AG'S Infinite Inspired Infinitish Character Projects- Kid Goku

Started by ApolloGrimoire, June 04, 2014, 10:15:10 PM

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ApolloGrimoire

My first ever character project.

This is only the basics being done, no specials, EX moves, launcher or Supers/Hypers have being implemented. (Yet)
This is more of sprite placement and working the animations. A lot is missing like the ki attacks. Haven't touched the CNS files yet.
So this is more of a PreAlpha1 demo.

YouTube video, and a dropbox link, using mediafire for AceAttorneyOnline stuff. Sorry.



[url=https://www.youtube.com/watch?v=tnm-f9r4oEM]https://www.youtube.com/watch?v=tnm-f9r4oEM


DivineWolf KFM base as test, will remove at a later date if needed. Will ask for permission if it's required. (Sorry in advance)

Things that are missing:

Crouching Medium and more palettes.
9000,1 image
Intro with Z Fighters, Master Roshi and Demon King Piccolo.
Japanese and English Kid Goku voice clips. (Can't find sources.)
Epic LV3 portrait and Hyper Combo finish texts.

Will accept palette contributions and assistance.
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Prime SC

Nice so far so he's getting kamehamehameha and all dat beautiful stuff to

ApolloGrimoire

It's a start, I'm doing the basic stuff before going into the specials, supers and his two level 3's.
Other level 1 supers are Rock, Scissors, Paper and first of the Level 3's is Penetrate! (Dragon Fist)

At the moment, I'm touching up the normal CNS files for his basic attacks.

But I've run into a problem in state 620, his Jumping Strong (z)

First here's the updated file.
https://dl.dropboxusercontent.com/u/21491039/Kid%20Goku%20Alpha2.zip

Here's the image.
Spoiler (click to show)

Here's the code

Spoiler (click to show)
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = 620
sprpriority = 2

[State 620, Voice]
type=playsnd
trigger1= animelem=1
value= 0, 0
channel=0

[State 620, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 620, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = A, NA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
getpower = 30 * !var(20), 0
givepower = 30, 30
priority = 4
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 56), var(36) := -49
hitsound = S2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 4*var(9)
ground.hittime  = 12 + 4*var(9)
guard.hittime  = 18
ground.velocity = -5
guard.velocity = -5
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -5,-6
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 620, Gravity]
type = Gravity
trigger1 = 1

[State 620, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

For some reason it's just passing through.
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Prime SC

U might want to go to mugen development help in the forum and ask there mny people have lots of knowledge of coding here I am not one of those people lol


AlexSin

#5
For just that frame add (not replace) a blue collision box (so the default one won't appear) instead of the green one (default), then add another little one in the pole (to give it less priority).

Ah here's the problem:
[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

when it starts attacking his statetype is Idle, meaning that every attack (after the animation element 4 started) won't do anything.

You can either comment it or edit its trigger1: in AnimElemTime(4) change the 4 (the animation element when he attacks) to 6 (animation element in which he doesn't attack).

You have a lot of palettes and I'm saying that in a negative way because the palettes all look like the same (I'm not talking about the FX ones) although the colours are placed in different places in the colourmap.
You had to add every single sprite with the same palette as the first one; or, when you add them, in the "Add sprites..." window, look in the Palette part and you had to choose "Force the specified palette (adapt the image)" then choose group and number of the right palette instead of simply leaving it as "Image's palette, if not already added".

It's Shin Butouden (or Shin Butoden), not Shin Butdoen. :P

ApolloGrimoire

State 620 fixed.

I'll remember that actual game name when I release this.

Kid Goku only has one actual palette at the moment, and I've not no clue what to do about the other 80.
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ApolloGrimoire

#7
Ugh, now I've got the same problem with state 650,  Jumping High Strong.

[Statedef 650]
type    = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = 650
sprpriority = 2

[State 650, Voice]
type = playsnd
trigger1 = animelem = 1
value = 0, ifelse(random<500, 0, 1)
channel = 0

[State 650, Swing Snd]
type = playsnd
trigger1 = animelem = 2
value = 1,5
channel = 1

[State 650, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = A, NA
damage = ceil(ifElse(fvar(11) * 88 < 7, 7, fvar(11) * 88)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
ID = 200
getpower = 30 * !var(20), 0
givepower = 30, 30
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 90), var(36) := -80
hitsound = S2, 5
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 4*var(9)
ground.hittime  = 12 + 4*var(9)
guard.hittime = 18
ground.velocity = -5
guard.velocity = -5
air.type = High
airguard.ctrlTime = 16
air.velocity = -5,-6
airguard.velocity = -6.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = 1

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

I did what you mentioned in the above post and it didn't chance anything.

Edit: I'm fixing up the palette problem.
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AlexSin

Did you make sure in the animation the red CLSN is in the fifth frame?

Memo

I looked at the pic and its hitting on animelem 4 on the hitdef you have it set to hit on 3
And put it to go idle on 5

ApolloGrimoire

Done that well before I noticed these posts.

Glad to see there's interest in this. I'm fixing the palette (main priority) and looking into the 800 states. They're buggy as heck.
I've found Kid Goku Budokai 3 voice clips on YouTube.
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Hephaistos31

As I'm in love with Infinte style chars, but I'm completely noob with characters code, I can just say go for it, ApolloGrimoire, and release us a great char!! ;)


ApolloGrimoire

#13
Right, I've finally fixed the 1,1 palettes for all of Kid Goku's sprites and animations.
Added alpha3 file in the first post.

I've managed to get states 1030 and 1130's EX moves kinda working, but they're not getting the knockdown I want and state 1130's final hit isn't working.
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AlexSin

#14
The link is badly written in the first post. Anyway, I'm downloading the file.

In the second projectile you can put:
fall = 1
so you make the enemy fall.

- Anim 5026 doesn't have CLSNs;
- the throw attempt animation can be improved. And the custom state. I know it's an alpha, it's just a heads up.

ApolloGrimoire

#15
Fixed those.

No idea how the link was like that. So much for copying and pasting.
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ApolloGrimoire

Run into some more palette issues with beams, so to save hassle, I'm using Glaciacloud's palette. So I'm essentially starting from scratch.
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ApolloGrimoire

Progress is a bit stuttering at the moment.

I've gotten my palette fixed and I've moved into coding.

However, in the development thread, I've came across this bug that I can't remove. His crouching strong/launcher. It seems when I immediately hit up, this happens.

http://youtu.be/76v5IpQZWqo
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yaret


The best Dragon ball Mugen: https://www.youtube.com/watch?v=ZzQkB1gVtXA
The best music I ever heard: https://www.youtube.com/watch?v=OmVnhQvMV6U

ApolloGrimoire

Debug Mode of course...

I used that to stop infinite spawning Goku's when I jumped..
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