=-2
vel=0.7,0
ontop=1
[State 1204]
type=DestroySelf
trigger1=time=0

And this is the one of the Level1 Supers

Code:
;===============================================================================
;GekiretsuKodan
[Statedef 2000]
type=S
movetype=H
physics=S
poweradd=-1000
juggle=1
anim=2000
ctrl=0
velset=0,0
[State 2520]
type=Explod
trigger1=Time=1
anim=2010
ID=2010
pos=7,-52
postype=P1
removeongethit=1
removetime=17
scale=1,1
sprpriority=0
ontop=1
removeongethit=1
[State 2000]
type=PlaySnd
trigger1=AnimElem=1
value=S5,2
[State 2000]
type=PlaySnd
trigger1=AnimElem=2
value=F3,1
[State 2000] ;AntiHelperProjectile
type=Projectile
trigger1=AnimElem=2
Projanim=2533
projpriority=1
offset=44,-55
velocity=15,0
remvelocity=.7,0
velmul=1,1
attr=S,NP
animtype=Medium
guardflag=MA
sparkno=-1
guard.sparkno=-1
ground.type=Low
air.type=low
ground.slidetime=0
ground.hittime=0
ground.velocity=-12,-4
air.velocity=-2.5,-5.5
[State 2000]
type=Projectile
trigger1=AnimElem=2
Projanim=2015
projsprpriority=10
ProjHitAnim=6003
ProjRemAnim=6003
projpriority=15
offset=40,-55
velocity=15,0
remvelocity=.7,0
velmul=1,1
attr=S,NP
animtype=Medium
damage=150,5
guardflag=MA
pausetime=20,12
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=F0,3
guardsound=F1,0
ground.type=Low
ground.slidetime=15
ground.hittime=9
ground.velocity=-12,-4
air.type=low
air.velocity=-2.5,-5.5
air.juggle=3
fall=1
down.bounce=1
[State 2000]
type=ChangeState
trigger1=power=0
value=5300
ctrl=1
[State 2000]
Type=ChangeState
trigger1=time=50
value=0
ctrl=1
    

Re: Ikemen GO

 July 18, 2022, 05:49:58 am View in topic context
 Posted by vlad_alucard  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I have debuted in Ikemen today and I must say that I fell in love with all its possibilities and features. In fact I would move my entire project to it if it wasn't that it doesn't support Midi. Yes I know it's retro to use Midi for Mugen at this time but it gives it the retro look I love so much and allows me to ensure that OSTs from different origins can sound like they all belong to the same game. If it's not too much to ask, I'd love it if you could make it compatible in a future release.
    

Re: Transformation based in SFF Remappal Issues

 April 06, 2022, 01:55:04 am View in topic context
 Posted by vlad_alucard  in Transformation based in SFF Remappal Issues (Started by vlad_alucard April 06, 2022, 01:47:29 am
 Board: M.U.G.E.N Development Help

In the first image we see the beginning of the combat with the palette that I chose in the selection screen.



SSJ mode working correctly, when returning to the base state it should be seen again as in the first image.



the error I am talking about instead of having returned to the base state with the palette that I chose, it returns but with the default palette, the one that is in order 1.1 of the sff file.



now if I transform it into ssj it also does it with the palette in item 1 of the sff and it is impossible to return to the palette I chose if it is not in the first round it stays permanently in the default palettes.

    

Transformation based in SFF Remappal Issues

 April 06, 2022, 01:47:29 am View in topic context
 Posted by vlad_alucard  in Transformation based in SFF Remappal Issues (Started by vlad_alucard April 06, 2022, 01:47:29 am
 Board: M.U.G.E.N Development Help

Well I tell you my problem, I am trying to create a transformation system in SSJ based on palettes in sff 2.0 so far everything is fine the system works but the problem is that sometimes the char does not stay with the color palette with which it is selected if not it returns to the default. This usually happens at the start of a round or after returning to base state less often and almost never but if possible when I ssj it.

I leave you the char in question so that you can try it and if you can give me the code to correct or what I need to add so as not to have that problem.

the transformation code is down,down,b+c. the error appears randomly, I would ask you to play a couple of rounds with it if the problem does not appear.

https://www.mediafire.com/file/8qzc3xk2tvhvpyi/TGoku.rar/file
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 October 01, 2021, 11:57:17 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+




Yes I'm making the chars with these pre-rendered sprites, I've launched Mr.Popo, Cheelai and now Uub End Z, Next will be Goku, maybe Shallot and the game's beta that is well advanced

I tested your game and really liked it, but I think you could take the damage advance (or recoil) of p2 when receiving the punch

with this it is possible to create a combo system , used a lot by komodo characters

http://www.gohanssm.com/komodo.html

take a look at them maybe it will help you

I do not understand about the discord and hyper dimension , can you explain it to me ?


[/quote]

I know Komodo chars, together with GohanSSM's they were the bases of the first versions of my chars, the problem with their combo system is that it is too aggressive for my taste. Once you corner your opponent it is practically a battle won if he does not have a way to use a counter attack or escape. Also, I could not use all the blows since we use a 3 button attack system being one reserved for ki attacks something more based on Super Butouden and Buyuu Retsuden that depends on the position of the opponent to use the movement

Regarding Discord, we have a channel where together with other users we contribute resources or correct errors together to improve the game.

With Hyper Dimension I meant that as the chars do not have the meteor Attack or also called Desperate Attack, I wanted them to be the ones used in Hyper Dimension.
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 October 01, 2021, 06:35:22 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

congratulations on your project, for me these old games are the best to play

I'm doing a hyper dimension remake

https://www.deviantart.com/bardockrevengedct/art/Hyper-Dimension-Coming-Soon-880109279

and i'm thinking about doing finalbout and ultimate batle 22


if you need any help...

I am the creator of old gokussj2 and majinvegeta ssj2
http://bardockrevenge.rf.gd/chars.html





Wow, it's an honor to meet you. I've played a lot with your chars for a long time, I'm seeing your work in DA. Are you going to make chars with pre-rendered sprites? At the moment my only problem is the ost I have fallen into the need to use those of other non-DB games to maintain the style especially of Sonic with small editions although it is not ideal. The chars still lack Meteors and I would like you to use the HyperDimension ones on my discord. There are two attempts to replicate them but they are more like prototypes of the final Meteors.
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 October 01, 2021, 02:52:43 am View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

Hello everyone, this update is to do a search for volunteers. The next release, rather than focusing on the chars, will be an audiovisual upgrade (don't worry, the retro style remains intact) to bring the stages to the highest quality of detail within the standards, but that's not the problem. I am looking for someone who is interested in collaborating with the music of the project. It can be in SNES or Genesis style and as a last resort Arcade. But the idea would be to have all the music in a single style to give the feeling of being all from a single game and thus give it a more professional touch.







Whoever wants to join is more than welcome. I leave you examples of the new versions of the stages, they are not all but most of them will receive a similar treatment to get the best out of them.

Clarifications on the subject of music I know that there are edits on YouTube that can be useful but I am looking for something more attached that does not feel like an external addition, I am sorry to elaborate a lot on that in a redundant way but it is a very important piece to achieve my goal. I leave greetings to all and to those interested I wait for you in the discord
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 September 02, 2021, 04:09:52 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

Can take the .exe from another mugen 1.1 and try it? the guys on the discord tells me what is safe

THanks! I will!

Actually, I know you have no bad intention, I was sjust not sure about the file itself since you had PC problems.
But yes, I'm glad I can try it!

Your project is a gem! I'm very glad to see an update!

EDIT : some feedback.
I finally tried the game after my antivirus freakout ^^;

Good :
-Awesome graphics, characters, stages (everything looks in 16 bits spirit)
-No flashy effects or similar stuff that make you out of the restro style.
-Extra characters
-Improved gameplay compared to the source games (amost impossible to do combos)
-intro, win quotes
-japanese voices !!! Thanks so much for not giving this game the horrible english dubbing voices (I can understand some like them)
-all musics (including snes ones) in Buyuu Retsuden/Megadrive style . Who did these musics ? is it some sound fonts edit ?

Bad/not that good :
-What happenend to kid Trunks (both his portrait and ingame sprites are very strange compared to the other characters)
-For some reasons, I feel like the Kai world music (from super butouden 3) is not that good in megadrive style
-With some characters, it's not easy to combo normal attacks (because of push back ?) For some, it's easier (Future Trunks, Dabura...)
-Some special moves connect weirdly (exemple adult Gohan's dive kick, some time kicks nothing after first kick)
-Not sure about the "result" music from HYper dimension. (It's good, but sounds definitly too SNES compared to the other themes)
-I regret the absence of some story mode based on the character selected. (but this is a Mugen problem)
-I suggest the video options to be set to default when you upload the game. (I struggled many minutes to remember how to set that) People not that used to mugen would give up very fast I think (?)

Suggestions :
Aftre playing this game with great roster, and great retro feeling, I felt like... I would like to see Bojack, Broly... alternate swaps of regular character too... I hope you can recover your PC and update again this incredible project.

In 20 years of Mugen, this is one of the very few games that makes me forget for some time I was playing a Mugen game! :)

Thank you very much for the feedback. Now I will clarify the points that you told me.

With Kid trunks there are two sets of sprites, one created by another user and another original from SB3. You can exchange them at will but the portaits unfortunately I have to improve them since they were handmade by me to preserve the style.

The songs in megadrive style are made by a youtuber who made the 3 butouden in that style. I admit that it is not my favorite, I had found a method to create genesis ost based on midis but it is quite arduous work and when they infected my pc I had to eliminate them with time I will be able to remake them.

The problem of Gohan's kick is not a problem of Gohan but of the enemy char that sometimes the hitbox moves away or moves to a place where the kick does not connect especially small chars, he would have to turn that movement into a grab or do end the move if it fails. to the list of activities for the next update.

Only use music in Hyper Dimension on the victory screens I was going to put the SB1 one but it seemed too short and the game would be silent before the player finishes reading the victory phrase

We have planned a story mode in the discord group but it would be a general one as in hyper dimension if it is done although that part is not going to be done by me

The resolution was with the intention of giving a soft effect to the sprites that do not look more pixelated and increase the retro experience when trying to recreate what would be an old tube TV they are free to change it at will if they do not like it or not it's compatible.
    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 September 01, 2021, 06:23:29 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

    

Re: Dragon Ball Z Buyu Retsuden Mugen Edition.

 September 01, 2021, 05:44:35 pm View in topic context
 Posted by vlad_alucard  in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 am
 Board: Your Releases, 1.0+

Can take the .exe from another mugen 1.1 and try it? the guys on the discord tells me what is safe