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Dragon Ball Z Supreme RPG

07-14-2004, 12:36 AM#76
-Ragnarok-
ahhh i c Wasnt the biggest fan of DBZ but it hink im remebering it now
07-14-2004, 01:22 AM#77
HexenLordX
lacrossetitans.. INCREDIBLE JOB on the kaioken. I was having problems getting it myself. That same aura can be recolored and used for SSJ and so on. You should really send that model to me later on AIM, I could use that.

As for finding the dragonballs, I'll figure something out. No, there will be more than 3 wishes. I previously stated that this will be increased to roughly ten, and they will each depend on the character you chose and how strong he is. I'm currently working on a system for that. Wishes will include unlocking players, increasing power-level, giving supplies of sensu beans, granting new abilities, leveling up abilities, and others I'm deciding on. Unlocking players will probably be a MUCH wanted wish, and only the most dedicated players will unlock the final unlockable enemies.

Dball skins and models are 100% completed and will be put in very soon. Triggers for holding all 7 will be implemented also, I'll have to find a way to save which dballs you have found along with the character. I'm currently looking at a few other maps that used similar features for different games. I'll figure something out, don't worry.

Instant transmission will be like the blink ability, where he can go anywhere he has before. Shared vision will also be implemented to allow teleporting to other units.

Few of you may have seen the original topic, but a player vs player arena will be implemented to allow dueling. I'm still gathering ideas and puttin in new features right now.

I expect the final map size to be roughly 2.5 - 3 MB. Models, skins, and a few sounds included. I'll try and tone it down by removing sounds if the file size becomes a problem. Each of the models only take up roughly 60kb, and aura and spell models take up around 20kb. Skins are larger, as Goku's body skin is roughly 100 kb. Heavy Locker will be used to compress the map size.

As for Brolly.. I'm still debating on using him. We'll just have to see what happens.

If there are any other features you can think of.. please feel free to share.
07-14-2004, 05:45 AM#78
Mystic-Ssj5Goku
maybe you should use the type of system DBZ tribute used they used dragonballs as stackable items when you get 2 they are well stacked so it says 2 in the corner and so on and a radar is an exelent idea but it doesnt have to be exact it could just show the general area like

10 9 8 7 6 5 4 3 2 1
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡1
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡2
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡3
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡4
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡5
⌡⌡⌡⌡⌡⌡⌡⌡⌡6
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡7
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡8
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡9
⌡⌡⌡⌡⌡⌡⌡⌡⌡⌡10

⌡=Area Without Dragonball
=Area With Dragonball
07-14-2004, 06:00 AM#79
Andy
yeah I reckon a dragonball finder item would be cool, and only dragonballs visible on it are gaurded by monsters an shit
07-14-2004, 06:04 AM#80
HexenLordX
Well.. I dunno about that. See, I wasn't wanting to make it possible for users to find all 7 dragonballs in the same game. The system tribute uses won't work with the save function, as you cannot save which triggers have been used or what triggers have been turned on/off as tribute does with finding dballs.

I'm thinking about using something similar to an alchemy system, where when you find two different dballs, you can combine them to be 1 dball.

Example: User has 1 Star and 2 Star Dball in Inventory
Remove items and create 1+2 Star Dballs

User has 1+2 Star Dballs and 3 Star Dball in Inventory
Remove items and create 1+2+3 Star Dballs

The 1+2 Star DBalls would be a single item representing both dragonballs.
The 1+2+3 Star Dballs would be a single item representing the first three dragonballs.

When user has all 7 it becomes an item called All Dragonballs, which is useable, and summons shenron.

I know this would require me to create about 50 items.. but what the hell, its about the best system I can think of.

This would also allow the user to grab dballs, go to another map, and not be allowed to pick up dballs of the same number of stars, as well as save the number of dballs the user has. It would probably be a slight change to the save/load code, but everything would still be simple.

As for hiding the dballs, Night of the Dead II uses a system for making items appear in random spots on the map. If I can just find out how they did this, I could use it to make dballs appear in random spots. Or I can go with my old method and make the balls dropped by enemies only, and the stronger the enemy the higher the change that the item is dropped.. but only Kid Buu would have like a 1% chance to drop a dragonball, while raditz may have only a .01% chance.
07-14-2004, 06:40 AM#81
HexenLordX
Updated screenshot from the map:

Zoom (requires log in)

Goku under the effects of Kaioken x 10.
Not too bad, eh?

This is all thanks to the wonderful animating of lacrossetitans.
Attached Images
File type: jpgAITut03.JPG (77.0 KB)
07-14-2004, 06:57 AM#82
WTFish
Very nice, but what are those strange orange pixels underneath his feet? How about when that ability is cast, you are tinted slightly red to give the full Kaioken feel. Btw does kaioken greatly increase movement & attack speed etc.??
07-14-2004, 06:59 AM#83
HexenLordX
Look at his damage.. Kaioken x 10 increases damage, movement speed, and attack speed ten fold. Kaioken adds 50%, Kaioken x 2 doubles them, and Kaioken x 5 increases them 5 fold. Super Saiyan will have similar effects, but will also have added defense and hit points.
07-14-2004, 04:07 PM#84
-Ragnarok-
to make random crap appear on the map:

iItem - Create Dragon Ball at (Random point in (Playable map area))

Also instead o making fifty items... Why don't you just make it a group thing? I mean make it so they need to use team work so no one player could possibly summon the dragon himself. Make it so when all 7 dragon balls are placed closely together on the ground the d balls will start glowing the sky will go black and shenron appears, like normally. This way you do 10X less work and all the players have to work together to summon him.

07-14-2004, 04:22 PM#85
Perfect-ChaosX
Are your models going to have a unique Stand animation for when they're powering up? It would look really stupid if Goku is powering up the Kaioken and he's just.......standing there. The stance I'm talkin' about is attached for Goku (found it earlier in the thread).
07-14-2004, 04:40 PM#86
-Ragnarok-
Quote:
Originally Posted by Kleptik_SOul
Very nice, but what are those strange orange pixels underneath his feet? How about when that ability is cast, you are tinted slightly red to give the full Kaioken feel. Btw does kaioken greatly increase movement & attack speed etc.??


YOU DONT KNOW WHAT THOSE ORANGE DOTS UNDERNEATH HIM ARE!?!?

:8 They blades of grass being lit on fire
07-14-2004, 05:16 PM#87
HexenLordX
No, team work is a pretty bad idea for finding the dballs. I'm trying to make this as close as I can to actual dbz, and you know very well that they could find the dballs and summon the dragon by themselves.

As far as a power-up animation, thats up to lacrossetitans. I use milkshape for all of my models, and for some odd reason, all of my animations make the model extremely distorted in wc3, so he uses max to animate all of the models for me (and I do tell him what I want them to look like). He's just recently finished my spirit bomb summoning and firing animations, and they have been added to goku and imported into the game. Once I get familiar with camera effects, I'll show you.
07-14-2004, 07:04 PM#88
lacrossetitans
This is what goku does when he powers up for kaio ken.
07-14-2004, 07:27 PM#89
Perfect-ChaosX
Hmmm....It looks more like he's in the Stand Ready stance than the power-up stance like in the picture I showed (You know, the Stand Ready stance for all other models in Warcraft 3 where they're currently engaged in battle but aren't attacking yet).

EDIT: Also, Hexen, have you figured out how to use cameras correctly so that you have the view you want when Shenlong is summoned?
07-14-2004, 07:29 PM#90
-Ragnarok-
Will THIS MAP Compete with TPOM in any way?!