Mugen: Balthazar's Work (fangaming)

Any general discussion regarding fan-created works of the Dragon Ball franchise, including AMVs, fan-art, fan-fiction, etc.
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Re: Mugen: Balthazar's Work (fangaming)

Post by TRL » Mon Jan 30, 2012 6:20 pm

Rukura wrote:You totally should, man. That Freeza looks gorgeous.
I played around with it some more. :)

It's the middle one that really makes me think of hyper dimension. And if you cover up the other versions with your hand each version still looks like a regular frieza.

Image

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Re: Mugen: Balthazar's Work (fangaming)

Post by Metalwario64 » Tue Jan 31, 2012 12:35 am

Oh man, I love this! I remember using Mugen years ago back in the very early 2000's. Really brings back memories. I remember renting Ultimate Battle 22 just to rip all of Super Saiyan 3 Goku's animations to make my own Mugen character with his sprites. Really miss those days.

I've heard that the Mugen community has gone to complete crap over the years though, and that 90% of all characters made these days are overpowered "god" versions of characters such as Ryu and Ken, and the balance just isn't there (though I'd argue that you could find the right characters and tweak them to balance your games on your own, which is what I did back in the day when I needed to). Great to see some people actually still putting forth effort and trying to make good characters with original animation. Most of these look really nice.

On a slightly different note, I'm curious why some of those Vegeta sprites have a light blue undershirt. Are those alternate palettes?
"Kenshi is sitting down right now drawing his mutated spaghetti monsters thinking he's the shit..."--Neptune Kai
"90% of you here don't even know what you're talking about (there are a few that do). But the things you say about these releases are nonsense and just plain dumb. Like you Metalwario64"--final_flash

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Re: Mugen: Balthazar's Work (fangaming)

Post by Iced » Tue Jan 31, 2012 11:19 am

Hi, Metalwario, most of the God mode community nowadays remains in youtube, sharing videos of characters that demolish each others with one button press, you can find a lot of good balanced stuff by following places like the guild.

The vegeta undershirt is palette separation, in videogames a character has his original sprites and palettes that state what each colour will be in game.

This image is a good example of proper palette separation

Image
You see that namor there? Depending on the separation on the original sprite, applied palettes can simulate other forms of clothing. You also noticed that vegeta has yellow hair on those frames with the blue sleeves, that is there so that his hair can be made black in the final version. You can only subtract detail with palettes, not add it, so the original frame must have as much information as possible.

In the same vein
if you have ken, you are limited to changing colours around those that are separated
Image

if you wanted to give him different coloured pants in some palettes, you would have to manually edit every sprite to have different coloured pants, like this
Image
and then in game to give him the all red costume, you would have the palette indicate what parts were red and what parts werent.

During game building you would never recolour manually a sprite, so an official game wont have like ten full spritesets with different colours inside, instead it will have one spriteset that is then mathematically recoloured using palettes.

I've tried to make it as simple as I could, but if you are still confused about it, I can try to give more examples, perhaps.


Oh, and vegeta has his arms separated so that later on, if they decide to, its easier to edit his armored costume.
Image

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Re: Mugen: Balthazar's Work (fangaming)

Post by Iced » Fri Feb 03, 2012 9:05 pm

Image

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Fri Feb 03, 2012 9:29 pm

Vegeta sure looks happy.

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Re: Mugen: Balthazar's Work (fangaming)

Post by Piccolo Daimao » Sat Feb 04, 2012 3:23 pm

It reminds me of the "lulz" face.

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Holden Caulfield in [b][i]The Catcher in the Rye[/i][/b] wrote:I hope to hell when I do die somebody has sense enough to just dump me in the river or something. Anything except sticking me in a goddam cemetery. People coming and putting a bunch of flowers on your stomach on Sunday, and all that crap. Who wants flowers when you're dead? Nobody.

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Re: Mugen: Balthazar's Work (fangaming)

Post by dario03 » Mon Feb 06, 2012 9:27 am

Iced wrote:Vegeta and Gohan will have similar systems, it will allow for some nice cinematic moves without the common thing to many fangames where the characters end up too overpowered.

Bonus:
Image
Image
Hopefully they end up making these DBZ characters closely balanced. I remember playing Mugen waaaaayyyyyyyy back in the day (probably shortly after it came out) and the one I was playing actually had mostly DBZ characters but some were just much better than others. I remember for some reason Jeice had a move he could spam all day long that was a solid beam that lasted about 10 seconds and would take something like 3/4 of your health if unblocked and 1/4 if blocked.

And that Vegeta vs Goku sprite is awesome!

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Re: Mugen: Balthazar's Work (fangaming)

Post by Iced » Fri Feb 10, 2012 1:22 pm


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Re: Mugen: Balthazar's Work (fangaming)

Post by dario03 » Fri Feb 10, 2012 9:02 pm

Is it ok to use some of this stuff for a avatar?

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Re: Mugen: Balthazar's Work (fangaming)

Post by Iced » Fri Feb 10, 2012 10:33 pm

Ofcourse. If you want Balth to do something for you specifically he takes comissions too.

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Re: Mugen: Balthazar's Work (fangaming)

Post by Iced » Fri Feb 17, 2012 2:56 pm

Image
New stuff is up

( •_•)

( •_•)>⌐■-■

(⌐■_■)

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Wed Apr 11, 2012 1:01 pm

So since the forum was down ya'll missed the April Fool's update:

Image

Mr. Satan joins the fight!

He is a bit hard to play being so weak, his attacks barely do any damage. However! He naturally dodges nearly every attack. This means that if you're good, you can win a fight, it'll just take a long time. He's funny and accurate, has most of his attacks anyway.

If you team Goku with him, Goku will have his Genkidama bar at maximum all the time. You have to update Goku for this to work.

Some videos of Satan in action:
Satan vs Satan.
Goku and Satan team up.

You can find additional info and download links on the teams home page.

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Re: Mugen: Balthazar's Work (fangaming)

Post by TRL » Wed Apr 11, 2012 11:31 pm

That's major kickass!

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Fri Apr 13, 2012 5:56 pm

Vegeta gets some new moves:
http://www.youtube.com/watch?v=Hhdz5ykFNNw

Last release (April 1st 2011) he was nothing more than a punching bag. He is not released yet, these are just tests.

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Re: Mugen: Balthazar's Work (fangaming)

Post by Metalwario64 » Fri Apr 13, 2012 6:28 pm

These are coming along great!

I'm feeling inspired to perhaps go back to Mugen one of these days and try to make a character...
"Kenshi is sitting down right now drawing his mutated spaghetti monsters thinking he's the shit..."--Neptune Kai
"90% of you here don't even know what you're talking about (there are a few that do). But the things you say about these releases are nonsense and just plain dumb. Like you Metalwario64"--final_flash

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Fri Apr 13, 2012 6:50 pm

I hope this will one day get a whole personalized pack, with menus, sounds, music, stages, etc.

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Mon Dec 17, 2012 8:27 pm

Some nice grave digging in order to give you guys some updates.

So Vegeta has been released, Goku has been updated, Super Saiyan Goku and Majin Vegeta are on the works.
Here's the website with all the info you need and download links:
http://network.mugenguild.com/balthazar/chars.html

People are now working on some stages to go with the characters: Link.
There's a desert stage with Yajirobe on the back, a sandstorm one, a Namek stage and the ROSAT is being worked on.
All the stages have moving sprites and stuff, it looks really good so far in my opinion.
Last edited by DNA on Sat Jan 19, 2013 9:35 am, edited 1 time in total.

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Re: Mugen: Balthazar's Work (fangaming)

Post by TRL » Tue Dec 18, 2012 9:45 am

Makes me wonder why people aren't responding to these. His characters are top class. And together with that Hyperbolic time chamber stage they could make one hell of a game with just 2 characters and a stage. I think they'll need to because people just don't know how to install mugen characters anymore.

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Re: Mugen: Balthazar's Work (fangaming)

Post by DNA » Tue Dec 18, 2012 10:10 am

There are already three characters and three stages, with two more characters and one more stage being worked on. Plus many other things that are still in the brainstorm phase. Freeza might be next.

Iced informed me they're going for distinct battle styles, so I suggested Dabra, he told me he's not popular enough though. I also suggested an ice stage with Hacchan, Muscle Tower, yadda yadda. Was told the guy has enough on his plate already. Oh well.

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Re: Mugen: Balthazar's Work (fangaming)

Post by TRL » Tue Dec 18, 2012 10:18 am

Well just Vegeta and Goku would be enough for me. Think about the time needed to master these characters! And that's when the fun starts. If they're thinking about a next character to do that has unique moves I would go with either Piccolo or Buu. But you won't see me nagging for more characters I know how much work goes into just the one great character. Mugen used to be just ripped sprites with not real inventive combos. This is a godsent blessing in comparison. These characters rival Super dbz's or supersonic warrior's. It's what I always wanted from a dbz fighting game. A few very well made highly unique playing characters. Basically the opposite of the budokai and bt series.

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