Jump to content

BoyBoyz

Author
  • Posts

    225
  • Joined

  • Last visited

Everything posted by BoyBoyz

  1. Updated with a new Chest Fireball move and other fixes: Overpowered version does 220 damage, toned down does 120 damage. For ease, just go to the folder to download the version that you like: https://www.mediafire.com/folder/5gsem6412qcw4
  2. As some have mentioned, he deals too much damage. I have made a toned down version here: https://www.mediafire.com/?qz4rqsft31e7xx7 The max damage that the toned down version does is ~460, with 2 power bars. Of course, the overpowered version still remains in the link in the first post, for those who like to rampage once in a while like the most powerful Saiyan. EDIT: A couple of things were fixed also. The intro's black bgpalfx would sometimes go off if other characters intruded with their own bgpalfx. I fixed that. Many other fixes too!
  3. This is quite a good edit! Well, it's KOFM after all.
  4. The budokai move does about 1000 damage, so it might OHKO. The damages are easy to tweak, gameplay is what Im concerned with here. ^_^
  5. LOL what a weird request. Dont think I'll be doing that but, all his quotes can be found in the movie and they are subtitled!
  6. Yup! All thanks to Ploaj for this release toO!
  7. Some good feedback led to an update: - Why do every sprite have different palettes? No idea! - Easy double KO is Broly (1p) and Broly (2p) do "c" (barrier) together at close range and stand. I can't fix this, it's a bug with the mechanics of the shield. Any suggestions would be welcome! - D,B,y feels very sluggish in looks. It stays still for a little while when it immediately slams the enemy. Maybe a slow-motion movement would give the move a bit more impact, followed by the slamming pose remaining there for a second. I took this from the extreme butoden version. The style is almost exactly the same! - QCFx2 + z should use different attacks, not just one punch and one kick. Done. 4 Punches in mid air, ground punch up, then kick launch! - QCFx2 + c looks odd, it's like the energy balls fall down like snowflakes instead of coming from Broly himself. It's too... "quiet". Added envshake! Thanks, I didn't notice the 'quietness' until you pointed it out. - Broly can dash infinitely in air. Not gona fix this. - debug flood if Broly dashes against another Broly with the barrier activated; the debug message is this: WARNING: PLAYER BROLY IN STATE 100: CHANGED TO INVALID ANIMELEM 6 WITHIN ACTION 100 If you look at the state 100 there are other ChangeAnims with values like 3, 4, 5, 6; if you delete them the debug message will go away; Fixed - however there is another problem: when Broly "runs" forward while the p2 Broly has the barrier, p1 Broly, keeps changing animation elements automatically (1 and 2); it's because of the HitOverrides. Fixed by added a triggerall = (p2name != "Broly" || p4name != "Broly") && enemy, numhelper(951) = 0. Hope this doesnt clash with other characters who have numhelper(951). - D,F,y has a misplaced dust effect in the upper left side of the screen. And it's because of the bindtime = 0, which should be 1 like you said. Fixed. - Same for D,B, a. Fixed for air version. Ground version I don't see any potential issue.
  8. There was a bug with his commands. Now the super (DFDF+z. see pic below) should be able to be done without conflict with the counter special. Either redownload or download this .cmd fix if you have the original version already: https://www.mediafire.com/?tgcionbfiatlhs0 - cmd fix to be applied to original file (if its the first time downloading the original file, then u don't need this)
  9. https://www.mediafire.com/?nj7cy40c855o3cu - Overpowered + toned down in one pack! Toned down version updated! https://youtu.be/sboIQ8AJmqU The full change to extreme butoden sprites comes with certain losses: the old Broly had a finger pointing sprite, kicking sprite, running sprites, and custom teleport animations. Nevertheless, this new one has more moves, and is better looking. He has 2 intros, 4 win poses. Be sure to check out the entirely new intro I made! He also has a custom intro against Goku and Vegeta characters. I feel he can still become better. I am sure that there are better effects out there, thus if anyone wishes to contribute to make this Broly better in terms of appearance, gameplay, or bugfixes, then please let me know here. Movelist is in the character folder, but either way: Broly has lots of projectile invulnerability as well as hitoverride. Can't possibly specify all here. Find out yourself! Normal Moves: 1. F+x (guard high) 2. F+a (invincible startup) Special Moves: 1. DF+x (can do 3 times in a row) 2. DF+x in air (diagonally down fireball) 3. DF+b in air (unblockable explosion pillar) 4. DB+x (unblockable hit at 4 animelem. If that doesn't hit, will launch a fast-speed projectile. Signature move.) 5. DF+y (has projectile autoguard) 6. DB+b (air version of the above chest fireball dash) 7. DF+z (counters physical hits only. Can negate but not counter projectiles. Press z and he will pose and end anim after animtime = 0. But hold Z and he will unleash the counter even without countering. Hold z for 20 ticks and release, to release the hit faster.) 8. DB+a (invulnerable to projectiles. Unblockable grab. Can be done in air.) 9. DF+a (air stomp. Can be done 2 more times in succession, afterwhich p2 cannot be hit anymore while on ground.) 10. DF+a (if done in air, this is a stationary unblockable grab.) 11. DB+y (Broly dashes, grabs, and flings enemy to the edge of screen with wallbounce.) 12. DB+a (air version of the dash grab 13. DF+b (unblockable close fireball) 14. DB+b (unblockable leap grab and kick. Signature move) 15. press c (activates shield, which lasts for a while. While active, cannot use super moves. Can press c to deactivate. Can be done in air.) 16. any direction + y (teleport. Can also teleport after certain normal hits connect) 17. DB+z (Homing chest fireball. Can be done in air) Super Moves: 1. DFDF+x (signature fireball move 1. Homing fireball) 2. DFDF+y (signature fireball move 2. Homing also. Explodes when contact with anything, even ground.) 3. DBDB+b (Super dash grab. Can be done in air. Will knock down with low damage when guarded. Press direction up or down to make him fly up or downward to grab the enemy.) 4. DFDF+a (Siganture move. Broly walks forward, and if hit, does a grab + punch. counters all moves.) 5. DFDF+z (unblockable dash + combo. need 2 power bars. Note that if you miss the dash, he will turn around and fire lots of projectiles at enemy.) 6. DFDF+c (unblockable, one hit KO signature move - but does not do any damage for some reason to some characters) 7. DDD+y (can deactivate and activate again. Drains mana while active, and cannot use special/super moves. While active, allows you to chain combo from any normal move, and increases damage of normal moves.)
  10. The new extreme butoden+ custom gameplay broly shd be out by end of next week. Im left with making 2 moves, ironing out other moves, win lose taunt animations, and gethit states/sprites. Too epic.. Am enjoying making him
  11. Yes i can go further. Im trembling with excitement with each new move i make because the new sprites offer SO MUCH more versatility to broly. He is going to be even more epic than before. This will be carnage.
  12. the new sprites are so epic. Im making progress compiling the sff!
  13. Yes, It's going to take a while, but IM GONA MAKE IT. Standing and walking poses done already. The new sprites are so BEAST that I can't resist making it... gona stall off the other projects for now.
  14. OMG I didn't realise there are much better broly sprites here: http://www.spriters-resource.com/fullview/67279/ SIGH. I might remake him...
  15. To clarify, the full 26mb file does not contain the new patch above. The full 26mb file works in both mugen 1.0 and mugen 1.1, and does not contain the win background update. The new patch makes saiki only playable in 1.1, but enables the winbackground. This patch is the 30kb file in this link: https://www.mediafire.com/?zd53eaxr4igv12d. You're supposed to patch this onto the full 26mb file to achieve the intended update. I post this because I found people downloaded the full file without the patch, and I'm guessing they thought the update is included in that full file. Thus, I am clarifying that it isn't.
  16. Capone's transformation explosion is unnecessary. In the original kofxIII game there wasnt even any explosion. My saiki already has a dark flame version (though incomplete) by pressing start while selecting him. I could code the AI to throw the rock in the next update xD
  17. The win background has been enabled for mugen 1.1 only. The explod position bugs have been fixed so 1.1 only version only is working now. Download the mugen 1.1 patch and apply it onto the main folder of the mugen 1.0 + 1.1 full version - https://www.mediafire.com/?zd53eaxr4igv12d Patching this means that Saiki can only be played in mugen 1.1b.
  18. Needs some work on the missing sprites. He walks a bit too fast and evades a bit too far a distance.
  19. This new intro has been added for mugen 1.0 and 1.1: He randoms between 2 intros for normal mode, and only 1 intro for his dark flame mode. http://www.mediafire.com/download/tdq1csu469x64xc/Boss_Saiki_Mugen_1.1_23-6-2015.rar - If you think you find any bugs, just redownload, it'll probably be fixed.
  20. The AI is already very strong, and reads players commands. Saiki is more of a counter hero than aggressive hero
  21. New minor update for those who really mind the small details Air fireball (1077) changestate into 1088 triggered now by : trigger1 = numtarget && p2stateno = [5000,5999] trigger2 = numtarget && p2stateno = 811 || p2stateno = 812 || p2stateno = 819 || p2stateno = 822 || p2stateno = 823 || p2stateno = 824 || p2stateno = 825 instead of movehit = 1 && p2movetype = H. If i have time i might add the hyper gauge bar, and win background (that doesnt lag)
  22. Lol that psychopath kyo so good, a must have. Anyway, that saiki had its AI modified by someone else xD
  23. You're welcome! The more accurate the better ^_^
×
×
  • Create New...