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BoyBoyz

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Everything posted by BoyBoyz

  1. Solid combos, very fluent. U could try the voices from goku deus (jap voice) . Needs more signature ssgss moves like warp kamehameha. Could also try sourcing for a flaming aura instead of th pointy charging ki aura. I found a nice aura belonging to the character 'Accelerator'; quite fitting for ssgss, though still with pointy edges
  2. Lol yea, ditto is the secret boss after swalot. Heck, Ima make this dude anyway he looks like some elder pokemon with those whiskers LOL
  3. Yes which is why I wana make him. But I don't have his voices/sounds :/
  4. Anyone interested to see the final boss of Pokemon Type Wild? I'm considering making him and here is the standing stance already:
  5. Added a little tweak: Normal Mode 1. Each regular teleport (direction+y) costs 50 ki now. 2. Each hit cancel into teleport can only be done at 400 ki. Boss Mode 1. Each regular teleport (direction+y) still does not cost any ki.2. Each hit cancel into teleport can only be done at 400 ki. Also changed the command for air chest fireball dash & air dash grab into: 1. DB+x (dash grab air) 2. DB+b (chest fireball dash air) To make the performing of diagonal teleport in air easier EDIT: I've did some testing, and updated Normal Broly's ki gain to 2, instead of 1 (Boss Broly is at 4). This is because he's often dishing out damage and using the ki shield or teleporting, all of which consume ki, such that he doesn't even have time to regen any ki before the enemy is dead. You gain ki by not attacking. You even gain ki when getting hit.
  6. Lol i tested it. It's quite beta. Yours looks better Ryon. Also, are you gona make Japanese voice or English? Really hoping for Jap...
  7. Aizen fans rejoice, for I came across a very nice sword slash effect that slices the screen in two, revealing the mid portion. Had to use it on Aizen immediately! (DBDB+z). His (DFDF+z) now has the initial screencrack happen halfway in the move, where p2 kneels for the first time due to all the pressure. Hard to describe really. Test it out yourselves!
  8. LOL! thanks! I just want good characters so I'm always updating.
  9. Due to a few reasonable requests, Broly's air dash (state 116) is now not infinite. He lands after 60 ticks of holding forward in the air. For those who know how to code characters, just add trigger 3 to this changestate in statedef 116 in common1.cns: [State 116, 4] type = ChangeState trigger1 = time > 8 trigger1 = command != "holdfwd" trigger2 = animtime = 0 trigger3 = time > 60 trigger3 = command = "holdfwd" value = 117 For those who don't, re-download the whole file pls haha. https://www.mediafire.com/?nj7cy40c855o3cu
  10. Was messing around and accidentally created a bug - standing punch (button B) has no sound or rock explosion when p2 hits the wall. This has been reversed. For those who downloaded while the bug was up, sorry lol. The non- bugged version now has the word "Final" in the filename.
  11. hahaha.I wanted to use Lord Broly Destroyer (Beerus copy), but no space... only 12 pals :( Tough choices with so many good palettes!
  12. Fixed the palette issue. The 17 July Broly has 48 palettes (including the original one) !!!! My main selections for the character itself are: pal1 = Palettes/Broly.act ;Palettes (can have up to 12) pal2 = Palettes/QuickFist/QuickFist-Movie 10.act pal3 = Palettes/QuickFist/QuickFist-SSgSS Goku.act pal4 = Palettes/Alther/Alther_DeepDramatic.act pal5 = Palettes/ZombieBrock/Tuffel Takeover.act pal6 = Palettes/ZombieBrock/Demigra.act pal7 = Palettes/Flowrellik/Magaki.act pal8 = Palettes/Flowrellik/Orochi.act pal9 = Palettes/Flowrellik/Mukai.act pal10 = Palettes/QuickFist/QuickFist-4th Raikage.act pal11 = Palettes/Flowrellik/Berserker.act pal12 = Palettes/Flowrellik/Oni.act
  13. Update: 1. Now Aizen will centralize himself for his super Reiatsu Crush (DFDF+z), so that the background portrait doesn't look off in bigger stages (not gona do so for the other moves). The ending screen crack sfx is different and has an additional sound to it. 2. Aizen's normal portrait 9000,1 has been downsized to match the increased localcoord, so it doesn't look oversized.
  14. I'm trying to learn how to implement some palettes, but Broly turns out Pink/purple, even with the latest ones just put up. Any idea what's wrong or what I'm doing wrongly?
  15. These are excellent, but one problem is that certain explods lose the colour or are not there anymore. Ive fixed 4-5 of these missing sprite problems! Separately, I've uploaded the new broly with 12 new palettes and fixes to Dan's .SFF patch. These 12 palettes are selected by me, but all the other palettes posted as files so far are in the "Palettes" folder. Enjoy! And thanks to the palette makers! Now All that's left are Flowrellik's 4 new SNK Bosses palettes! Normal Broly also starts with 0 Ki instead of 3000 now.
  16. Halved intro time. Intro now starts from where he starts to glow, lasting only 2000 ticks as compared to 4000 before. As a result of the reduced sound length, file size is now 38mb instead of 43mb.
  17. The bug was, since i combined 2-in-1, I failed to update the Boss version with the updates made in toned down version, hence the boss version had some weird things going on with some moves. This has been fixed. Boss version gains a few more nothitbys (that I feel are necessary to be bossy), and normal version is quite nerfed already. Sorry for the delay. Enjoy the stable version. You guys probably already know, but for those who dont, you can select both versions of broly by using this in the select.def: BrolyNormal/BrolyNormal.def BrolyNormal/BrolyBoss.def Will look to MAYBE reduce the transformation intro time.
  18. Major bug with the boss version. I have removed the file till im back from work to reupload again
  19. I have no idea how to go about fixing that. I'm a palette noob. Please help me fix the palette issue using the new updated file with the following updates: I have totally nerfed Broly's toned down version. He loses almost all his projectile invulnerability and nothitbys. Only some signature normal moves (eg, uppercut) have 1 frame of invul startup. The special moves have selective nothitbys, for eg, the stomp move has some invul when floating up. His fullscreen super only has invulnerability after 10 ticks, meaning u can hit him out of it at the start (before he finishes saying ki ga takamaru). His DFDF+x and DFDF+y supers have nothitbys reduced. Only the super dash (DBDB+b) and super combo (DFDF+z) still remain fully invulnerable as they are very easy to spot and dodge. Many more nerfs/fixes. And, I have combined both OP and toned down version in one file. Just change the character name in select.def (BrolyBoss or BrolyNormal) and folder name accordingly and the displayname in the select screen will reflect Broly B (boss) or Broly N (normal). If he still needs to be nerfed further, let me know your suggestions. Enjoy! EDIT: I just added more nerfs in. his ki regen rate is 1/4 of what it was, using shield costs 150 power, hp = 1000 and def 120, etc. reuploading.
  20. I think he put more effort into drawing the missing sprites. if he had more time probably this wouldnt happen.
  21. Good suggestion. Ill work on it later when im home from work
  22. Those raised arm sprites, you made them yourself? Most of the animations I see in this character arent even in the spritesheet, which is a good thing if you made them. I love digimon too but this can be improved.
  23. Finally someone who likes OP versions. Precisely, I made Broly and Aizen OP because there are so many OP characters out there and I need to match up with them. Nevertheless, it's great keeping a roster of normal characters for normalized battles and so I recognize the need for a toned down version, which can't 1-hit kill anyone at the start of the battle anymore. The toned down version will hopefully have more reduced i-frames soon.
  24. hahaha anything that is in that folder is the latest. The modified date is because I sometimes update them but fail to change the filenames. Very minor updates that aren't worth mentioning.
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