Bardock Z2 (Inspired-YOSHIN WIP THREAD)

Started by Yoshin222, December 22, 2017, 01:01:49 AM

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Yoshin222

Wait, this threads been read HOW MANY TIMES???????
I have been meaning to do this for ages now, but be it life, other interests, or plainly me procrastinating like a twat, i haven't. Well, i've been redoing Bardock, as i've learnt a LOT since i began this post,, released a character, working on another one, etc
But without further ado, here are his reduxed sprites, including some new stuff that i haven't posted here, as well as some Placeholder anims since it's been a while. Without further ado, here ya go
Current WIP as of 17/03/2021


Spoiler (click to show)














Ollllllllllllllllllllllllllllllld
Spoiler (click to show)


I've never really done a thread like this, at least not one where i really understood how to handle it. I now know precisely what is required in order to create a character, and this is one i've been intent on making for a while now. While i know I still have a lot to learn, i hope to do as such thanks to feedback during this. With that out of the way, heres what i have so far

PROGRESS LOGS
Spoiler (click to show)

LOG1: DECEMBER 24TH, 2017
Spoiler (click to show)

-6 idle animation frames
-small and big portraits
-dash collision sprite
-possible focus attack frame
-possible power charge frame
-victory portrait wip
-various gameplay notes
-finished pallete template
-HDBZ systems implemented
LOG2: JANUARY 22ND, 2018
Spoiler (click to show)

-Systems updated, primarily involving his Focus Attack, he now uses the EXPLOD buffering
method to cancel from them instead of Mugens default command system
-Tweaked Idle animation, i felt the old one was a bit small. More content with this
-Chaining has begun to be implemented
-Dash Collision sprite is done (though state is still buggy)
-A Stand Turn animation has been added, though it is incredibly early and not done at all
LOG3: APRIL 23RD 2018
Spoiler (click to show)


To summarise
-Systems further updated, including more recent stuff like wakeup timing, Throw Techs  and now his Dash collision is completely functional. All thats left are Z-Counters
-Power charge coded, sprites yet to be completed
-Turn animation complete
-Sprites updated based on a change suggested by Ho-Oh's Apprentice (Hatter)
-Dash collision sprite fixed (armour was wacky, its fine now)
-Chaining completely implemented

---------------------------------------------------------------------------------------------------------------------------------------------------------
Visual Stuff (Sprites, palletes, etc)
Spoiler (click to show)

-Over 12 palletes, most submitted by various people on the HDBZ Discord (A HUGE thank you to every single one of you)
-Completely revamped idle animation, one that i know may not be perfect, but should prove satisfactory.
-A Cliffside Portrait drawn from scratch, as the old one was outdated and fixing all its flaws would take far longer
-Small Portrait
-A Dash Collision Sprite, as outlined thanks to WekRiptor. It is edited from Goku naturally, but is still unfinished
-A possible Focus Attack frame, also by WekRiptor. This frame is yet to be completed
-A possible Power Charge frame, courtesy of Kercy. This has yet to be completed
-A FINALISED Pallete Template. Any pallete made using this Template now, will still work correctly when he's eventually released

Gameplay Stuff
Spoiler (click to show)

Sadly, this section is a lot smaller at the moment, but of course will be heavily updated as i go. I understand how to code a character, and look forward to learning more during Bardocks creation. This isn't to say theres nothing
-All HDBZ system stuff is compatible with Bardock, using Gokus sprites as placeholders. This includes Cheap KO, Twist animation, shocked, Focus Attack, Dash collision, etc
-Various gameplay ideas written by both myself, and some miscellaneous notes by others. Imma keep this under wraps however, wouldn't be fun if i just told you everything ;)

After all of this, i'd like to ask 2 favours from anyone reading this. If you have any gameplay ideas, don't be shy. While of course Bardock will eventually be completed either way, i'd really like to talk with you all, get ideas going. You may think of something 10x better than i could think of, anything within reason is acceptable, and everything will be noted. Secondly,

BARDOCK PALLETE TEMPLATE
Spoiler (click to show)


This is Bardocks Pallete Template. If you enjoy creating palletes, feel absolutely more than free to share them here. I give you my word that every last one will be added (within reason of course XD)
Here is everything i have so far, feedback and criticism is of course welcome, as i know that i still have a ton to learn and improve on. The help would be appreciated ^^;

Cliffside Portait


Idle (MORE DONE THAN THIS, BUT NOT FINISHED)


Dash Collision Sprite (WIP)


PS: Should also mention that i'm going to be using the EXPLOD Buffering system for Bardock, as it genuinely is a better way to handle commands than Mugens default, massive respect to the creators. If you're curious as to what that'd be like, might i suggest joining the HDBZ Discord, where Gohan has it implemented to test it out

Personal HDBZ Frame data Template made by yours truly (Will be using this for Bardock, open in Notepad)
Spoiler (click to show)

--- BY ---
FRAME DATA
CANCEL FLAGS/////SF=Self, SP=Special, SU=Super, TH=Kara Throw, TC=Target Combo
TERMS///////////OCH=On Counter Hit, LA=Launches, HK=HardKnockdown, SK=SoftKnockdown, TT=Tech Type. JP=Juggle Points, MG=Meter Gain, FS=ForceStand
NOTES
Tech Type refers to how the enemy reacts when hit with this move, and in what instances they can tech. 1 means they can tech whilst being
juggled, as well as when they hit the ground. 2 is just in the air, 3 just on the ground (so for moves that slam down) and 4 means not at
all.
OCH damage is increased by 20% due to scaling
Juggle points refer to how many points the move adds to juggling on hit, the limit is 15 before the opponent falls out
Active refers to the amount of frames it takes to reach the frame before the move becomes active, so a move with 3 frames startup, is active
on frame 4
-------------------------------------------------------
NAME                      |STARTUP|ACTIVE|RECOVERY|CANCEL FLAGS|HITADVANTAGE|GUARDADVANTAGE|JUGGLEPOINTS|DAMAGE| MG  |TT|JP|MISC PROPERTIES|
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
STANDING NORMALS          |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
ST.Light Punch            |       |      |        |            |            |              |            |      |     |  |  |               |
ST.Light Kick             |       |      |        |            |            |              |            |      |     |  |  |               |
ST.Medium Punch           |       |      |        |            |            |              |            |      |     |  |  |               |
CL.Medium Puncn           |       |      |        |            |            |              |            |      |     |  |  |               |
ST.Medium Kick            |       |      |        |            |            |              |            |      |     |  |  |               |
ST.Heavy Punch            |       |      |        |            |            |              |            |      |     |  |  |               |
CL.Heavy Punch            |       |      |        |            |            |              |            |      |     |  |  |               |
ST.Heavy Kick             |       |      |        |            |            |              |            |      |     |  |  |               |
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
CROUCHING NORMALS         |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|              |
CR.Light Punch            |       |      |        |            |            |              |            |      |     |  |  |               |
CR.Light Kick             |       |      |        |            |            |              |            |      |     |  |  |               |
CR.Medium Puncn           |       |      |        |            |            |              |            |      |     |  |  |               |
CR.Medium Kick            |       |      |        |            |            |              |            |      |     |  |  |               |
CR.Heavy Punch            |       |      |        |            |            |              |            |      |     |  |  |               |
CR.Heavy Kick             |       |      |        |            |            |              |            |      |     |  |  |               |               |          |       |      |        |            |            |              |            |      |     |  |  |
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
JUMPING NORMALS           |-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
--------------------------|-------|------|--------|------------|------------|--------------|------------|------|-----|--|--|---------------|
A.Light Punch             |       |      |        |            |            |              |            |      |     |  |  |               |
A.Light Kick              |       |      |        |            |            |              |            |      |     |  |  |               |
A.Medium Puncn            |       |      |        |            |            |              |            |      |     |  |  |               |
A.Medium Kick             |       |      |        |            |            |              |            |      |     |  |  |               |
A.Heavy Punch             |       |      |        |            |            |              |            |      |     |  |  |               |
A.Heavy Kick              |       |      |        |            |            |              |            |      |     |  |  |               |               |          |       |      |        |            |            |              |            |      |     |  |  |
                          |       |      |        |            |            |              |            |      |     |  |  |               |
                          |       |      |        |            |            |              |            |      |     |  |  |               |
                          |       |      |        |            |            |              |            |      |     |  |  |               |
                          |       |      |        |            |            |              |            |      |     |  |  |               |




AgentofDestiny

~ A swift blade makes monsters tame. ~

Lunchbillion

Always excited to see more Z2 projects! Looking good.
Formerly LunchPolice aka Quack

Yoshin222


Topics not gonna die XD Dug up this ancient thing in my USB. NOT NEARLY done, but kinda neat. Will finish this at some point

GDPenguin

Quote from: Yoshin222 on January 05, 2018, 12:36:46 AM

Topics not gonna die XD Dug up this ancient thing in my USB. NOT NEARLY done, but kinda neat. Will finish this at some point
That hair is gold. xD
Good luck with the project anyhow :)
[img width=600
Keep it real, keep it original

Yoshin222

Obvious placeholder is obvious XD
But thank you

ZayOsiris Gaming

This could serve as a possible reference for his Portrait art. I wish you the best..!
Spoiler (click to show)

Artist: Midona-san

Yoshin222

I am very steadfast on drawing my own stuff as much as possible. I started Bardock as a sort of learning experience after all. But i thank you for the suggestion nonetheless

Yoshin222

#8

Idles finished. I made an edit or two since this but this is the general idea. It isn't perfect, but i think it'll do

EDIT: Will now be keeping a progress log to keep track of what i get done. Check first post

Yoshin222

#9

Dash collision sprite done. Also tweaked some system stuff related to the Focus Attack, namely that dash cancelling from it now uses the EXPLOD buffering method instead of Mugens default command parsing
EDIT: I updated it (drew his other arm, forgot to do so before) And i know the dash collision is a bit buggy, i assume its an EXPLO issue, alng with the fact he can't win as he freezes. This is due to him not possessing a grab yet

CozySquirtle

Haven't done any sort of palette making in what seems to be over 2 years now, I decided to throw these two together cause I was bored and had some spare time on my hands. Based off that Bardock Movie Special a few years back.


*New Site* (W.I.P)
(Willing to host creations, just hit me up!)
https://cozysquirtlemugen.weebly.com/

Yoshin222

Hated that special, but kinda dig the colors, thanks dude! Added them in

Yoshin222

Update, new progress log will be added to first post

Realra

I'm sure you already have a boat load of palettes but why not.

Spoiler (click to show)





Yoshin222

I do, but of course theres plenty of space on the boat! Adding em in, much appreciated dude

Tsao-ri


CLICK FOR DEVIANTART´S

Just Looking for some Real Fun...

Yoshin222

#16

Standing turn anim WIP
Been working on Snake Way a lot more recently, so progress has slowed. Make no mistake though, progress is indeed being made :)
PS: @Realra, could you possibly name those palletes? It'd help a lot since i'll be honest, i put them in the place i put submitted palletes, and got confused which were yours XD

elementhedge

Your progress looks amazing and I hope for the best with your project
Do you have a plan with what his moveset or his general playstyle will be? (Like going super saiyan or if he's more projectile or combo focused)

Yoshin222

If you enjoy characters like Ryo from KOF, Butt from Garou and Ryu from SF3, then you'll like Bardock as i have him planned. Can't reveal too much yet though, wheres the fun in that ;)

PS: Bardock Super Saiyan ew no lol

Yoshin222

Some small updates, first off his Dash Collision sprite is actually finished


Second, since i started doing this


I can not only get some much needed coding practice, but i can iron out HDBZ System stuff to be just how i want, and basically import then straight in to Bardock when complete, like for instance, Bardock has most of the required HDBZ Chaining and normals, including crouching and air normals, as well as stuff like Z Counters (bit buggy atm). I chose Goku Black because i shouldn't need to worry about sprites too much, plus some people may like it. In regards to Realras palletes, i'll just label them as "Custom" until told otherwise XD