Hello everyone! This is a Hyper Dragon Ball Z (Indigo Build) 5.0 edition in Mugen 1.1. This is a widescreen (16:9) recreation of the original game, for which sprites and system animations, as well as chars and stages, have had to be readapted. In addition, this build includes a lot of new features listed below:
* An extensive collection of chars, both editions of the original chars, as well as compiled from the web. * A large number of stages, both from independent developers and exclusive to this build. * Zoom mode in the stages. * A stage selector with image preview. * Many new color palettes spread among the different chars. * Edited portraits on many chars. * An updated Press start screen. * A new Arcade mode adapted to the new chars.
Hyper DBZ Vision will be updated as new material (both official and alternative) is released, reissues are made, new content is created, or bugs are corrected.
THANKS TO * To the Z2 team, for creating all the bases, material and content of Hyper DBZ, allowing the incredible alternative development of the game, making it bigger every day with new projects and ideas. * To the Z2i team for all the work they have been developing for years, improving the game every day, keeping it alive with incredible contributions. This build is largely made up of its contents. * To the members of the Discord channel "Team Z2i", for the help, advice and material provided in the final stage of the build development, especially Issei Hyõdõ, who contacted me and invited me to join the channel. Special mention also to Axellord, (who edited the Great Ape Goku) and ExDoragon, who helped me with the ki charges in the MvC chars. * To the user Fourch, author of Hyper DBZ Champ's Edition WideScreen, from whose bases this project was born. * To all the independent web developers, members of the Mugeguild forums and various content creators for their material and contributions. * To my incredible wife Julia, for being my support and inspiration these years and having so much patience, I love you!
It doesn't work either, it doesn't seem to be due to the delta, what happens is that the last two sprites are as if they were also under the parallax effect
Hello, can someone help me with a stage? I want to place a sprite on top of another that is type parallax and on screen this last sprite is also affected by the parallax movement of the previous sprite. Does anyone know how to avoid this?
Hello, I have a char that I have remappal to change the palette in super mode but I can't get it to return to its main palette after the super attack. So I have the code.
[State 1000, flash] type = RemapPal trigger1 = !(time%10) && time >= 22 trigger1 = var(43) trigger1 = numexplod(99999) = 0 source = 1,1 dest = 2,Var(43) time = 10 id = 99999
And so I put the remove explod below in commands.
[State -3, RemoveExplod] type = RemoveExplod trigger1 = var(43) = 0 ;; if your power mode is not activated, remove the explode id = 99999
I don't know if it's what I need. What I want is for the tiled image to go up and when the image is finished it reappears right where it starts instead of at the bottom of the screen
Hello, I want to create a tiled image of smoke from behind an image of a car, but the problem is that the image always appears from the bottom of the screen. How can I get the smoke image to be generated from its own coordinate position to What is coming out from behind the car?
Hello, I have a char with an attack animation that always appears transparent and I don't know how to remove the effect. In the animation the sprites don't have transparency added and even so it looks transparent in combat. Here is the state.
Hello everyone. A few days ago the char Kid Goku HDBZ style was released. This character has in his power mode lv3 a transformation into a great ape that lasts a few moments, then returns to his initial form. I would like to hack the character so that he transforms in great ape during the intro and that he become an independent character Goku great ape. But I am not able to find the way. This is the .def file part of the transformation of it.
;EMO EXIT - Goku Becomes an Oozaru [Statedef 4100] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 4100 sprpriority = 6