Posted by vlad_alucard in Dragon Ball Z Buyu Retsuden Mugen Edition. (Started by vlad_alucard August 01, 2020, 01:05:43 AM
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Great Brother! you're looking great!
By the way, that super buu looks luxurious! The Final Bout intro / win pose left you 10.
I really like the style, it fills me with nostalgia, memories of hours of playing Sega xD.
In the list of possible chars, that you still do not have sheets, I saw that there is A-16, perhaps this could serve you, more than that of Super Butoden 1, it is the first version of the one that someone from DGZ did at first and then he Benhanzard improved.
I don't know if you are open to suggestions or your intention is to copy the original game as much as possible. but here I leave you some, in case you want to overcome the limitations that the mugen gives you regarding the original game.
-Some sprites are not well centered. for example in most air strikes.
-As for the gameplay, it is very close to the original game.
-It seemed to me or the physical supers, (Meteor atacks) of the original game are not programmed yet. It is a question rather than a suggestion.
-On occasions the timing to cover Ki's specials and supers is very little.
-The amount of frames of the Beam of the supers has a zero fluidity, it would not be bad to improve that. since initially the lightning appears from P1 to P2. Keep in mind that these attacks were intended for a gameplay where the screen was divided, therefore its trajectory was longer. thing that does not happen for obvious reasons in mugen, but if it is a resolution of 640x480.
My suggestion in that regard, is to consider moving to a higher resolution (1280x720), since if you put the game in full screen, the sprites stretch and it doesn't look very good to say. and incidentally add the zoom out to the stages, so that the camera is away, when the characters are distanced and so you will be getting the most out of the 1.1 engine. Given the simplicity of the stages, you can easily apply a layer to the sprites. That can give you an innovative and eye-catching plus, replacing the old screen division. What's more, it could serve to give a little more spectacular to the supers. like the camera only focusing on P1 at the moment before launching the Supers, giving it that kind of kinematics that the original game had.
-It would not be wrong to modify the scenarios a little. animate them, add sprites, etc.
for example, on the Island stage, the swell is static, or in the tournament, there is not a cloud behind.
I am not saying to change its appearance or style of drawing, but you can give more life to that style with the tools that exist today. An example of what I mean would be a comparison of the Sega Sonic 1 scenarios with the Sonic Mania. It is a terrible past and they respected the style 100.
-the same with the FX, if you add more fluids I think they would be great. or even the charge of ki.
Keep it up! we hope to see updates soon, with new chars
-I forgot to mention, there are sprites that haven't been ripped from the original game yet.
the other time playing it a bit, I saw that there were the odd movements that can serve to give a fresher air to the usual rips.
For example there is a kick by Ginew that was not seen in any other char. who performs it to finish off his Super that launches an energy ball.
among others. I would review that character well at least. and Maybe Trunks, Vegeta and Piccolo.
> It is the first time that I see that Sheet of A16 without a doubt I will use it now that I have it after some edits.
> About the aerial blows I will take the suggestion for the next release
> The Meteor Attacks most depend on Grabs to execute them and I am terrible at doing it I would love to be able to add them since they feel empty without the one for whom we know the original games.
> With the exception of the Frieza bug that I must correct, they are all lockable or avoidable if you use the air dash in the air since there is no kinematics of the super attack, I think that the time is enough at most give it a little more margin but not so much or if not they would always be blocked.
> I will take it into consideration to make it would be a system similar to the one Ryon uses in his chars. I must first learn to program it correctly.
> About the Zoom as they are not HD Stages they look bad with the zoom or at least this is what happened to me if you know of a method to avoid it I would appreciate it
> On the camera focusing only on the super launcher, I don't know how to do it without altering the background with an explod
> I prefer to keep the aesthetics of the scenarios as the original game have touch-ups but the most notable ones are the room of time where it was necessary to give it a new look and the tournament where I made the platform have its own color plus anime acurate.
> I have more sprites than there are in the characters, some that were not used because they were animations that I did differently or that were simply not necessary, such as flying ones or throwing the supers up or down. I think the only sprites that I couldn't rip yet is Piccolo's arm regeneration although it is not necessary for now I would like to have it archived in case I need it in the future. Ginyu's fire kick is different from the original doing a new sprite for her the same with Vegeta's aerial rensoku.
Another thing I want to do and I don't know how to program it is the Hyper Dimension battle of punches to add something new.