Cid_Highwind
Newbie
Sit your ass down in that chair and drink your goddamn TEA!
Posts: 49
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Post by Cid_Highwind on Jul 11, 2012 1:15:08 GMT -5
The simpler, the better. I hate most DB chars being released nowadays as it seems to be more about quantity than quality. I want a fighter that is flexible and doesn't take a million years to master, not some oversexed, whored-out SB/UB22 sprite edit character with a thousand filler moves. I still got my old GohanMov9 char (the one Strife programmed 10 years ago, lol). If I knew how to code I'd adjust his moves and controls.
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Post by LadyKiKi on Jul 14, 2012 20:27:34 GMT -5
It's true even I am not too interested in the DB chars released nowadays. This is purely because I don't think they emulate (then again, hardly anything does) DB style fighting. However, it's almost impossible to program something like that and still have it play with others.
For example (I hope neo don't read this haha, but no disrespect to him) he released a bunch of tiny videos on youtube of his char's moves. However looking at them I currently don't understand how those moves are supposed to make the whole game/package fun.
Regardless, the chars that has whored out SB/UB22 sprites do look decent, but at the moment those chars seem to try play like chars from King of Fighters or Street Fighter, which by your definition, takes a while to master. I too agree there.
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Cid_Highwind
Newbie
Sit your ass down in that chair and drink your goddamn TEA!
Posts: 49
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Post by Cid_Highwind on Jul 16, 2012 1:24:38 GMT -5
I definitely agree with you. I can see that there is a huge interest in trying to make DB MUGEN fighters as closely as possible to those two franchises you mentioned.
The downside of this, however, is that much of what happens during a typical fight in the Dragon Ball manga/anime (post-King Piccolo Saga) involves mostly Ki. The further the series went on, the traditional style of martial arts (punches and kicks) became an almost-obsolete style of combat when you have pretty much every new hero/villain knowing how to use energy blasts.
And because of that, I feel that there should be two buttons reserved for Ki attacks: one for fireballs and other lightweight blasts; the other for more powerful Ki blasts. I think that, in a traditional 6-button pad the two aforementioned Ki buttons could be used in the same way as having light and heavy punches and kicks.
I also don't like the super-easy combos that you can pull off just by tapping the same button over and over again. That's just lazy and doesn't allow the player to fully commit himself/herself to practicing combos and whatnot.
Having said that, I think that there should be no more than 3 feet-focused combos and 2-3 fists-focused combos *per* fighter. I know those are very small numbers in comparison to today's DB MUGEN chars, but as long as the combos/specials are very helpful and not just special effects then I am all for it.
I hope I don't sound too close-minded here or anything -- I really do love playing around with MUGEN (since I was a widdle boi). There are just some things I disagree with. A proper DB MUGEN char to me would be one that is all-killer, no-filler fun. I don't need a script to automatically teleport me when I knock an enemy up/down when I pull off a combo.
I don't know, but I just hate these showy effects where everything just looks like a total clusterfuck, haha.
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Post by LadyKiKi on Aug 7, 2012 4:59:15 GMT -5
Been busy off work, lets see if I can address some stuff:
That's true but then by the Android Saga the concept of energy preservation/fatigue was brought into play. For example, fights such as Piccolo vs Android 17 and Goku vs Cell were really quite physical for the good guys, while the bad guys had unlimited energy of course. Although the only "odd" thing was when Piccolo used his Hellzone Grenade earlier and it didn't wear him out much.
Otherwise, to create a system centered around power management, offense/defense should be interesting. Although we really need to avoid a Budokai 1 (and 2) mess here where you run out of energy stupidly fast.
Attention span wise, I think this is the way to go though. No one really wants to seriously learn a new game, or has the time to, these days. Especially a free random one they downloaded off the internet. The trick now is to strike a balance between ease of play and advanced play. Budokai 3 did a great job of this. You can hammer PPPPP or KKKKKK, or do what the advanced guys do and combo cancel to form more advanced moves and tricks.
Due to the lack of graphics I have, I had considered doing a Devil May Cry style combo system (focus is on time and directional pushes). I've not thought of it fully yet but I'm having trouble deciding how it will be fun.
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Post by Neocide on Aug 14, 2012 18:56:50 GMT -5
It's true even I am not too interested in the DB chars released nowadays. This is purely because I don't think they emulate (then again, hardly anything does) DB style fighting. However, it's almost impossible to program something like that and still have it play with others. For example (I hope neo don't read this haha, but no disrespect to him) he released a bunch of tiny videos on youtube of his char's moves. However looking at them I currently don't understand how those moves are supposed to make the whole game/package fun. I agree with you, thats why the base itself has more to it than a common base you'd see in most games, characters don't just have their own specials, if those are the videos you seen. they have stuff the base has which add to everything all together. I know how hard it is to get dbz right, and you're never going to get it totally accurate, but I feel I came close to doing something close to it and still being totally free for other styles as well. I take no offense to the comments, I welcome the criticism. Thats why I put them up, I want feedback on what I'm creating.
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Post by Pexteen on Aug 14, 2012 20:43:16 GMT -5
holy snap, I just wanted to stop in and say Hi! and Maybe I'll make some conversation in my next post!
oh and LADY KIKI! HELLO!
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Post by LadyKiKi on Aug 16, 2012 3:17:32 GMT -5
fuck fuck fuck fuck fuck fuck he's here/read it hahaha --- HELLO PEXTIN --- Even I am actually still (in fact, have been for several ... years?) of a good system. The budokai 3 system, and the games up to Burst Limit, seems to scream at me "well we were going to do all this, but screw it. lets just leave it like this". They had potential, but then just kind of stopped and released the game. I admit I've not played any of the Tenkaichi games so my opinions may seem off, but I still believe if they explored the movement/flight system of Zone of the Enders 2 then they've got the basics covered. Add a few extra buttons/features and you've got a good DBZ emulator there. But, can't program that into MUGEN -- also I'm too old/no time to learn 3D stuff nowadays. Plus, where do I even start looking for DBZ models ... unless I can rip them off Budokai 3 haha.
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Post by raitei on Aug 16, 2012 5:34:28 GMT -5
Making any decent/high grapgic game based on DBZ would make some of the US license holders put an end to your project. Especially if you plan to use actual material from the games. I presonally am quite font of the capcom/snk playstyle, although it doesn't match DBZ. But hey, you could also go for MvC, Melty Blood or any ArcSys gameplays. They go for more combo and aerial combat by mashing whatever would hit, just like DBZ Or else you could try the free flight thing they used for DBZ Legends and DBZ Sonic Warriors, but then you'd need a zoom function.
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Post by LadyKiKi on Aug 16, 2012 8:43:23 GMT -5
I disagree. True, some cases exist where high profile companies did send out a terminate C&D , but in most cases most would not see it like that. As long as you're not making money, and promoting it in a way to make it seem that official, then most companies see it as advertisement. DBZ given it's massive fanbase, and you rarely hear stories of anything relating to this, would likely not get caught.
Have a look around youtube, you'll see many many many fan based projects that can be equal or higher in quality.
However, Nintendo, Sega and Square Enix to an extent, seems to love doing this though. I know a Zelda, Sonic and Chrono Trigger game got shut down.
Besides, what I am making will never match the quality of today's things. I simply do not have the resource to make good looking things and am stuck with using existing/other people's works.
----
DBZ Legends was fun but sometimes limiting. You can only do limited actions. But it managed to squeeze a 3v3 in quite well. DBZ Super Sonic Warriors 1 (not 2, 2 was shit) got it right somewhat actually.
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Post by raitei on Aug 17, 2012 15:24:34 GMT -5
DBZ LEgends was quite fun to play. But indeed too bad for the limited actions, I guess this is what has become Sonic Warriors (without the actual 3 vs 3), right?
And I though several projects got their complaints by Atari before, even some of the Mugen projects, if I am not mistaken, the one by DGZ and several others?
I could be mistaken.
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Cid_Highwind
Newbie
Sit your ass down in that chair and drink your goddamn TEA!
Posts: 49
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Post by Cid_Highwind on Aug 18, 2012 18:03:49 GMT -5
It's great to see more faces reappearing. Brings back fond memories. I could never figure out what happened to my old account(s) on here -- were they deleted/banned? Would be nice if the staff would make the archived threads/posts public so we can go back to those old times.
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Post by Neocide on Aug 18, 2012 20:44:44 GMT -5
sadly, I don't think we can,but I'll look
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Post by Wasaby on Aug 20, 2012 8:37:37 GMT -5
I think creations that exist today are more based on video games than on the dbz anime itself. Creators just took street fighter or kof examples cause that’s something which works, a full system which is a “light in the darkness“, instead of creating something from scratch. Plus a system like that could literally handicap you char against opponents, which is the opposite of Mugen concept. It would only work in full game, super butoden 4 anyone? Pextin’s Gotenks’s ssj3 mode is very dbzish btw one of the only example I have in mind.
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Post by raitei on Aug 27, 2012 14:29:53 GMT -5
Btw, how is Wasaby doing? It's been so long!
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Post by LadyKiKi on Oct 31, 2012 9:56:12 GMT -5
So what do you all think of a game using shit looking sprites but has good gameplay? haha
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