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Kaioken Attack

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Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, July 23, 2011

So I've been working for pretty much all day on this, after a quick run through from Brad on specific stuff I needed to look at, and I figured I'd try my hand at creating an aura for an attack.

More specifically, I was trying to make a "Kaioken Attack" for Goku, since I was never very fond of it being a dedicated tier...

http://www.youtube.com/watch?v=g-jpmGZZ9T8

Sorry for the laggy demo video, my laptop was throwing a fit when I recorded it...

To sum up what it does, it's an extremely short range attack(probably about 10-15 feet or so; the range still needs some tweaks to be accurate), that deals some damage to the target, knocks them back, and costs a little health to use.

nielsmillikan View user's profile Send private message

Reply with quote Saturday, July 23, 2011

erm, sorry to say but the video quality ruins it Razz

looking forward to it though Smile

Hogeta View user's profile Send private message

Reply with quote Saturday, July 23, 2011

I like the Aura! It really stretches out the move

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, July 23, 2011

I made some more tweaks to the particle setup, and decided to go with a simple screenshot this time, since Fraps isn't getting along with my laptop for some reason right now.

Figured out how to give the aura some upward movement, and tweaked some settings for it, though I'm having issues getting it to limit how far each particle travels or stretches, so as to limit the aura's height.(If the graphics lag, the particles get stretched clean across the screen, which is why in the video I posted above, it looked like a really huge aura...)

NELLO!! Mitico View user's profile Send private message

Reply with quote Saturday, July 23, 2011

wow biggest aura!!

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, July 24, 2011

Tweaked the particle settings some more, and started work on a Kamehameha version. Looks pretty good now compared to before, I just wish I could set the particle to a separate tag independent of the attack itself so it stays centered on the torso...

Either that, or I might have to just center it on the torso entirely, and setup some alphas for the flash, but that might not look as good...

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, July 24, 2011

Yeah it looks a lot better Very Happy

TRL View user's profile Send private message

Reply with quote Sunday, July 24, 2011

I think you're making it hard on yourself. If you really wanted something like that, you could make these special mêlée moves for the Kaioken state. And then put a timer on the transformation or something like that.

I do agree there should be special moves for the Kaioken but I don't agree it should not be a transformation.

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, July 24, 2011

TRL wrote : I think you're making it hard on yourself. If you really wanted something like that, you could make these special mêlée moves for the Kaioken state. And then put a timer on the transformation or something like that.

I do agree there should be special moves for the Kaioken but I don't agree it should not be a transformation.



Except that it's not a "transformation" but a "skill". You should be able to, in theory, use the Kaioken technique in any state, whether normal or Super Saiyan. Even in the series, Goku used it while transformed in the Otherworld Tournament against Paikuhan, which currently can't be done with the limitations of it as a tier.(And before someone chimes in with that absurd "but that was gooey insides, it never happened!" comment, it was in the anime, there for since this entire mod is based off the anime, it happened, so deal with it...)

It needs to be separated somehow, whether as an attack, an alternate "boost" function, or something else, I'm not sure, but it shouldn't be a standalone tier. At the very least, I can tweak some of the visuals until someone can find an alternative solution with the code.

Also, making a ton of special moves for a single tier would limit the overall number of attacks for the character, since currently you can only have I think 12 attacks (6 primary attacks, and 6 secondary fire modes). Goku already has most of these "attack slots" used up by his standard attacks, so we'd have to remove some to add a full Kaioken skill-set...

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, July 24, 2011

An Alternate boost sounds like a good idea. Very Happy

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, July 24, 2011

Dokumas wrote : An Alternate boost sounds like a good idea. Very Happy



It is an interesting idea that I would like to get added in, but I've a semi-good idea that it'd be a lot of code work to get it added in.

It would require boost specific stats, a separate aura system from the current one so the aura's settings can be set independently, new tier commands to be able to adjust the stats and "Super-Boost aura", a "true/false" flag to determine if a character can use it, and would need to adjust the controls and UI to allow the remapping of the key that would need to be pressed to activate it. It's a lot more than just a simple copy/paste job...

Seriously though, I'd like to add it, I just haven't learned enough about the source code to be able to add it myself just yet, and I doubt Brad or any of our other coders have the time to spare on it either. I'll try tinkering with some things, but I'm more likely to break something than be able to get a new boost function added successfully...

najeeb My Sir View user's profile Send private message

Reply with quote Sunday, July 24, 2011

not really shenku , a transformation is a change of state , and Kaioken is a short (some times long) transformation no matter what the case is , and the aura is not like that in the anime , its as it is as any other aura except that its a litler bigger

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, July 24, 2011

najeeb wrote : not really shenku , a transformation is a change of state , and Kaioken is a short (some times long) transformation no matter what the case is , and the aura is not like that in the anime , its as it is as any other aura except that its a litler bigger



Technically, it's both a transformation and a technique.

It's basically a technique that changes the physical matter of a person's body to super-charged energy. This is why it's so hard to sustain for more than a few moments, since it's essentially converting the physical matter of the user's body into the raw energy that provides the boost in power.

Which is why if you watch the Saiyan Saga, at the part where first Goku explains the Kaioken technique, then there's a flashback of King Kai explaining the drawbacks of using it too much, King Kai says: "But you must remember, Energy and Matter are always interchangeable; one eventually replaces the other. The awesome speed and strength you gain from a Kaioken Attack come at a price. The attack can only be used for short bursts. If you use it too long, or are in a weakened state, the energy will take over your material body to the point of its complete obliteration."

Going off the "conservation of energy theory"(Oh know! Real world science!), the energy gained in a Kaioken Attack must come from somewhere, it can't just be "created", since energy is neither created nor destroyed, only converted from one form to another. Essentially, I believe from a purely theoretical scientific point of view, Kaioken basically turns the body into a metaphorical nuclear reactor, converting, smashing, and splitting the atoms of the body into the released energy that provides that extra "kick" to Goku's attacks. Disrupt too many of the atoms in a person's body however, and the body destabilizes and explodes like a nuclear bomb.

Currently, having Kaioken as a tier makes little sense, since you can stay in it for extended periods, far longer than should be considered reasonable, given what the risks of using it should be. It should be a temporary "burst" of power, not a sustained "boost". As a tier, the only reasonable way I could see it working correctly, would be to add ridiculously huge health damage to it to make certain you don't stay in that tier for long.

However, this is problematic, since with the way the tier system is currently, you always cycle past the tier when transforming downwards, so if you decide for some reason to revert to a normal state, you end up taking a big hit to your health for the few seconds it took for the game to acknowledge that you are transforming downwards.

As for the appearance of the aura, there's two things to keep in mind. Firstly, it's important to differentiate a "Kaioken" aura from a "normal" aura, so that a player can spot that x player is using z ability, so they know that they should probably keep their distance or change tactics. And secondly, the aura was actually more "fiery" than "spikey", so it did look slightly different than standard auras.

As for its size, that varied greatly depending on the scene you view it in, but auras in general are influenced primarily by the level of power being pumped into them. More power, bigger aura.

AnTycrisT RocksTar View user's profile Send private message

Reply with quote Sunday, July 24, 2011

Shenku wrote : Tweaked the particle settings some more, and started work on a Kamehameha version. Looks pretty good now compared to before, I just wish I could set the particle to a separate tag independent of the attack itself so it stays centered on the torso...

Either that, or I might have to just center it on the torso entirely, and setup some alphas for the flash, but that might not look as good...



let me see... your idea is good man but... the progress looks... mmm... a bit different, I was working in this attack too, I will show you later a couple of pictures and one video, maybe you can take that for reference, I'm not working on that anymore because I don't want so... you can take a couple of ideas about that... anyway good idea just need a bit more work...

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, July 24, 2011

I'm not denying it needs work, in fact, I know it needs a lot.

Although, after talking with Brad a little while ago, I'm debating scrapping the current iteration of this, and trying my hand at coding in a new system to handle some of the abilities such as this that fall into that gray area where it doesn't really fit into anything specific.

Currently, I'm thinking of some kind of "skill" system that would be set in the tier files, and be customizable in the same way that phys and grfx files are currently, but I'm still tossing ideas around in my head to try and figure out what I want to do with this...

Bare in mind though, I'm new at working with the code, so it might be a while before I could get any of that working in a usable way...

What do you guys think, scrap it and make a new system for it to work properly, or try to patch together a semi-working prototype with duct tape and crazy glue?

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Sunday, July 24, 2011

Shenku wrote : I'm not denying it needs work, in fact, I know it needs a lot.

Although, after talking with Brad a little while ago, I'm debating scrapping the current iteration of this, and trying my hand at coding in a new system to handle some of the abilities such as this that fall into that gray area where it doesn't really fit into anything specific.

Currently, I'm thinking of some kind of "skill" system that would be set in the tier files, and be customizable in the same way that phys and grfx files are currently, but I'm still tossing ideas around in my head to try and figure out what I want to do with this...

Bare in mind though, I'm new at working with the code, so it might be a while before I could get any of that working in a usable way...

What do you guys think, scrap it and make a new system for it to work properly, or try to patch together a semi-working prototype with duct tape and crazy glue?


make a new system for it to work properly

nielsmillikan View user's profile Send private message

Reply with quote Sunday, July 24, 2011

My suggestion is to enjoy life! Confused

TRL View user's profile Send private message

Reply with quote Monday, July 25, 2011

nielsmillikan wrote : My suggestion is to enjoy life! Confused



Haha real helpful niels. Let's all go pick flowers and stare at the sky.

LegendarySS4 View user's profile Send private message

Reply with quote Monday, July 25, 2011

Well, I was gone for 2 weeks ( holiday at Dubai) came back and saw this which is great and AWESOME. Smile

Ninjaduck757 View user's profile Send private message

Reply with quote Thursday, August 18, 2011

couldn't you just make it so Goku looks like he's in Kaioken when you click tab

JayREEZY View user's profile Send private message

Reply with quote Thursday, August 18, 2011

Wow! It looks amazing! nice job Very Happy.

Harperchristophe View user's profile Send private message

Reply with quote Thursday, August 18, 2011

At one point he was a Super Saiyan and done a super Kaioken when he was fighting in the other world

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Thursday, August 18, 2011

Ninjaduck757 wrote : couldn't you just make it so Goku looks like he's in Kaioken when you click tab



Yes, and no.

It could be done by doing a little programming work with the code so that you can in theory swap out textures while boosting, but it would require a complete duplicate of the boost system with alternate settings for everything, else wise it is still tier specific, which is something I want to avoid.

I think the best solution(as I've mentioned in a previous post above, as well as having discussed with Brad at length) is to add a "skills" feature at some point in the future to encompass non-attack skills/abilities/techniques, with separate customizable .phys and .grfx files(or maybe some new type of file) to control them from. This would include everything from Kaioken, to Regeneration, to defensive abilities(such as Gohan's energy shield thing), to what ever other abilities skills techniques or items there were in the series that a player might want to use, and possibly some that an end user might dream up too. This is all still just a vague idea though, there's nothing specific planned yet to my knowledge.

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