I've never really done a thread like this, at least not one where i really understood how to handle it. I now know precisely what is required in order to create a character, and this is one i've been intent on making for a while now. While i know I still have a lot to learn, i hope to do as such thanks to feedback during this. With that out of the way, heres what i have so far
PROGRESS LOGS Spoiler, click to toggle visibilty
LOG1: DECEMBER 24TH, 2017
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-6 idle animation frames -small and big portraits -dash collision sprite -possible focus attack frame -possible power charge frame -victory portrait wip -various gameplay notes -finished pallete template -HDBZ systems implemented
LOG2: JANUARY 22ND, 2018
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-Systems updated, primarily involving his Focus Attack, he now uses the EXPLOD buffering method to cancel from them instead of Mugens default command system -Tweaked Idle animation, i felt the old one was a bit small. More content with this -Chaining has begun to be implemented -Dash Collision sprite is done (though state is still buggy) -A Stand Turn animation has been added, though it is incredibly early and not done at all
LOG3: APRIL 23RD 2018
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VIDEO To summarise -Systems further updated, including more recent stuff like wakeup timing, Throw Techs and now his Dash collision is completely functional. All thats left are Z-Counters -Power charge coded, sprites yet to be completed -Turn animation complete -Sprites updated based on a change suggested by Ho-Oh's Apprentice (Hatter) -Dash collision sprite fixed (armour was wacky, its fine now) -Chaining completely implemented
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Visual Stuff (Sprites, palletes, etc) Spoiler, click to toggle visibilty
-Over 12 palletes, most submitted by various people on the HDBZ Discord (A HUGE thank you to every single one of you) -Completely revamped idle animation, one that i know may not be perfect, but should prove satisfactory. -A Cliffside Portrait drawn from scratch, as the old one was outdated and fixing all its flaws would take far longer -Small Portrait -A Dash Collision Sprite, as outlined thanks to WekRiptor. It is edited from Goku naturally, but is still unfinished -A possible Focus Attack frame, also by WekRiptor. This frame is yet to be completed -A possible Power Charge frame, courtesy of Kercy. This has yet to be completed -A FINALISED Pallete Template. Any pallete made using this Template now, will still work correctly when he's eventually released
Gameplay Stuff Spoiler, click to toggle visibilty
Sadly, this section is a lot smaller at the moment, but of course will be heavily updated as i go. I understand how to code a character, and look forward to learning more during Bardocks creation. This isn't to say theres nothing
-All HDBZ system stuff is compatible with Bardock, using Gokus sprites as placeholders. This includes Cheap KO, Twist animation, shocked, Focus Attack, Dash collision, etc
-Various gameplay ideas written by both myself, and some miscellaneous notes by others. Imma keep this under wraps however, wouldn't be fun if i just told you everything
After all of this, i'd like to ask 2 favours from anyone reading this. If you have any gameplay ideas, don't be shy. While of course Bardock will eventually be completed either way, i'd really like to talk with you all, get ideas going. You may think of something 10x better than i could think of, anything within reason is acceptable, and everything will be noted. Secondly,
BARDOCK PALLETE TEMPLATE Spoiler, click to toggle visibilty
This is Bardocks Pallete Template. If you enjoy creating palletes, feel absolutely more than free to share them here. I give you my word that every last one will be added (within reason of course XD)
Here is everything i have so far, feedback and criticism is of course welcome, as i know that i still have a ton to learn and improve on. The help would be appreciated ^^;
Cliffside Portait
Idle (MORE DONE THAN THIS, BUT NOT FINISHED)
Dash Collision Sprite (WIP)
PS: Should also mention that i'm going to be using the EXPLOD Buffering system for Bardock, as it genuinely is a better way to handle commands than Mugens default, massive respect to the creators. If you're curious as to what that'd be like, might i suggest joining the HDBZ Discord, where Gohan has it implemented to test it out
Personal HDBZ Frame data Template made by yours truly (Will be using this for Bardock, open in Notepad)
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--- BY --- FRAME DATA CANCEL FLAGS/////SF=Self, SP=Special, SU=Super, TH=Kara Throw, TC=Target Combo TERMS///////////OCH=On Counter Hit, LA=Launches, HK=HardKnockdown, SK=SoftKnockdown, TT=Tech Type. JP=Juggle Points, MG=Meter Gain, FS=ForceStand NOTES Tech Type refers to how the enemy reacts when hit with this move, and in what instances they can tech. 1 means they can tech whilst being juggled, as well as when they hit the ground. 2 is just in the air, 3 just on the ground (so for moves that slam down) and 4 means not at all. OCH damage is increased by 20% due to scaling Juggle points refer to how many points the move adds to juggling on hit, the limit is 15 before the opponent falls out Active refers to the amount of frames it takes to reach the frame before the move becomes active, so a move with 3 frames startup, is active on frame 4 ------------------------------------------------------- NAME |STARTUP|ACTIVE|RECOVERY|CANCEL FLAGS|HITADVANTAGE|GUARDADVANTAGE|JUGGLEPOINTS|DAMAGE| MG |TT|JP|MISC PROPERTIES| --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| STANDING NORMALS |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| ST.Light Punch | | | | | | | | | | | | | ST.Light Kick | | | | | | | | | | | | | ST.Medium Punch | | | | | | | | | | | | | CL.Medium Puncn | | | | | | | | | | | | | ST.Medium Kick | | | | | | | | | | | | | ST.Heavy Punch | | | | | | | | | | | | | CL.Heavy Punch | | | | | | | | | | | | | ST.Heavy Kick | | | | | | | | | | | | | --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| CROUCHING NORMALS |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| | CR.Light Punch | | | | | | | | | | | | | CR.Light Kick | | | | | | | | | | | | | CR.Medium Puncn | | | | | | | | | | | | | CR.Medium Kick | | | | | | | | | | | | | CR.Heavy Punch | | | | | | | | | | | | | CR.Heavy Kick | | | | | | | | | | | | | | | | | | | | | | | | | | --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| JUMPING NORMALS |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| --------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------| A.Light Punch | | | | | | | | | | | | | A.Light Kick | | | | | | | | | | | | | A.Medium Puncn | | | | | | | | | | | | | A.Medium Kick | | | | | | | | | | | | | A.Heavy Punch | | | | | | | | | | | | | A.Heavy Kick | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |