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Basically, the idea is, when a character accumulates enough ki, his aura becomes a permanent effect, like Ultra Instinct or kaioken.
How this could work is, once a character hits a certain threshold while charging ki, the aura doesn't dissipate when he stops. The aura could disappear if the character ki drops to 0 or if he's knocked out by a dash attack. Some characters could have permanent aura by default, like kaioken Goku.
I just want to say I have nothing but respect and admiration for you and DBDEV. You not only made a game with nearly 500 fighters, but you also made it simple enough for anyone to play AND made it fun. I always loved fighting games, but I always get overwhelmed with the controls and mechanics, but with DBDEV, I don't feel any of that. And as if it couldn't get any better, the game is about Dragon Ball, possibly my favorite show of all time. I can barely even begin to express how thankful I am for everything you let me experience.
That's all I have to say. I'm not really the type of guy to talk much, I just wanted to let you know how much I appreciate your efforts and dedication to this game, and that this game will always hold a special place in my heart.
(I would also like to humbly "apologize" if I annoyed you with any horrible ideas I suggested for you, but I only did that because I really love this game, and wish you nothing but the best of the best.)
Player: Cabba (2 hp / 2 ki)
CPU: Gogeta (GT) (5 hp / 5 ki)
Arena: Ruined City
Name: Cabba's Greatest Challenge
Description: Wanting to fight stronger foes, Cabba colects the Dragon Balls and wishes to fight the strongest man who'll ever exist. This wish causes Gogeta to appear, but not just any Gogeta... it's Super Saiyan 4 Gogeta! Despite facing overwelming power, Cabba stands on his ground determined to make his master proud.
(I know it's a dead meme at this point, but I just think it would be kinda funny)
So, this is a problem that has been bugging me out for quite a while.
This is a situation that happens to me quite often. I'm playing with a character with a rush move, I charge a lot of ki, then I go for a dash attack, I do a rush move instead, I miss, I get punished for doing a move I didn't even wanted to use in the first place, and now I'm on the other side of the arena with 0 ki, for no reason. I think you can see the problem. All of this may just be a skill issue on my end though.
This can be solved in two ways. My first suggestion is making a third button that triggers all super moves. This would help make characters more versatile, since more buttons means more moves. This however, has the downside of making the game more complex, which I'll admit, it would suck a lot. Not to mention, only a very small portion of the roster even has super moves anyways, so it wouldn't even be really that worth it in the end.
My second solution is to change how rush moves are activated. Maybe make it as if you have to choose a direction, then tap both the attack and defense button at the same time. This sounds weird on paper, but it would be a lot better than just creating a new button just for a specific mechanic that only specific characters have.
I thought it would be pretty cool if when you complete a stage on story mode, you get a rank depending on the difficulty you played it, kinda like this:
Also, each difficulty is represented by a different colored star, like this
(Blue for easy mode, red for normal, black for hard, and gollden for god)
I have a suggestion. How about in the database there's a buton below the character picture that when you press it, a message pops up telling all the character's hidden moves, habilities, and special attacks, kinda like this:
Didn't liked how it looked, so I added a few more touches, and also the timer.
I remade the healthbars to be more similar to Budokai Tenkaichi 3. It's not an exact replica, but it's close to how they look in BT3.
Also, keep in mind that this is my first time doing sprites and I also used Paint to do this, so if they look bad it's probably beacuse of that.
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