[MOD] DBZ LF2 (v0.1.7)

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[MOD] DBZ LF2 (v0.1.7) Empty [MOD] DBZ LF2 (v0.1.7)

Post by bashscrazy 25th July 2014, 5:36 am

Main Features

  • Level style system. Levels boost speed, damage and defense.

    • Level 3 = 1.3x attack and defense modifier
    • Level 4 = 1.6x attack and defense modifier
    • Level 5 = 2.0x attack and defense modifier
    • Level 6 = 2.5x attack and defense modifier
    • Level 8 = 3.8x attack and defense modifier
    • Level 9 = 5.0x attack and defense modifier  


  • 9 characters

    • Vegeta (Android)---------Level 3
    • SS Vegeta (Android)------Level 4
    • Super Vegeta (Android)---Level 4 (but 1.8x attack)
    • Vegeta (Buu)-------------Level 4
    • SS Vegeta (Buu)----------Level 5
    • SS2 Vegeta (Buu)---------Level 6
    • Majin Vegeta--------------Level 6
    • Vegito--------------------Level 8
    • Super Vegito-------------Level 9


  • Each character has mediocre AI at all 4 difficulty settings


Changelog:
_

Here are the "screenshots" - Video movesets of the characters

Vegeta (Buu) - Moveset:
SS Vegeta (Buu) - Moveset:
SS2 Vegeta (Buu) - Moveset:
Majin Vegeta (Buu) - Moveset:
_

If you plan on downloading the beta, I advise against watching the Android movesets and experiencing the moves first hand for the first time!
Some of the combos in my biased opinion are truly epic!!

Vegeta (Android) - Moveset:
SS Vegeta (Android) - Moveset:
Super Vegeta (Android) - Moveset:
_

Here is the download link for v0.1.3

you can also visit my blog to "support" the project cause of the A the D to S. Naw mean?

Anyways.. enjoy!

edit: had to remove the capitalizations so I don't get fined  Laughing


Last edited by bashscrazy on 17th August 2014, 6:01 pm; edited 2 times in total
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Post by Rhino.Freak 25th July 2014, 5:46 am

Damn I really like the LEVEL system!
Its pretty much like the DP system in DBZ supersonic warriors 2 game.

But I really suggest you to add the info about character's level on his face pic as well (if you haven't alreadY)
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Post by Doflamingo 25th July 2014, 10:01 am

Wow, that is some cool moves you done. But I'm not a big fan of DB, only knew some chars like Cell or Janemba, would love to see them in future. You making greate progress! Hope when A-Engine will be out, you use it insetad of LF2 engine =) Keep it up!
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Post by A-MAN 25th July 2014, 4:37 pm

Downloading <3. Feedback coming in a while.
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Post by bashscrazy 25th July 2014, 10:45 pm

Doflamingo wrote:Wow, that is some cool moves you done. But I'm not a big fan of DB, only knew some chars like Cell or Janemba, would love to see them in future. You making greate progress! Hope when A-Engine will be out, you use it insetad of LF2 engine =) Keep it up!

You probably won't see Janemba and probably will see Cell but not for a looong time.

Yeah I would like to use the A-Engine if it's just as easy to use as LF2 and provides new features that would be relevant and good for my mod!
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Post by A-MAN 26th July 2014, 3:16 pm

Alrighht! I played.
KRILLIN IS THERE WHY YOU NO SAY THAT IN THE THREAD? I am really glad you added him though. His moveset is pretty neat. Loved how you did Taioken though XD.
-One move that that had me puzzled was DJA+J: Kirllin does 2 replicas of himself 0_o. I suppose that was a bug?
-His grab attack seems to be a bit messy with the centering.
-Kienzun is a bit weak. Consider making it chase a bit like you did with the rest of the balls. Add effect:1 to show some blood too Razz.

-I am glad you returned the AAAJJASKJDALJF(#% combos in! The new Vegetas are pretty cool as well. Majin Vegeta is wonderful; I really loved how you did that suicidal move in the game XD.

-The new skin looks amazing btw, but no music (yet?).

I am really waiting for Goku now!

Keep this up!
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Post by bashscrazy 26th July 2014, 4:27 pm

A-MAN wrote:Alrighht! I played.
KRILLIN IS THERE WHY YOU NO SAY THAT IN THE THREAD? I am really glad you added him though. His moveset is pretty neat. Loved how you did Taioken though XD.
-One move that that had me puzzled was DJA+J: Kirllin does 2 replicas of himself 0_o. I suppose that was a bug?
-His grab attack seems to be a bit messy with the centering.
-Kienzun is a bit weak. Consider making it chase a bit like you did with the rest of the balls. Add effect:1 to show some blood too Razz.

-I am glad you returned the AAAJJASKJDALJF(#% combos in! The new Vegetas are pretty cool as well. Majin Vegeta is wonderful; I really loved how you did that suicidal move in the game XD.

-The new skin looks amazing btw, but no music (yet?).

I am really waiting for Goku now!

Keep this up!

-I didn't say it in the thread because he's not an official character. Not yet anyways. I still have to resprite him cause when I originally made him, I made him way too big. What is taioken?
-nope! It's a legitimate move called multi-form. not a bug!
-what's wrong with the centering of the grab attack? I assume you mean DvJ?
-lol, did you even use destructo disc? xD it does chase and does have blood - also in terms of damage, the first and last are strong discs, the 2nd and 3rd are weak.

-yes the combos are back. and the android vegeta's combos are way too epic! If I do say so myself.

-might not add music

- you'll have to wait longer. I want to finish Namek and Saiyan saga Vegeta first cause it'll be faster! Very Happy

edit: nvm I know what taioken is now, solar flare. The way it's made will change lol. Maybe I'll change ICE effect to solar flare effect
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Post by A-MAN 27th July 2014, 11:22 am

Why don't you want to add music though???! DBZ's fighting themes are really good.
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Post by EX-MAN 27th July 2014, 3:39 pm

This mod good balanced to level system!
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Post by bashscrazy 11th August 2014, 11:08 pm


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Post by Rhino.Freak 13th August 2014, 3:30 pm

HOLY CRAP! The combos are delightful! Great job man! Very Happy

All that I can see is that the "dirty explosion" thing, the uppercut he launches on opponent, can be made better looking, it looks too stiff.
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Post by bashscrazy 14th August 2014, 4:16 am

Thanks!
And hmm, yeah, I just used Davis's D^A as a base. So I guess it seems a bit stiff. I am too lazy to change it any time soon though Razz
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Post by bashscrazy 27th August 2014, 5:22 am

Changelog Informations:


Crappy Trailer:

Download Link
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Post by Rhino.Freak 27th August 2014, 2:03 pm

Loved it Very Happy +1
Keep it up man Very Happy

Spirit Bomb is super hard to do.. Wastelands seems just fine imo, get rid of the blue/original cliff now.

Why not make spirit bomb a normal D^J or something too?
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Post by bashscrazy 27th August 2014, 3:01 pm

Rhino.Freak wrote:Loved it Very Happy +1
Keep it up man Very Happy

Spirit Bomb is super hard to do.. Wastelands seems just fine imo, get rid of the blue/original cliff now.

Why not make spirit bomb a normal D^J or something too?

Thanks ! Very Happy
Really? I find it easy to use, it just doesn't work sometimes cause it uses like 250 mp I believe. Yeah I guess it can replace the previous bg.

I actually had it as a normal D^J move and can even be used in the air when you jump like instant transmission. But I decided to get rid of it so it can't be used so often. Now it can only be used if you get a 'successful' combo.
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Post by Rhino.Freak 27th August 2014, 3:09 pm

But that's not cool man!
Imagine in stage mode of something.. you need to clear off those saibamen or whatever you'll be adding.
Then it will really be helpful to do a spirit bomb.. Just increase the MP consumption if you think people will use it lots of time.

Or ever better, make it so you can only do it when on low health.
Spoiler:
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Post by Dragon5 28th August 2014, 3:26 am

My only complaint about the character design of this game is how "Energy" moves such as Kamehameha are continuous. I was personally never a fan of moves like Firzen's cannon and derivatives that spawned from it. Their costs are balanced in this mod, but F6 matches become... different... I personally would increase the cost a little while making them probably stretch to about 3/4 of a screen.
However, when this transitions to the A-Engine, I think a clashing system similar to the Super Butoden series on the SNES would make things more interesting. If you haven't played the series, just know that mashing the energy button was how to win a clash.
Relevant part starts at 3:59.
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Post by onepiece22 28th August 2014, 11:28 am

bashscrazy i have a question for you are you going to add a flying system? and if you are when?

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Post by A-MAN 28th August 2014, 12:33 pm

A.W.E.S.OME (tired of the dots) Guko dude!!! He is your best character (best regarding the fun factor) so far after Krillen. His moves are varied, and his comboes are nice! SSJ3 I think is weaker

I disagree with what Freaky said about Genki Dama though. The current input is, in my opinion, just perfect (it was smart what you did with letting him charge where the ball is away from the screen lol). It deals a lot of damage, and hence it should take more effort and skill to do. Less HP wouldn't do either; Ki is quite easy to charge up and then once you're less on HP, you can start spamming it for a lame win.

What can I say? More Guko's- D^A like moves please! Keep this up!
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Post by bashscrazy 28th August 2014, 9:21 pm

onepiece22 wrote:bashscrazy i have a question for you are you going to add a flying system? and if you are when?

Possibly, same with melee clashing and beam struggles all when the A-Engine is released to the public with such features! Smile

@A-man; You mean move moves like SS Goku's D^A? The flash kick taken from Jack? Ultimate Gohan will probably have a lot of Melee attacks.

___________________


bug fixes for v0.1.7

-Fixed Running speeds for SS, SS2 and SS3 Goku & SS,SS2 and Majin Vegeta
-Decreased Goku's Spirit bomb damage by 40% and decreased ki consumption by 10%
-Fixed that SS3 Goku can do Kamehameha instantly by DJA J
-Fixed that Vegito's last combo attack doesn't hit
-Removed Vegeta (Buu)'s potara fusion beta move
-Fixed Super Vegito's bdy in his Big Bang Attack frames

Newly discovered bugs will be fixed in next release unless they are major

Thanks!

New Download Links
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