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Goku (Dragonball Z) (Read 18133 times)

Started by Nexus Games, April 22, 2015, 08:36:16 am
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Goku (Dragonball Z)
#1  April 22, 2015, 08:36:16 am
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Re: Goku (Dragonball Z)
#2  April 22, 2015, 02:40:39 pm
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super dragon blade, here's my feedback:
Use the debug mode (ctrl+D). Use Training by Stupa.

- Intro sprites aren't syncronized with the voice;

- D,DF,F,any attack button (the ki blasts) gives debug flood:
PLAYER KI BLAST LIGHT (215) IN STATE 1014: CHANGED TO INVALID ACTION 1014
PLAYER KI BLAST MEDIUM (233) IN STATE 1024: CHANGED TO INVALID ACTION 1024
PLAYER KI BLAST STRONG (229) IN STATE 1035: CHANGED TO INVALID ACTION 1035
PLAYER KI BLAST EX (232) IN STATE 1045: CHANGED TO INVALID ACTION 1045
PLAYER KI BLAST (AIR) (191) IN STATE 6000: CHANGED TO INVALID ACTION 6000
PLAYER KI BLAST (AIR) EX (194) IN STATE 6010: CHANGED TO INVALID ACTION 6010

- a curious thing is that all the versions of Air Ki Blast only deal 15 points of damage, except for the Ex version.

So here are the damage values:
Stand
Ki blast - light         - 50
Ki blast - medium   - 70
Ki blast - strong      - 90
Ki blast - EX            - two hits - 55 each hit - 110

Air
Ki blast - light         - 15
Ki blast - medium   - 15
Ki blast - strong      - 15
Ki blast - EX            - two hits - 55 each hit - 110

:-\


- head.pos and mid.pos are wrong;

- graphical errors for the Kamehameha: there are some pixels that are coloured differently and the background of the energy wave is very visible:

I'll show you with a black background too:


- I was able to link the first punch of the x,x combo 15 times in a row, maybe you could fix that.
Proof:

(Training set to Autoguard after one hit; it couldn't recover when I was attacking him)
How to fix it: lower the ground hittime (and the guard.hittime) a little.
- I was also capable of linking the first attack of the z,z,z combo more than twenty times.
How to fix this: the same way you fixed the previous bug (if you can't understand what I'm saying, lower the ground.hittime and the guard.hittime in the hitdef).
Here's the proof (and this time it's a video): http://vid1066.photobucket.com/albums/u402/GodofDeath94/mugen205.mp4

- the small portrait and several sprites have the mouth colours linked to the gi (the orange coloured clothing)

- all the attacks have the same hitspark size, it's a bit boring; I think you could make them smaller for light attacks, medium-sized hitsparks for medium attacks, bigger-sized hitsparks for stronger attacks;

- the Genkidama hitspark is misplaced;
- some frames after you shoot the Genkidama, the explod stand there above Goku's sprite, then disappears;

two Genkidamas?
- also, about the Genkidama, the hitsparks could be blue, don't you agree? But not only for that, also for the Ki blasts and the Kamehameha wave.
- Why doesn't it explode on contact with the ground or with the enemy? It doesn't need to use extra fancy effects, but at least you could add some.
- Why is it that fast to charge for Goku? I'm not saying that it has to take half an hour to become big, but at least some more seconds, maybe with some blue energy particles going toward it.
- And even this has the debug flood messages:
WARNING: PLAYER SPIRIT BOMB (64) IN STATE 3060: CHANGED TO INVALID ACTION 3110

- Another strange thing I spotted is that moving from crouching to stand very fast, there's another debug message:
WARNING: PLAYER GOKU (56) IN STATE 12: CHANGED TO INVALID ANIMELEM 4 WITHIN ACTION 12
and then another:
WARNING: PLAYER GOKU (56) IN STATE 10: CHANGED TO INVALID ANIMELEM 4 WITHIN ACTION 10

What?!?
Last Edit: April 22, 2015, 04:37:55 pm by Alex Sinigaglia
Re: Goku (Dragonball Z)
#3  April 22, 2015, 03:08:34 pm
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Spirit Bomb hitbox isn't aligned properly.
Re: Goku (Dragonball Z)
#4  April 22, 2015, 04:36:37 pm
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Yeah, you're right.
And about the CLSNs for all the character, I think they could be made better.

The forward grab acts weird at the start of the animation: it turns, then turns back, all in two frames.
Re: Goku (Dragonball Z)
#5  April 22, 2015, 10:30:46 pm
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I used a black stage and Training by Stupa. Pressing "y" will give you the data (damage, total damage etc.), pressing "z" will create the grid. You can decide if the grid and the data stays on top of the sprites or not by pressing the buttons again.

Also, if you read my post, you must have looked at the video showing the combo, right? Right?
Re: Goku (Dragonball Z)
#6  April 22, 2015, 10:37:21 pm
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I used a black stage and Training by Stupa. Pressing "y" will give you the data (damage, total damage etc.), pressing "z" will create the grid. You can decide if the grid and the data stays on top of the sprites or not by pressing the buttons again.

Also, if you read my post, you must have looked at the video showing the combo, right? Right?

yeah i deleted my post, i found the character but the text wasn't in english so i didn't think it was the same thing, but i figured it out.
Re: Goku (Dragonball Z)
#7  April 22, 2015, 10:46:55 pm
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projectile is a little too big

When christans be on thot patrol...

whores need to learn to keep their legs closed.
Re: Goku (Dragonball Z)
#8  April 22, 2015, 11:22:11 pm
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Decent creation, but needs some fixes around the edges, I think his "hadouken" move should be replaced with common ki blast or/and it is too much spam attack.
Re: Goku (Dragonball Z)
#9  April 25, 2015, 07:52:51 am
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Needs more Potential. It has it, but needs more. I like the concept thou. Good shit.
Re: Goku (Dragonball Z)
#10  June 17, 2015, 01:47:37 pm
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Goku is getting updated and more Anime/Manga characters coming in this Pots type Style of characters
Re: Goku (Dragonball Z)
#11  June 17, 2015, 06:28:35 pm
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Re: Goku (Dragonball Z)
#12  June 18, 2015, 12:21:57 am
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This will be a great char if you fix all of these problems.
I'm waiting for the final (fixed) version.
Download Gogeta V3 HERE