The Mugen Fighters Guild

M.U.G.E.N Central => Hyper DBZ => FullGame development => Releases => Topic started by: Balthazar on December 25, 2016, 10:55:09 am

Title: Piccolo Xmas RELEASE
Post by: Balthazar on December 25, 2016, 10:55:09 am
I ain't sleeping, I was doing the last checks!
Here he is, Big Green is coming to get you!

                                         :picco:


please go to youtube to watch the video
and read the full video description!

(http://i.imgur.com/FzYRLPJ.jpg) (http://network.mugenguild.com/balthazar/char_piccolo.html)

From all of team Hyper DBZ: Merry Christmas everyone!
Title: Re: Re: Piccolo Z2 [Project]
Post by: Huskyninjaguy on December 25, 2016, 10:55:57 am
Sooo...can i put my hands down now?
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 11:00:25 am
Merry Christmas to you Z2 too :D
I'll go for the video
Time to go full Yoshi xD
(http://cdn.quotesgram.com/img/20/39/1789130840-shirt_teamfourstar_piccoyoshi_LRG_255B13_255D.jpg)
Title: Re: Re: Piccolo Z2 [Project]
Post by: likiji123 on December 25, 2016, 11:04:06 am
Cant wait to get crackin into piccolos sweet moves.
That stage is lookin fiiiiineeee
also, DAT 17 AND 18 TEASER AT THE END
IF 17 IS ACTUALLY BECOMING A THING, I THINK IMMA CRY TEARS OF JOY

EDIT: i just releized that my dragon ball evolution palettes is one of the few that can be selected, ASDSFFQEWERCBUCCHV
Title: Re: Re: Piccolo Z2 [Project]
Post by: Future Reese on December 25, 2016, 11:06:02 am
Thanks Guys, All the best for you and your families.
Title: Re: Re: Piccolo Z2 [Project]
Post by: Odb718 on December 25, 2016, 11:25:51 am
Sooo...can i put my hands down now?
Do you still have your wallet?

Merry Christmas guys.
I had to dig around the folders looking for another Def because of the tease in the video. <_<
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 11:35:35 am

@balthazar: since I had to use the old config I just realized I forgot to turn off the testing clone and set the helpertype to 0 in the config. I knew I'd screw something up!

Can you edit those values to their default and stealth add that file back in please? For everyone already getting it there are 2 config options not set for default values as they should be.

I hope you guys enjoy my first character! I'll try and fix anything and everything you guys find!
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 11:36:58 am
Nice Piccs XD
I've tried him and i still do :)
The print movelist doesn't help me much but it does the important thing so yeah (hope it gets fancy on full release)
The lv3 finisher is pure genius :D
And about the video,what's up with the Red Ribbon logo? :S
Lastly,cool stage "Even the stages have the Z2 style"
and I have the right soundtrack for it :)
Title: Re: Re: Piccolo Z2 [Project]
Post by: Djoul on December 25, 2016, 11:37:48 am
That was a very good trailer guys, and the teaser at the end is perfect. Android 17 and 18 are maybe the next. Perhaps Cell, because we hear only one song of walk.

Time to test this Green boy, thank you for this project. You are all amazing !
Title: Re: Re: Piccolo Z2 [Project]
Post by: XGargoyle on December 25, 2016, 11:44:07 am
why are you guys assuming the teaser is for an android character? It could simply relate to a particular story arch...
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 11:49:11 am
The only things i found in the config out of default were
1. The Clone Helpertype thing default value 0   
It is 1 in the file     
Honestly,i don't know what this does

and 2. Clone Bug Testing used for feedback or by the developers
Default is 0   It is 1 in the file   
All these should be 0 and not 1   
I think that's what JNP meant,maybe
And his dash collision font is missing,so it goes to the unfinished stuff.

EDIT:
why are you guys assuming the teaser is for an android character? It could simply relate to a particular story arch...

What? Did i miss something? I know i saw that Red Ribbon logo o_0
Also,Gargoyle i know it's a long while but,have you fully recovered ?
Title: Re: Re: Piccolo Z2 [Project]
Post by: X-Sky-X on December 25, 2016, 12:08:37 pm
X Y Z Summon 16+17+18. ARISE ANDROID #51! I knew it would happen
Title: Piccolo Xmas RELEASE
Post by: Iced on December 25, 2016, 12:13:56 pm
Small bug ( a config unit we forgot to change

in the config file;
change

; Clone Bug Testing
;#####################################################################################################################
;## Set the value to 1 to enable testing clone.
;## Call the clone with Down + Start
;## Do NOT use unless you are testing to give feedback. This is a developer tool.
;## Default value is 0.
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 39
value = 1

to default of zero.

and

; Helpertype clones
[State 5900, 3]
type = VarSet
trigger1 = 0
v = 54
;#####################################################################################################################
;## Choose whether you want to use helpertype = normal or helpertype = player for clones.
;## Set the value to 0 for normal, 1 for player, and 2 to disable clones.
;## player may be less buggy for universal MUGEN play but you will turn to look at clones. Normal is best for HDBZ play.
;## Default value is 0.
value = 1


to default of zero.

Title: Re: Re: Piccolo Z2 [Project]
Post by: Djoul on December 25, 2016, 12:29:29 pm
CRAZYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY ! Mafuba is crazy and the final hyper in the demon mode too ! Fucking great work guys.


Regarding the teaser, this is cell with no doubt "Embryo status : Growth 2%"
Good luck Barker !
Title: Re: Piccolo Xmas RELEASE
Post by: Thedge on December 25, 2016, 12:59:13 pm
What a great gift!
Merry chrismass Z2 Team and MFG!
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 01:11:47 pm
(http://img12.deviantart.net/fb20/i/2016/360/d/0/piccolo_s_coolness_v1_by_agentofdestiny-dasxbsw.png)


Try and top that Z2 Team,i dare you  :mlol:

Also,im sorry about the white font,i don't know how to remove it :S
(EDIT:Fixed the white font)
Title: Re: Re: Piccolo Z2 [Project]
Post by: Keaton on December 25, 2016, 01:17:54 pm
This character is clearly a sign of tons of effort and it shows! Thanks Z2 Team!
Title: Re: Re: Piccolo Z2 [Project]
Post by: Ky_Kiske on December 25, 2016, 01:40:29 pm
Hard punch and other attacks slow down mugen (stopped 1 ms) is normal?

PD: Cuando pegas algunos golpes (como puño fuerte) el mugen se para un momento (no llega al segundo).
Title: Re: Re: Piccolo Z2 [Project]
Post by: koufdell on December 25, 2016, 02:12:27 pm
big thank u for all the guys involved  ... u r work is amazing ... loking forward for the other characters
Title: Re: Piccolo Xmas RELEASE
Post by: HadeS on December 25, 2016, 02:20:32 pm
Thank you and Merry Christmas, guys! :D

That stage though! :yuno:
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 02:23:29 pm
The only things i found in the config out of default were
1. The Clone Helpertype thing default value 0   
It is 1 in the file     
Honestly,i don't know what this does

and 2. Clone Bug Testing used for feedback or by the developers
Default is 0   It is 1 in the file   
All these should be 0 and not 1   
I think that's what JNP meant,maybe
And his dash collision font is missing,so it goes to the unfinished stuff.

Yep, both those should be set to zero. I had set them but forgot to do so again when I restored the config file back to an older version for palette selection.

All characters are getting dash collision text removed so this is intentional :)
Title: Re: Piccolo Xmas RELEASE
Post by: TehSpudZ on December 25, 2016, 02:57:36 pm
Merry Christmas, you magnificent bastards!
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 03:01:24 pm
Hey everybody! I hope everyone is enjoying the release. Till Balthazar can upload an update I did mess up on the config file. There are 2 options that are not set to default 0 that I forgot to set before release.

Clone helpertype and debug training clone for development purposes. So please edit your contig files till Balthazar can upload the corrected one.
Title: Re: Re: Piccolo Z2 [Project]
Post by: Odb718 on December 25, 2016, 03:09:42 pm
Hard punch and other attacks slow down mugen (stopped 1 ms) is normal?
I think you're the only one getting this problem. I'm not sure how it'd even be able to affect the engine that much.
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 03:15:14 pm
Quote
I found a bug with Piccolo's clones and at some point they start to whiff their attacks. You guys did an awesome job with Piccolo though, a lot of room for creativity especially with Mystic Harpoon setups.


Got our 1st bug! If anyone else reproduces this please let me know what you did to do so! Also damn, I may need to do something about the rapid kick in combos :p

Edit: I have a theory!

Quote
I have an idea about what may cause the bug. You're using lots of juggle combos. When they hit an airborne opponent their juggle limiter increases. Once they reach a certain limit they can no longer connect. Clones are limited in what data they can access. I bet their juggle limiter isn't resetting
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on December 25, 2016, 03:53:31 pm
Merry Christmas!

Congrats Team Z2 team for meeting your X-Mas release goal!

You should really post a release thread in the general 1.0+ Release board, for those who don't frequent the HDBZ subforum.  I'm not really a fan of DBZ, but the excellent quality and fun factor of the well coded HDBZ characters makes them precious additions to my roster.
Title: Re: Piccolo Xmas RELEASE
Post by: Keaton on December 25, 2016, 03:56:18 pm
Didn't know this character made JNP grow so much as a coder, congrats, you should feel proud!
Title: Re: Re: Piccolo Z2 [Project]
Post by: X-Sky-X on December 25, 2016, 03:57:58 pm
Where's the palette folder >_<
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 04:04:26 pm
I'd done all the basics and a couple specials on Gotenks but yeah, I learned a ton doing Piccolo. My 1st "completed" character! 16 years late but the saying is "better late than never"

Merry Christmas!

Congrats Team Z2 team for meeting your X-Mas release goal!

You should really post a release thread in the general 1.0+ Release board, for those who don't frequent the HDBZ subforum.  I'm not really a fan of DBZ, but the excellent quality and fun factor of the well coded HDBZ characters makes them precious additions to my roster.

I'll make one in a bit after the config is updated :p
Title: Re: Piccolo Xmas RELEASE
Post by: hatter on December 25, 2016, 04:11:33 pm
Yeah, very minor sprite help woohooo.. = D

Congratulations. Played around with him, and he's barrels of fun!

Should we expect the Demon Killer intros to be added in the next update? I noticed it wasn't there.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 04:14:14 pm
Yeah, there was no way I could have added that one and another good number too. I opted to do the easiest ones for variety since I had 5 days before release. On Monday he had 2 intros and 1 winpose. Now he has 10+ each!
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 04:35:19 pm
The palette selection is in the config but
Spoiler, click to toggle visibilty
Title: Re: Re: Piccolo Z2 [Project]
Post by: Odb718 on December 25, 2016, 04:59:51 pm
Killing me smalls.
The eggs is off also. My fix should still be on the ftp.
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 05:04:30 pm
Well... I had to revert the sff back because there were more issues brought up while I was at work. I didn't have time to reapply the palette fix to the egg sprites before I had to leave out. Sorry about making you waste time.
Title: Re: Piccolo Xmas RELEASE
Post by: Memo on December 25, 2016, 05:13:33 pm
The piccolo and majin build download links send me to a 404 file not found page
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 05:20:42 pm
Did you click the piccolo dressed as Santa pic?

Majin build
http://justnopoint.com/hdbz/Hyper%20DBZ%20The%20Majin%20Build.rar
Title: Re: Piccolo Xmas RELEASE
Post by: Titiln on December 25, 2016, 05:34:52 pm
thanks doc
Title: Re: Re: Piccolo Z2 [Project]
Post by: Thammy on December 25, 2016, 05:35:29 pm
Hard punch and other attacks slow down mugen (stopped 1 ms) is normal?
I think you're the only one getting this problem. I'm not sure how it'd even be able to affect the engine that much.

Actually, I'm getting this too. Go to Kami's lookout, look at the background and hit hard punch. It's slight lag, but you can see the movement of the background skip for a moment.
Title: Re: Piccolo Xmas RELEASE
Post by: DNZRX768 on December 25, 2016, 05:46:00 pm
Merry Christmas!

This character looks great. But I do have a question: is it possible to put Piccolo in a standard MUGEN the normal way, or is it only compatible with the full game build?
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 05:48:16 pm
Sometimes I get some lag on my laptop. Especially with clones. But my main PC never has any issues.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 05:49:16 pm
You can use him in your personal MUGEN or in HDBZ.
Title: Re: Piccolo Xmas RELEASE
Post by: Memo on December 25, 2016, 05:50:38 pm
Did you click the piccolo dressed as Santa pic?

Majin build
http://justnopoint.com/hdbz/Hyper%20DBZ%20The%20Majin%20Build.rar


The links on the YouTube page is the only ones I see and they
Take me to a 404
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 06:38:25 pm
All characters are getting dash collision text removed so this is intentional :)

Why remove it? You could have it as an option in the config for all the characters,plus the text is so dynamic,it's cool :)
Example:Want it  like "this" or like "that"?   Default is "this"

The sprite file is a big mess (but we both know it won't be left like this :) )
Piccolo was an epic way to end my fasting.
Though,he is a bit "clanky" but that's understandable
And since no one said this as of yet...
Thank you!!!!!!   for splitting yourself and rushing in to make the char possible :)
I know Team Z2 deserves equal praise but honestly thank you for jumping in to help filling the hole "heh"
that could really absorb Piccs from being complete.And you still do ;)
Since the current movelist is not pretty though understandably and i don't know those meanings much (ex.=  qcf)
i will try out Piccs longer than the long i intended xD  Expect feedback from me here,or cool shots (unless there isn't a thread for it)
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 06:47:35 pm
Qcf means quarter circle forward. Like a hadoken. And him feeling clunky is as he's intended to feel. He doesn't recover quite as fast from most things. Though my friend says it seems like I can block everything he tries when I have him :p

His movelist is pretty simple so you shouldnt have a lot of issues.
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 07:08:30 pm
Qcf means quarter circle forward. Like a hadoken. And him feeling clunky is as he's intended to feel. He doesn't recover quite as fast from most things. Though my friend says it seems like I can block everything he tries when I have him :p

His movelist is pretty simple so you shouldnt have a lot of issues.

The notations i meant but okay
oh i forgot to say that above.....Well done for putting so many intros/outros in such a little time :thumbsup:
(i would doubt if you said he is missing a lot xD)
Also,about the "clunky" is he intended to move slower than other characters? Or that's just me? o_0
I mean the walk and run.

Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 07:11:40 pm
Yep! Besides the combos shown in the video earlier (I'll be making them not take off so much) he's not as over powered as he looked is he? :)
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 07:17:47 pm
Really? Even those?
oh,i was going to edit my last post but i saw  you replied,whatever
The Demon Bar fills even without landing the demon attacks,just by doing them,is that normal?
(sorry,for bothering you lots of posts,i was going to edit my last post with this one)
And no he isn't but he does seem like a defensive powerhouse for the ground at first,that's his style i guess.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 25, 2016, 07:18:36 pm
Debug cloning with START+Down.  Clones do nothing, just act as training dummies(?)

Nevermind, missed that in the config file.  However, it was active, when it's supposed to be off by default.
Title: Re: Re: Piccolo Z2 [Project]
Post by: JustNoPoint on December 25, 2016, 07:32:11 pm
Yes, you get some by doing the moves. You get some more if they block it and you get even more if they hit.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 25, 2016, 07:38:26 pm
Yeah when Balthazar gets back on he should upload the fix. You should also turn clone helpertype to 0 in the config. My apologies. I had to use an old config in haste due to an issue I made and forgot to change those back to 0 again. When I get home from the holidays I'll probably use feedback to release one more update before the full pack.
Title: Re: Re: Piccolo Z2 [Project]
Post by: AgentofDestiny on December 25, 2016, 07:45:18 pm
Great,that speeds up my testing and try-out of him :D
and it's it's better that way since d. bar is large,kind of.
Title: Re: Piccolo Xmas RELEASE
Post by: jweezy34 on December 25, 2016, 10:45:50 pm
The thing I appreciate about TeamZ2 is that you guys can make each of your characters feel completely different.

Piccolo literally feels like he's heavy, doesn't really rely on 50 hit combos, more of a trickery type user, basically......I want your skills TeamZ2.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 26, 2016, 12:05:39 am
Yeah when Balthazar gets back on he should upload the fix. You should also turn clone helpertype to 0 in the config. My apologies. I had to use an old config in haste due to an issue I made and forgot to change those back to 0 again. When I get home from the holidays I'll probably use feedback to release one more update before the full pack.

It's just a minor thing, easily overlooked.  Just thought I'd point it out for others.  No harm done.

Hopefully the palette issues will be fixed soon as well.
Title: Re: Piccolo Xmas RELEASE
Post by: Mr. Shredder on December 26, 2016, 05:02:51 am
Hello everyone! You can see the effort, passion and hard work employed in this project when you put your hands on it. The character is amazing and very fun to play, expect my feedback soon. So thank you for everything you do for this great community and keep it that way, you are on the right path!
  From here I send everyone a big greeting and wish the team Hyper Dragon Ball Z a Happy Holidays and a prosperous green New Year!

(http://img.photobucket.com/albums/v76/chow1/Viz2002.jpg)

PS: As always sorry for my horrible English
Title: Re: Piccolo Xmas RELEASE
Post by: 【MFG】gui0007 on December 26, 2016, 05:52:53 am
YEESSSSS!!! :D :D :D :D
Title: Re: Piccolo Xmas RELEASE
Post by: Nakiri on December 26, 2016, 08:08:29 am
Waiting 3year for this day. ^_^
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on December 26, 2016, 05:25:46 pm
Thanks everyone!
Now, Piccolo was slightly updated. Changelog and link here:
http://mugenguild.com/forum/topics/justnopoint-releases-presents-piccolo-z2-177781
Title: Re: Piccolo Xmas RELEASE
Post by: Rai Tei on December 26, 2016, 05:29:40 pm
The video looks really dope!
Title: Re: Piccolo Xmas RELEASE
Post by: Maxximus on December 26, 2016, 06:05:33 pm
Great character, great moves, great sprites/art. You guys did a great job. Thanks for sharing.

I put this in Just no Points also but got to show Balthazar some love to.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 26, 2016, 06:11:08 pm
In the updated version,in the pallete folder where the pngs are
there is a folder called "problems" inside it.
And that has some palletes.What is that about? 
You let folks use even the unedited (presumably) ones?
or maybe you forgot about them.
Lastly,thank you for including both versions of my kuriboh palletes  :) (main and alt)
Though to be honest,you didn't have to  :)

EDIT:I thought you had an unedited version of my contributed pallete
but no,you have the edited version. Really though,what is wrong with those palletes
and they are called "problems" ?

 
Title: Re: Piccolo Xmas RELEASE
Post by: Odb718 on December 26, 2016, 06:13:58 pm
JNP has said he was in a rush coming home from work and leaving for a Christmas vacation. He got the release out asap. I guess there was an issue with the palettes working at all. So it's understandable some alt palettes didn't get put in in time.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 26, 2016, 06:30:43 pm
If a palette isn't in the palette png folder or its sub folder I must have simply missed it and not saved it. So please link to it again for me. The palettes in the problem folder don't work correctly. They were not indexed properly or not at all. I left them there in case myself or someone else wanted to fix them at some point.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 26, 2016, 06:44:24 pm
Shit i forgot about that
Apologies,i didn't want to sound like a dick.
In my case,all 6 palletes (plus an alt,count them all 7 if you want) are there and not in
"problems" folder though i haven't tried them yet.Hope those in the "problems" folder get fixed in the next build for my fellow mugenites.
(and because they look cool xD )
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 26, 2016, 09:52:47 pm
Are all the other Z2 characters gonna follow the same setup as Piccolo?  Palettes, movelists and whatnot?
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 26, 2016, 10:04:06 pm
Are all the other Z2 characters gonna follow the same setup as Piccolo?  Palettes, movelists and whatnot?

I hope you don't mind me answering.....
Movelists,no  since Piccs was released in kind of a rush
The movelist template of the next build might look like this for all characters
http://i.imgur.com/O8Gnn9B.png (http://i.imgur.com/O8Gnn9B.png)
(if move inputs,again no)

And the pallete number label config is probably a Piccolo thing only for now
(maybe later all z2 chars have it or Piccolo's get fixed/edited to be like the rest)

That is what i know.Hope you don't mind.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 27, 2016, 12:24:56 am
I don't mind you answering. You're pretty correct
Are all the other Z2 characters gonna follow the same setup as Piccolo?  Palettes, movelists and whatnot?
The palette thing will probably stay for any characters that use sffv2. Currently Piccolo and one other upcoming character use sffv2. Some day I may try converting him to sffv1 again later but the upcoming character has to use sffv2 for some remappal coding.

The move list does have an HTML version with pretty pictures made. Balthazar just didn't know how to add it by itself without the entire roster's move list.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 27, 2016, 01:22:17 am
That might be a bit confusing even though it's easy to remember.
I wonder,coding wise, what is hard about sffv1 or sffv2?
I do believe that when you have both the time and the resources you might make him (or any z2 char)
sffv1 again
Honest opinion:Im fan of the old one,for some bizarre reason.Maybe because i know the
name of "that" pallete is on "a" for example.Kind of strange......


One last thing:Stage Idea
i saw Picc's release trailer and i remembered about it.
Spoiler, click to toggle visibilty
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 27, 2016, 01:27:35 am
The character using remappal has to use sffv2. So there is no way to get around at least 1 not using sffv2
Title: Re: Piccolo Xmas RELEASE
Post by: ROS on December 27, 2016, 01:42:04 am


I think the double ground bounce should go aswell.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 27, 2016, 01:46:53 am
Hm,so i have to cope with it as it is.
But i'll spend time renaming the pngs (for personal reasons,don't judge :p )
like "0036TimXP-BlueNamek" for example unless it's done on the full release
The number should always be like this,right? Or is renaming/editing the names
out of the question from now on?  I don't know how this works so im sorry  if im a bother.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 27, 2016, 02:19:48 am
Thanks for the answers, guys ^..^

And ooh, I like the sound of remappal coding.  Isn't that like with KojiroBADNESS/varo_hades' Makoto where she uses her Tanden Renki?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 27, 2016, 02:22:18 am
[youtube]https://www.youtube.com/watch?v=mmTrn4Rpbyg&feature=youtu.be[/youtube]

I think the double ground bounce should go aswell.
Yeah, I'll add a 1 time use limiter to it like with the Harpoon and Dead End. Considering removing the sHK into dash kick as well.

Hm,so i have to cope with it as it is.
But i'll spend time renaming the pngs (for personal reasons,don't judge :p )
like "0036TimXP-BlueNamek" for example unless it's done on the full release
The number should always be like this,right? Or is renaming/editing the names
out of the question from now on?  I don't know how this works so im sorry  if im a bother.
You can rename or even totally remove them. They are there merely to let you know the number you should add in the config

Thanks for the answers, guys ^..^

And ooh, I like the sound of remappal coding.  Isn't that like with KojiroBADNESS/varo_hades' Makoto where she uses her Tanden Renki?

Yes it is!
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 27, 2016, 04:41:32 am
Now that's gonna look slick, whoever it's gonna be for.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 28, 2016, 05:53:20 pm
Hi, i did an important edit to my Piccolo-Spawn pallete to be more precise to the character
since the last one was more like a Robo-Spawn thing

Here it is:
(http://orig00.deviantart.net/d99e/f/2016/363/d/4/piccoloz2_agentofdestiny_spawn_by_agentofdestiny-dar7880.png)
Much better now :D
If you like (or want) to also include the old one please tell me then
so i'll change a few things to not be similar to this (aside the grey color and other things)
to be an alt to this,so both could be used,sort of.

Also,for some reason i cannot config the pal so i can use it,it always shows the old one. :???:
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 28, 2016, 06:03:30 pm
I can just replace it. For my convenience can you give me the exact file name it has in the png folder?

Also on my next update I'll try to better assist you on changing the palettes in config.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 28, 2016, 06:13:29 pm
Since you were in a rush then it's not like "example Ita-Red"
It's this:
-dar7880

If you want to keep the old one,inform me and i'll change it a bit
to not be similar and be used as an alt of this (or a new one,sort of)
Also,i tried to change the name myself too but.....it did not work.

EDIT:
(http://orig14.deviantart.net/3457/f/2016/363/8/9/piccoloz2_agentofdestiny_spawn_by_agentofdestiny-dar7880.png)
I updated the antennae (and that's final)
I ALWAYS forget the freaking antennae when i do a Piccolo pal :\
Tell me "Fuck You" if you want or not use it if you're pissed off with me :mlol:
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on December 28, 2016, 08:24:00 pm
@AgentOfDestiny: That's a really cool palette
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on December 29, 2016, 03:26:00 am
I really like how you contrasted his exterior muscles from his skin color.
Title: Re: Piccolo Xmas RELEASE
Post by: Keaton on December 29, 2016, 03:46:47 am
Yep agree with these fellas, that looks amazing.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 29, 2016, 11:03:07 am
Thank you,everybody :thumbsup:
This one is definitely a Spawn look alike :)
unlike the first one  (which i used color samples to do)
Im waiting for JNP to tell me if he wants the old pal so i can change it
a bit to not be very similar to this (Aside from it's grey color)
I might make a ......Cooler pal (heh)
i guess there's ........just no point in waiting (double heh)

@AgentOfDestiny: That's a really cool palette

How did you do the notification thing?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on December 29, 2016, 11:31:33 am
It's up to you if you wish to add another. I have no issue adding however many palettes you guys make! :)
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 29, 2016, 12:40:21 pm
Alright,i thought of making a Gotenks pal but i was worried of your answer.
Now there is no problem it seems.
Here,i recycled the old Spawn pal and made an entirely new one.
An original (though i kept the grey skin and gi).
I call it AgentofDestiny-CobaltMetal
(EDIT:Made the cape darker to be more fitting to the name)
(http://orig10.deviantart.net/9f15/f/2016/364/d/0/piccoloz2_agentofdestiny_cobaltmetal_by_agentofdestiny-date9ra.png)

And my final for Piccolo,though initialy i planned Spawn to be the last,well whatever :mlol:
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on December 29, 2016, 03:21:44 pm
How did you do the notification thing?
@AgentofDestiny: Just type
@ Username  :
(no spaces)
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 29, 2016, 03:31:19 pm
Like this?
@altoiddealer:

EDIT:Alright i got it,thank you :)
Also,  @Just No Point:
Here is the pallete.

Man that's so cool to do xD
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on December 31, 2016, 01:19:02 pm

Witness the TRUE Raging Demon!
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on December 31, 2016, 02:17:48 pm
Nice,cool looking Dark Lookout :)
Which reminded me something i thought about when i first played the Majin Build.
Why don't you (or didn't you) thought of including Mr.Popo in the normal Lookout stage?
Watering plants and/or whatnot.He would give more life to the stage.
It would make it more dynamic  xD
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on December 31, 2016, 03:13:01 pm
Crazy awesome finisher!
Title: Re: Piccolo Xmas RELEASE
Post by: LightScarecrow on January 02, 2017, 04:39:50 am
There needs to be a Big Green Dub for Piccolo. C'mon, Z2! You guys NEED to do it!

Jokes aside, considering his normals, damage and gigantic combo potential, even for a heavy character, it seems Piccolo is kinda broken.  There was even a post of a 100% combo of his.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 02, 2017, 04:46:33 am
He's been updated. That was all day 1 stuff. I knew he'd be OP when I released him. That's part of the reason we did a public beta. So I could get a better grip on his potential.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 02, 2017, 05:24:49 am
Spoiler: That attention to detail with hit count on Giant Demon. (click to see content)
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 02, 2017, 12:02:16 pm
Happy New Year!! everybody :)

Yeah,thankfully the nerfs don't make him lose potential,all Z2 chars should be like this.

Also
Spoiler: That attention to detail with hit count on Giant Demon. (click to see content)

Hahaha xD i thought about that too :)
Title: Re: Piccolo Xmas RELEASE
Post by: IkuTronHD on January 02, 2017, 03:51:23 pm
There is a bug with Piccolo that is that when you hit the opponent with a normal movement, the Mugen stops for a second.
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on January 02, 2017, 04:04:56 pm
That's kind of a broad bug report wouldn't you say :P Though I believe JPN might have fixed this in the latest (still unreleased) update.
Title: Re: Piccolo Xmas RELEASE
Post by: IkuTronHD on January 02, 2017, 04:12:02 pm
That's kind of a broad bug report wouldn't you say :P Though I believe JPN might have fixed this in the latest (still unreleased) update.

I downloaded the latest update and it follows that error.
Title: Re: Piccolo Xmas RELEASE
Post by: Iced on January 02, 2017, 04:41:48 pm
Please post more details so we understand what happens with your system.

What stage were you on, does it happens on all stages? Does it happen against all opponents? What normal attack does that?  What type of pc are you using?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 02, 2017, 04:44:11 pm
In some basics when the basic hits it creates a helper that limits combos a bit. In the current build they don't have a limit so if one is created another can still be created. Resulting in several helpers being created at once when some moves hit. This can cause slowdown on some pcs. I wasn't intending on releasing another update before the full build but once I finish the latest feedback reports I may go ahead and release this one because this is a really annoying bug for people. My apologies for the oversight.
Title: Re: Piccolo Xmas RELEASE
Post by: IkuTronHD on January 02, 2017, 04:46:23 pm
In some basics when the basic hits it creates a helper that limits combos a bit. In the current build they don't have a limit so if one is created another can still be created. Resulting in several helpers being created at once when some moves hit. This can cause slowdown on some pcs. I wasn't intending on releasing another update before the full build but once I finish the latest feedback reports I may go ahead and release this one because this is a really annoying bug for people. My apologies for the oversight.

Thank you for your trouble.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 02, 2017, 08:26:08 pm
The only bug that I could find on my end was the color changing of D. Wave from yellow to blue (EX version I'm unsure of).  I think it has to do with his position on screen, or when he does his Carnage Blitz, either way, it doesn't happen that often.  And yes, I've tried doing it on multiple stages with similar results.  Just a weird little bug, I guess.
Title: Re: Piccolo Xmas RELEASE
Post by: Iced on January 02, 2017, 08:31:44 pm
Thats actually an homage to the old bug in sf2 that caused ryu fireballs to come out red randomly.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 02, 2017, 08:36:55 pm
I wouldn't have known that, since I didn't main Ryu in SFII.

Spoiler, click to toggle visibilty
Title: Re: Piccolo Xmas RELEASE
Post by: PeXXeR on January 02, 2017, 08:41:20 pm
Great stuff, really like the update, I know you guys went for the bulky type char with him, but a suggestion, cant he be a little bit more fluid with his chaining, what I mean by fluid, why not give him the ability to chain LP with LK, If I remember correctly the sayians can do it( Yeah I know they are OP and stuff in dbz)  if not he is still awesome, thanks for the release and bugfixes, cant wait for the next update.
Title: Re: Piccolo Xmas RELEASE
Post by: Thammy on January 02, 2017, 08:56:26 pm
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 02, 2017, 10:42:17 pm
I wouldn't have known that, since I didn't main Ryu in SFII.

Spoiler, click to toggle visibilty
It was intentional. Totally serious. If you look in his sprites you'll find the blue d wave projectile along with the yellow :)

Great stuff, really like the update, I know you guys went for the bulky type char with him, but a suggestion, cant he be a little bit more fluid with his chaining, what I mean by fluid, why not give him the ability to chain LP with LK, If I remember correctly the sayians can do it( Yeah I know they are OP and stuff in dbz)  if not he is still awesome, thanks for the release and bugfixes, cant wait for the next update.
He was intentionally designed to not be able to chain as easily. With Piccolo you have to work harder to earn your combos. I'm having a difficult enough time balancing him with what he has now. I sure don't need to give him MORE options! :p

:picco:





Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on January 03, 2017, 12:37:27 pm
I know I complained about Rapid Kick's ridiculous damage output before but it does almost no damage now. Was it really that broken?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 03, 2017, 04:04:52 pm
The next update actually gives them some damage back. But yeah, on there own they're not too bad. I just didn't realize you would be able to hit confirm dash into them multiple times and go into a huge combo.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 03, 2017, 05:31:03 pm
A little more damage on them would be nice i guess,that or make it equal of  s.strong kick's.
Also, @Just No Point:

If you don't mind me asking:
1.Will there be an update soon or not until the next build?
2.Is the problem with the charge-up aura resolved? Or found the root of the problem? Even if you didn't fix it....
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 03, 2017, 06:08:26 pm
The build is live in the discord channel pending some more testing. I don't want to throw out a billion updates. The last one I made was supposed to be it till the full build but apparently I hadn't actually resolved the slowdown bug. That's important to fix imo.

Aura colors are fixed in the discord build
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 03, 2017, 06:39:07 pm
So that means i'll have to wait for the next "mugen" build for the aura colors.
Well,atleast the problem is fixed :)
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 03, 2017, 06:47:43 pm
No you can go into the discord room and get the latest testing build if you want it badly. But don't get mad if I update again publicly hah. Or you can wait till the discord link is no longer being tested. Probably at the end of this week or early next week Balthazar will have the last update on his site before the full build.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 04, 2017, 02:38:58 am
Nah,i'll wait a bit for the update here.I did wait for a year for Piccs,Buu, and Gotenks after all,and still do.
I hope it wasn't hard for you to do.Also,if this is "presumably" the last update until the next build,
Does that mean you'll go over to code Gotenks after that?
I have the suspicion he has a LOT of things to be coded 0_0
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 02:49:36 am
Yes, once I finish what is needed for the full build I get back to work on Gotenks. He has all basics and I had started specials.
Title: Re: Piccolo Xmas RELEASE
Post by: Keaton on January 04, 2017, 03:57:38 am
Will the full build get AI for Piccolo?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 04:05:04 am
It depends on how much time I have and how fast I can pick up coding ai. Got to keep in mind this is my 1st release :p

After I finish all but ai I have to help get anything not ready for the full build complete 1st. So my time depends on that too. I hope he will but I can't promise it.
Title: Re: Piccolo Xmas RELEASE
Post by: Keaton on January 04, 2017, 04:22:06 am
Yeah, understandable. Heard good AI takes a decent chunk of work.

Godspeed! I have all 3 versions, nice to see all the effort in these character builds.
Title: Re: Piccolo Xmas RELEASE
Post by: A.C.I.D on January 04, 2017, 11:48:36 am
Impressive work as always but some things I noticed,

The clones causes really bad lag spikes, even on balthazar video I noticed that with 2 it is just unplayable or maybe I just have a potato laptop.

Why is the "Counter" font different from other HDBZ characters it is pretty distracting. Unless there is a newer build that uses these font.

Aside from the AI and my nitpicks it's fun as hell to play.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 01:49:30 pm
Tomorrow I'll release a new build that should fix the lagging. There was a helper in many basics that had no limiter. So when they connected it created many helpers at once which can lag. So you can imagine how bad it'd lag if 2 to 3 Piccolos are creating so many on hit. I apologize for that.

The fonts are going to be updated for all the characters in the next build. With Piccolo you're seeing a preview of some changes.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 04, 2017, 02:22:06 pm
I thought it was a PC thing only,you know,the lagging for low-tier pc and/or laptop.Even though simul mode plays great (even on very low tier pc,trust me,i've tried it)
and i was curious because of that and my laptop handles sim mode just fine.So the limiters were the issue,hm good to know.
(By simul mode i was reffering 4 chars/players at the same time on stage,which is similar to Piccs and his clones)

Also,please somebody remove the "sparkling" focus counter hit from Vegeta (and maybe M.Vegeta) it's very distructing and unfitting xD

Got to keep in mind this is my 1st release :p

Your first release?
I'll say this in American terms.......................Bullshit,i don't believe you :P
Piccs is very good for a first effort on a character.

Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 02:34:45 pm
I have a fairly powerful pc so it wasn't easy to find the issue because it didn't lag on my end. Also it appears all z2 chars have this issue. Just for some reason it lags most on Piccolo. Probably because he's computing more per tick than most chars due to having new dampening code, juggle code, ishelper triggers, and an invisible helper that also has to control tons of stuff with trap shots and hellzone grenade.

And yes, this is my 1st character! :) I kinda made a Ryu but he had no supers and lots of missing system stuff. I'd started Gotenks. But without a doubt the bulk of my knowledge manifested by tackling each new thing with Piccolo. He's my first completed release!
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 04, 2017, 02:41:49 pm
And for that,Gongratulations!!
(http://www.clipartbest.com/cliparts/9c4/b96/9c4b96LKi.gif)

I suggest to leave the forum and relax  for a bit before you go to Gotenks,im certain you'll have a lot to code for him 0_0

EDIT:Or play with Piccs a bit but im sure you got sick of him by now xD
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on January 04, 2017, 04:04:00 pm
I only spent like a week or 2 on Jailbot's AI, and I think he came out pretty decent.

From my experience, I was pretty nervous to get into the AI coding, but once I screwed around with it a bit and got the gist of it... it was MUCH more rewarding than I expected.  Trust me - it's a very nice change of pace from all the standard coding.


I did read up on the different methods and I would recommend factoring AILevel into all the triggers.  I also recommend adding custom code into the walk/run/jump states, and don't be shy to add some AI triggers into other states.

There's a balance where AILevel = 1 the character isn't just a punching bag, and AILevel = 8 he's very tough but beatable.

Also I recommend giving a slight chance that he'll just throw a move/walk/jump here and there randomly, so he's not too predictable.

I know you'll probably, for the most part, follow how the other Z2 characters' AI are coded, but at least take a peak at the AI activation I used.  I added a random multiplier thingy to make his base value fluctuate throughout the match, meaning the AI can get significantly "smarter" for periods of time.  Unpredictability is key!
Title: Re: Piccolo Xmas RELEASE
Post by: MISTER HDBZ on January 04, 2017, 04:37:31 pm
[youtube]https://www.youtube.com/watch?v=7SO-EYMrgBA[/youtube]
Witness the TRUE Raging Demon!
After that, it made me want to do this:
(http://i.imgur.com/bELxlFO.png)
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 10:49:37 pm
And for that,Gongratulations!!
(http://www.clipartbest.com/cliparts/9c4/b96/9c4b96LKi.gif)

I suggest to leave the forum and relax  for a bit before you go to Gotenks,im certain you'll have a lot to code for him 0_0

EDIT:Or play with Piccs a bit but im sure you got sick of him by now xD

Thank you! I intend to slow down but I'm not needing to stop yet!

I only spent like a week or 2 on Jailbot's AI, and I think he came out pretty decent.

From my experience, I was pretty nervous to get into the AI coding, but once I screwed around with it a bit and got the gist of it... it was MUCH more rewarding than I expected.  Trust me - it's a very nice change of pace from all the standard coding.


I did read up on the different methods and I would recommend factoring AILevel into all the triggers.  I also recommend adding custom code into the walk/run/jump states, and don't be shy to add some AI triggers into other states.

There's a balance where AILevel = 1 the character isn't just a punching bag, and AILevel = 8 he's very tough but beatable.

Also I recommend giving a slight chance that he'll just throw a move/walk/jump here and there randomly, so he's not too predictable.

I know you'll probably, for the most part, follow how the other Z2 characters' AI are coded, but at least take a peak at the AI activation I used.  I added a random multiplier thingy to make his base value fluctuate throughout the match, meaning the AI can get significantly "smarter" for periods of time.  Unpredictability is key!

I'll be using this: following is a quote from XGargoyle:

Quote
AILevel**2 is equivalent to AILevel*AILevel, that means values will range from 0 to 64 (more ramp) - Red line

AILevel*2 will just double the level, that means values will range from 0 to 16 (less ramp) - Blue line

(http://xgargoyle.mugenguild.com/db/math101.png)

We decided to have the AILEvel using this formula: (AIlevel ** 2 / 64.0) as  it gives more ladders between one level to the other, so please use this formula.

DOS/Winmugen characters used Winane's not-so-much-reliable AI routines, and we used an internal variable (var(53) or any other) to create a ramp AI.
With 1.0, it's no longer necessary, so the variable in cofig.txt needs to be removed. We are now using AILevel, which uses Mugen's internal difficulty level, and is 100% reliable

And, following JNP's post, a code like this:
trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))

Will have the following probabilities:
Level 0: (50 * (0 ** 2 / 64.0))= 0 (Human controlled)
Level 1: (50 * (1 ** 2 / 64.0))= 0.78
Level 2: (50 * (2 ** 2 / 64.0))= 3.12
Level 3: (50 * (3 ** 2 / 64.0))= 7.03
Level 4: (50 * (4 ** 2 / 64.0))= 12.5
Level 5: (50 * (5 ** 2 / 64.0))= 19.53
Level 6: (50 * (6 ** 2 / 64.0))= 28.12
Level 7: (50 * (7 ** 2 / 64.0))= 38.28
Level 8: (50 * (8** 2 / 64.0))= 50

Obviously, if you use a formula like Random < (450 * (AILevel ** 2 / 64.0)), the ramp would go from 7.03 (AI 1) to 450 (AI 8 ), a middle CPU (AI 4) will be 112.5

I figure I'll start by coding the hardest ai then reduce the chances of those things happening as I go down the difficulty ramp. 8 being near impossible reactions to one being someone that doesn't attack super often. Kinda walks around. Does random attacks and very small combos.

After that, it made me want to do this:
:picco:  :gouki:
Fuuuuu~~~ shioooooonnnn~~~~
Title: Re: Piccolo Xmas RELEASE
Post by: altoiddealer on January 04, 2017, 11:03:46 pm
Yep, looks like you've got it all figured out :)

It'll be fun!
Title: Re: Piccolo Xmas RELEASE
Post by: KamiSaiyan on January 04, 2017, 11:39:39 pm
DBZGames host Majin Build with added Piccolo ( http://www.dbzgames.org/download/hyper-dragon-ball-z/ ). It may be useful to someone :)
Great job btw!
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 04, 2017, 11:53:34 pm
Awesome! If you can contact them be sure they grab the update tomorrow! It should be the last one till our next full build.
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on January 05, 2017, 10:37:49 pm
The update is available now!
http://network.mugenguild.com/balthazar/char_piccolo.html
Title: Re: Piccolo Xmas RELEASE
Post by: QuickFist on January 06, 2017, 01:14:14 am
What has been updated?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 06, 2017, 01:15:53 am
Sorry I posted it in the other release thread but not this one

-Special Beam Cannon changed to QCFx2, P
-Color of aura fixed.
-Changed voice for back throw.
-Added envshake to the Clones Collision intro.
-Added transparency to ghosts.
-Clones now only take 150 life. Clone still has 200 life.
 You can absorb them back and gain 50 life points. Minimum to create them is now 160.
-Carnage Blitz has 3 ticks faster start up
-Finally for real fixed the slowdown issues with some attacks. There was not a limiter on the combo limiter helper. So it was making SEVERAL the entire time it hit. Special thanks to RawkHawk for checking this and telling me on Discord
-Fixed the Mystic Harpoon not grabbing.
-Changed the dampening one more time
-Now if Piccolo hits a standing or crouching opponent it gives 1 dampening point. Like before. But now if the opponent is in the air or OTG the attacks give 2 points.
-Things like Mystic Harpoon, Lighting, and others that gave you a HUGE increase in dampening points when they connected no longer do. They do 1 point or 2 depending on the above.
-I also decreased the amount Mystic Harpoon divides the damage after hit. Now instead of dividing in half it divides by 1.75
-Added ability to press start to select color when you have the color select option turned on in config. It was supposed to have been in last build but I goofed. So now you can spend as long as you like looking for the colors you want.
-Clones disappear and reappear correctly during Hellzone Grenade
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 06, 2017, 01:41:52 am
Great update,and the aura is fixed,yay :D

But one very small nitpick maybe,it's only graphical
The Mystic Harpoon medium distance makes Piccolo shake a bit (not when his arm  coils back)
It trembles a bit then does the coil back shake.Maybe it's an out of order frame or im a delusional prick :/
Not requesting,just letting you know.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 06, 2017, 01:48:38 am
You can always report anything!

Funny you mention that now because before it went live Balthazar reported this

Ok I grabbed the latest version (and added the few update points that weren't included yet in the changelog) and will play test him a little bit before uploading him and then releasing him publicly and on the discord.

-tiny nitpick: like I asked you made the small charging ball of the Light Grenade be onscreen for a few more ticks (i think 10-12) but forgot to also display the overlapping hands sprite, so there's a point where that ball pops up in front of his hands even though it should remain inside his cupped hands. Just a tiny graphical nitpick, not worth another update I'd say ;).

*EDIT
-found one more thing: Goku jumped over me as I activated a Special Beam Cannon. Then he threw me as I was firing it. Because of this, the looping sound of the beam cannon wasn't killed and kept playing throughout the rest of the fight. It only stopped once I fired another beam cannon. So, I guess include a failsafe that kills the looping sound whenever Piccolo gets put into a custom state?

-In this latest version, the whiffed animation for MP Mystic Harpoon seems a little messed up. It also plays the retract sound twice, the first getting cut off due to it. Guess because you changed some timings? The other versions seem fine.
I did see the SP version getting blocked and it seemed to do 2 hits (against Gotenks. it was like Gotenks blocked a 2-hit move).

Somehow no one noticed these things (or said anything) till now. They will all be fixed for the full build. So never be afraid to report things. Even if you are unsure if it's right or not. I'll never ignore!
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 06, 2017, 01:57:52 am
In case you need it,i have video proof.

Also,Bandicam is awesome :D 
I might make some HDBZ fight videos to your honour
When or if i become good enough that is :p
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 06, 2017, 02:11:41 am
Nah I don't need video proof. That quote I shared shows Balthazar told me about the issue too. I won't release another update for it since its minor but it'll be fixed for the pack :)
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on January 06, 2017, 09:42:25 am

                                       :picco:
           This combo is epic, sweet demon lord!
Title: Re: Piccolo Xmas RELEASE
Post by: KamiSaiyan on January 06, 2017, 01:11:08 pm
Quote
If you can contact them be sure they grab the update tomorrow!

http://www.dbzgames.org/news/hyper-dragon-ball-z-how-to-add-ssgss-goku-and-vegeta-piccolo-update/ (http://www.dbzgames.org/news/hyper-dragon-ball-z-how-to-add-ssgss-goku-and-vegeta-piccolo-update/) : )
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 06, 2017, 01:25:27 pm
I apologise for kind of ruining the work you put on that great page but the ssgss are cheap and not meant to be playable.

In case people want their palletes,just remove them from their pal folders and put them to Vegeta's and SSJ Goku's

Also,the guide on how to add new pals on Piccolo is not in this update,that means it'll be on full build,maybe.
I figure but don't want to assume.
Title: Re: Piccolo Xmas RELEASE
Post by: KamiSaiyan on January 06, 2017, 02:45:10 pm
Quote
I apologise for kind of ruining the work you put on that great page but the ssgss are cheap and not meant to be playable.

In case people want their palletes,just remove them from their pal folders and put them to Vegeta's and SSJ Goku's

Also,the guide on how to add new pals on Piccolo is not in this update,that means it'll be on full build,maybe.
I figure but don't want to assume.

Thanks for info! They slightly changed the content of news
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 07, 2017, 12:52:07 pm
In case you have a question about the game? how to do stuff,don't hesitate to ask.

Also Z2 Team, i saw this a long while and
i think it would make a great comedic contrast to his Z2 epicness

As a winpose (or just see it for shits and giggles)
(http://cdn.quotesgram.com/small/48/30/1986091766-e6e74abd4f4b4fc7358fef0e57f770671345498680_full.jpg)

Who am i kidding it's too late for that xD
Piccs is done.

EDIT: @Just No Point:
              If it is not a lot of code or hard to do,you should really do something about the clones running toech other eternally xD
              the issue i told you about on your releases thread,if you remember.

Also,no one did a classic Piccolo pallete or like his full body portrait,i wonder why  :???:
Title: Re: Piccolo Xmas RELEASE
Post by: GDPenguin on January 11, 2017, 11:23:51 am
Nice release, but the running cycle really bothers my eyes. I don't know if it's the movement speed or the animation that is off. But something isn't right.

PS.
I know this will be fixed later on anyway, but the timing gets weird when the hitpauses isn't like all the other HDBZ characters.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 11, 2017, 11:46:57 am
@GDPenguin:

It's the movement speed ,the animation is fine.
Piccolo is the slowest Z2 character yet.
I asked that i while ago and i was told it is part of his "clunkiness".
Also,don't expect the speed to be fixed as it's on purpose like this.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 11, 2017, 01:08:51 pm
Nice release, but the running cycle really bothers my eyes. I don't know if it's the movement speed or the animation that is off. But something isn't right.
Not sure what to do to fix that without remaking the animation.

Quote
PS.
I know this will be fixed later on anyway, but the timing gets weird when the hitpauses isn't like all the other HDBZ characters.
???
The hitpauses are lifted from the other HDBZ characters. I just went and checked again to be sure. They match Vegeta's at least.

It's the movement speed ,the animation is fine.
Piccolo is the slowest Z2 character yet.
I asked that i while ago and i was told it is part of his "clunkiness".
Also,and expect the speed to be fixed as it's on purpose like this
I like to think of him as a weird version of a throw character. Because once you land one of his several set up moves you basically control them for a good while. Think of it like King's multi part throws from Tekken but with strict timing windows.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 11, 2017, 01:28:18 pm
As for that,either im not capable for this or it is hard to do many mixup combos with him.
Tried with a good keyboard so i don't know. Also,small Rant that is just me and not for a flaw of him.

Rant:I try a lot to do the Trap Blasts and Deactivate them,i can't.......it goes random for me.I use keyboard by the way.
   (https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/e3d4a6f22c15cfce9059a4fb743d0307/original.jpg)

This can suck my wiener  :furious2:
Or i just suck,probably that.  :mlol:
   No wonder i find Street Fighter hard to play
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 11, 2017, 01:34:28 pm
When you throw a trap shot you need to pay attention to what button you pressed.

Say you throw out QCF, MK to destroy it you'd have to input DP, MK

Throw out QCB, LK and you must use RDP, LK

Or if you don't care which shot you blow up you can do this

to explode all QCF trap shots input DP, 2K

to explode all QCB trap shots do RDP, 2k

Make sense?

And I do apologize for Piccolo being a more advanced character. I just wanted something new thrown into the roster that felt very different from Hyper Sayajin Fighter V :P Gotenks shouldn't deviate as much and will be easier to pick up and play.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 11, 2017, 01:40:17 pm
I know how or what to do,i just can't input them correctly (for the individual ones).
Then again i use keyboard,so yeah......
However,it's nice to know there's an alternative of sorts,Thank you.
But i do not take back what i said about the DP / RDP though :mlol:

EDIT:Nah,i think that's a good excuse for me to learn more combos and things for him.
        no matter the clunkiness a.k.a. Street Fighter's speed (if you come to think about it,his speed is that like of Street Fighter's)
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 11, 2017, 01:47:32 pm
You keyboard folk are so weird and foreign to me

https://www.amazon.com/Fighting-Commander-PlayStation-Officially-Licensed-4/dp/B01GVOFIAA/ref=as_li_ss_tl?ie=UTF8&linkCode=ll1&tag=jkfty-20&linkId=19ac9083f9d224052aa6ca50ea729ba5

or

https://www.amazon.com/HORI-Fighting-Stick-Mini-PlayStation/dp/B014KXMEW4/ref=sr_1_1?s=videogames&ie=UTF8&qid=1484138780&sr=1-1&keywords=hori+arcade+stick+ps4

or

https://www.amazon.com/HORI-Real-Arcade-Pro-Kai-PlayStation/dp/B00SULMRI4/ref=sr_1_2?s=videogames&ie=UTF8&qid=1484138780&sr=1-2&keywords=hori+arcade+stick+ps4
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 11, 2017, 01:55:43 pm
Two things:  1.Im not American nor im interested to buy from abroad (due to extra cost) :mlol:
                    2.I don't have money for a controller yet,when i'm done with necessicities i have,
                      i might consider buying one,fighting game oriented,or just a simple one.
       
          Extra: 3.The first one looks nice (i didn't know there are controllers like these) and close to my "buy" range .

P.S. = I mainly use a "Laptop" keyboard (because i have a Laptop) but i played the game on both a "laptop" and a "pc" keyboard.
          I can say with certainty that the "pc" keyboard is better for HDBZ gameplay.    xD
Title: Re: Piccolo Xmas RELEASE
Post by: PlasmoidThunder on January 11, 2017, 03:00:18 pm
I have no issues activating DPs on keyboard unless they're misplaced in the .cmd file (DP motion is placed lower than a QCF motion, for example).
There's a knack to consistently performing them, and you simply have to figure it out :P
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 11, 2017, 08:02:23 pm
Executing the Trap Blast explosion commands aren't much trouble for me either, and I use keyboard.  I will be getting a Steam/gaming controller for my computer eventually, though XP
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 11, 2017, 08:11:35 pm
Speaking of commands I'm very surprised no one has reported the HUGE mistake I made in a command for the latest release. It's almost enough for me to tell Balthazar to upload the newest version but I know many of you are sick of constant updates and I said this would be the last one till the full build  :wacky:

If you can find the mistake and tell me what it is AND tell me you WANT the update to fix it and see how he's progressed I'll have Balthazar update his site with the current build  :deal2:
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 12, 2017, 01:16:50 am
I don't think there's (for somebody with good controller/keyboard) any problem.
Aside from DPs (for me atleast) there's isn't really anything,maybe the Seeking Bullet's overlap with Special Beam Cannon's.
Though i find both good inputs,for me.....xD
Or maybe Dead End's,i don't know.....i'll wait for the full build to see what that was.
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 03:44:38 am
What does "tripleS" mean?  I know "S" means start, but why is it tripled?

Out of curiosity since you said there was a HUGE mistake, I wanted to see what it could have been, so I brought up the command files in FF3 and saw that.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 03:47:26 am
That's not it. That command isn't used with Piccolo. It's a carry over from something else I guess (keep in mind I took over the project early so it's something Vans did or came from another HDBZ char)
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 03:49:15 am
Ah, I'll have to keep looking.  Does it break him in any way?  I might fix it myself once I find it, though XP
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 03:54:53 am
It doesn't break him. But it'd potentially screw you up at certain times for a very obvious reason once you see it!
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 04:04:46 am
You mapped the same motion (or something very close to similar) for two different moves, I'd suspect?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 04:07:54 am
Getting warmer! But it's the opposite of that :P
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 06:51:10 am
You mapped two different motions for the same move then?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 10:21:43 am
You're on fire! That's the biggest hint I can give! Go forth and seek out my huge mistake!!!
Title: Re: Piccolo Xmas RELEASE
Post by: Odb718 on January 12, 2017, 01:40:44 pm
These are the 3 arcade sticks I have.
Mayflash F300 (https://www.amazon.com/Mayflash-F300-Arcade-Fight-Joystick/dp/B019MFPLC0), Hori Fight Stick EX 2 (https://www.amazon.com/XBOX-Official-Arcade-Stick-Fight/dp/B001E42H34/) & Hori Fight stick V3 (https://www.amazon.com/PS3-Fighting-Stick-V3/dp/B0057WDBHA/)
Out of the 3, I've had the EX 2 the longest. The PS3 V3 is super light. the Mayflash is nice and heavy. I just got it for christmas because after 11 years my EX 2 has been broken down. the spring, buttons, and joystick buttons are all shot. It's well worth $60 though.
If you have a wired 360 controller you can just plug it into the PC and it works. Same with PS4.

But I did catch the mistake and just fixed it. Now I cant remember what it was to report. (Ive been on a Metroid.nes kick for the last 30+hours)
I'll redownload :P
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 06:26:55 pm
In Demon Mode, you can't pull off his SBC with the current motion (2QCF+P) and it doesn't mention it under his Demon Mode changes to movelist.  You have to do the original motion (QCB,F+P) before the the current update was made, right?
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 06:40:05 pm
 :smash:
BINGO

I had to make another statechange for the Demon versions of SBC. When changing the inputs I forgot I had 2 SBC attacks in the .cmd so I didn't change the Demon Mode version.

I guess no one uses SBC while in Demon mode since it takes you out of the mode. Or no one uses Demon mode at all :P
Title: Re: Piccolo Xmas RELEASE
Post by: The Sudden Rarity on January 12, 2017, 06:43:59 pm
I just found it odd, really, that SBC had two different motions set up for it.  No need to post the update now, though XP I'm patient enough to see the full build that's coming soon and personally, I like the idea of the different motion of SBC in Demon Mode (so people don't accidentally double tap QCF when they're trying other moves that require DP instead).  And I wanna see everyone get a consistent update for the full build, so I'll wait ^..^ (I like uniform setup when it comes to full games and characters from the full game being used outside of it)
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 12, 2017, 10:16:07 pm
Tried it and it's true, why it never crossed my mind?   

I thought that you weren't supposed to use it in Demon Mode,though to me it doesn't work at all in Demon Mode,whichever input.

Forgot to say this,the pal selector at the start works like a charm :thumbsup:
to bad we can't add more pals on our own (for private use maybe).
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 12, 2017, 10:40:18 pm
I still intend to make that tutorial I've just been busy applying demon buster.

For SBC to work in demon mode you have to have level 1 or higher. Each level of demon meter gives you a more powerful SBC without needing to charge it up. Meaning the lvl3 version is unblockable!
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on January 13, 2017, 01:46:20 am
I don't know what that demon buster is,it sounds like a shady way to say for the demon killer intros.

EDIT:Yes i checked that out.Only on lvl 1 and beyond you can do SBC in Demon Mode
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on February 28, 2017, 06:42:07 pm
We were hoping to have the new full build out today but we won't make it so as an apology we've updated Piccolo to the build he will have in the full build. Now's your chance to learn him as he will play in the actual game and snuff out any last remaining bugs that may or may not exist before the build goes live!!!

http://network.mugenguild.com/balthazar/char_piccolo.html

I don't have a full change log on me as I'm on mobile. I'll update this later.

Biggest I recall offhand are

Life increased to 1100
Many bug fixes
Clones need less life to be formed and has no minimum life amount needed to create them as well. So you can make them with 1 hp if you wish.
Many system changes
New intros and winposes
More colors
Alt English and Japanese voices

Lots of stuff! He's super fun now!!!

EDIT:  Changelog
Spoiler, click to toggle visibilty
Title: Re: Piccolo Xmas RELEASE
Post by: Odb718 on February 28, 2017, 10:23:58 pm
Nice! Is there a rough ETA of the next release?
Btw, that bottom left stage in the dl link looks awesome. Does it have a name? I keep clicking "Place Holder" and nothing happens <_<
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on February 28, 2017, 10:47:07 pm
I don't see why we wouldn't be able to release it in March. We got extremely close to finished for the Feb release.

That stage comes with the Majin build :P
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on March 01, 2017, 02:33:28 am
I did not expect that nor did i know the released day was today (sort of) too.

****#Whinybratnitpicks****
No more  arm shake during medium Piccolo's "Arm Hook"
Nice movelist,though what the fuck are Luffy and gang ding in the logo? :mlol: (that one had me laughed hard)
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on March 01, 2017, 02:37:37 am
The nitpick is that I fixed that shaking? Or is it not fixed?

Luffy and gang in the logo?
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on March 01, 2017, 02:47:14 am
It is that you fixed it.

Also,
(http://i.imgur.com/jGNgKN2.png)
that is within the new movelist,why is Luffy,his gang and that Frog from that very old
Chrono-something game here?

Did somebody in the Z2 Team got bored? :mlol:
Title: Re: Piccolo Xmas RELEASE
Post by: -Whiplash- on March 01, 2017, 02:53:28 am
was that made by someone on the team? It just looks like I collection of Balthezar's sprites.

Also, the statement "very old chrono-something game" makes me very upset.
Title: Re: Piccolo Xmas RELEASE
Post by: AgentofDestiny on March 01, 2017, 02:59:33 am
Im sorry dude.
It's Chrono Trigger,i remembered.
I was born the same year FF7 got released plus i didn't have a ps1 nor do i think it was available during the time i first played a videogame
where i live.(maybe it was/is,i don't know).
So,Chrono Trigger is truly foreign to me,i know very few things about it.

EDIT:About the movelist,i think you guys should add descriptions for  the winposes and intros and other things,like you did in the previous one.
And i don't think that Luffy sprite is Balthazar,they might be from the 3ds game,though if it is Balth's it's very similar to the game's.
Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on March 04, 2017, 08:53:13 am
Piccolo seems to have an EX Mystic Harpoon variation that shoots a Destructive Wave instead of the usual auto combo. Is this intentional? I only ask because he seems to perform it randomly. At least I can't figure out how I'm doing it. Also during the Destructive Wave "variation", Piccolo uses his Japanese voice even though the Chris Sabat voice is turned on.
Title: Re: Piccolo Xmas RELEASE
Post by: Balthazar on March 04, 2017, 01:44:45 pm
^
He does have an alternate ender when performed while in Demon Mode, then he does the eye laser instead of the mouth blast. But I don't know anything about a Destructive Wave variant.
Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on March 04, 2017, 02:37:05 pm
Interesting, because  the DW ender was happening so often I figured it was the new standard. Well, until the original version started popping up.

Spoiler, click to toggle visibilty
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on March 04, 2017, 04:47:07 pm
Is this happening in team or while you have clones out? I had coded him to do the ex D Wave if he reaches the end of his pull back anim while P2 is in the pull back state. This was to fix any issues where a clone or another player did something to mess with the ex grab. I've never seen it do it without a clone messing with the grab portion. If that's the case I can make the pull back anim last a few ticks longer to fix the issue.

And if that's the only voice I messed up on I'm doing good!!!
Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on March 04, 2017, 05:04:11 pm
Is this happening in team or while you have clones out? I had coded him to do the ex D Wave if he reaches the end of his pull back anim while P2 is in the pull back state. This was to fix any issues where a clone or another player did something to mess with the ex grab. I've never seen it do it without a clone messing with the grab portion. If that's the case I can make the pull back anim last a few ticks longer to fix the issue.

And if that's the only voice I messed up on I'm doing good!!!

No a rarely use the clones, on purpose at least, or the 2 v 2 team mode. I guess I should test those out as well. It just comes out. Now, there are times the Destructive Wave version comes when P.O.T.S. Geese (the only non-HDBZ I have) or Frieza's ground projectiles hit me and we trade.  So that explains the state you added. Not sure about the other times. Ill keep looking into it and see if I can give you guys more info.

Also, I feel like Piccolo's crouching eye laser should do more damage and/or knockdown. It's combo potential is very limited and those combos hardly do any damage.  The start-up is too great to use it to punish moves, so it's safest use is as an OTG combo ender. Even then, eye laser doesn't do any real damage due to scaling. As of now, None of his crouching moves knockdown and most heavier/slower characters need knockdowns to cover ground. 
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on March 07, 2017, 03:38:13 pm
No a rarely use the clones, on purpose at least, or the 2 v 2 team mode. I guess I should test those out as well. It just comes out. Now, there are times the Destructive Wave version comes when P.O.T.S. Geese (the only non-HDBZ I have) or Frieza's ground projectiles hit me and we trade.  So that explains the state you added. Not sure about the other times. Ill keep looking into it and see if I can give you guys more info.
I added a bit more time to the pull back anim so maybe it won't happen as often. If P2 is in the pull back state and within a certain distance Piccolo does the ender he should. If they are too far away when the anim ends he does the EX Blast. Hopefully this takes care of you seeing it so often.

Also fixed the messed up voice in it. Will be in upcoming build/release


Quote
Also, I feel like Piccolo's crouching eye laser should do more damage and/or knockdown. It's combo potential is very limited and those combos hardly do any damage.  The start-up is too great to use it to punish moves, so it's safest use is as an OTG combo ender. Even then, eye laser doesn't do any real damage due to scaling. As of now, None of his crouching moves knockdown and most heavier/slower characters need knockdowns to cover ground.
The crouching eye laser's main use is that it's a GREAT pressure tool. It is +17 on hit or guard giving Piccolo ample time to do other things. Piccolo isn't your typical heavy char. He doesn't need knockdown moves to be effective. Also his cMP used as a counter will knock down.
Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on March 08, 2017, 02:24:54 am
Quote
The crouching eye laser's main use is that it's a GREAT pressure tool. It is +17 on hit or guard giving Piccolo ample time to do other things. Piccolo isn't your typical heavy char. He doesn't need knockdown moves to be effective. Also his c.MP used as a counter will knock down.

Ok, I'll try that out. I did notice Eye Laser's OTG ability whiffs in the corner if comboed off Piccolo's FWD Grab. While not in the corner, Eye Laser combos while holding back during FWD grab making the opponent fall at your feet. 
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on March 08, 2017, 03:02:40 am
I just tested and I can OTG just fine in the corner after all 3 variants of the FWD throw.
Title: Re: Piccolo Xmas RELEASE
Post by: Smurfyeah on March 08, 2017, 05:56:35 am
I just tested and I can OTG just fine in the corner after all 3 variants of the FWD throw.

Ah never mind, I understand what I'm doing wrong. My timing is off. At mid screen, I'm holding 'back' during FWD grab to make the opponent fall to my feet, then going into the Eye Laser cmd. While in the corner, I don't have to hold 'back' so I'm not allowing my opponent to fall bounce. Didn't realize the subtle difference in timing. My fault. Thanks for checking it out though.
Title: Re: Piccolo Xmas RELEASE
Post by: cidiego on January 13, 2018, 12:00:51 pm
Sorry if this thread is old but... Would someone happen to have this version with english sounds only?
this one contains both japanese and english, and it weights a lot because of that. Im really concerned about MUGEN weight.

Thank you
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on January 13, 2018, 12:39:34 pm
We intend to remove the alt voices in the future. And make them separate downloads.
Title: Re: Piccolo Xmas RELEASE
Post by: Barker on March 24, 2018, 10:48:34 pm


Check the description for more info! :)
Title: Re: Piccolo Xmas RELEASE
Post by: Hephaistos31 on March 24, 2018, 10:59:45 pm
OMG. That's a big surprise!!! Oo'
Title: Re: Piccolo Xmas RELEASE
Post by: Keaton on March 25, 2018, 01:55:03 am
This update made my day!
Title: Re: Piccolo Xmas RELEASE
Post by: Bob Lee on March 27, 2018, 03:06:30 pm
[youtube]https://www.youtube.com/watch?v=eliz2Ix77WI[/youtube]

Check the description for more info! :)

The updates were good, it was very difficult to face Piccolo in mode history, I had to change his level.

And Jiren looks incredible, his mobility was incredible.
Congratulations and do not give up!
Title: Re: Piccolo Xmas RELEASE
Post by: yaret on March 28, 2018, 10:09:23 pm
I´ve downloded the updated piccoro of Balthazar website, but it´s getting me this error, everytime I try to play with it
(http://img.fenixzone.net/i/QiFDROT.png)
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on March 28, 2018, 10:28:56 pm
You don't have the latest HDBZ build. Need to update your whole game then install the updated Piccolo.
Title: Re: Piccolo Xmas RELEASE
Post by: yaret on March 28, 2018, 10:35:26 pm
You don't have the latest HDBZ build. Need to update your whole game then install the updated Piccolo.

okay thanks
Title: Re: Piccolo Xmas RELEASE
Post by: AFightingGameFan on May 24, 2019, 11:54:46 am
Balancing issue: Jump Counter basically allows for a full combo (instant airdash). The stun time on the opponent is ballistic, I did an IAD, landed, did a close HK, and it still registered as a counter hit.
This issue initially prompted me to write a 50-page essay detailing all the horrid balancing decisions within HDBZ, but I found too many of them to bother.
And no, doing it is not difficult. There's a big pause before he does the Jump Counter, you have all the time in the world to buffer the airdash.
I would suggest removing it altogether.
Title: Re: Piccolo Xmas RELEASE
Post by: JustNoPoint on May 24, 2019, 05:19:18 pm
You can’t even air dash till he gets higher from what I remember. I appreciate you taking the time to report this one single thing out of all the issues you have though