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Author Topic: DBZ Legacy of Goku II  (Read 11417 times)

Tailo

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DBZ Legacy of Goku II
« on: April 03, 2020, 07:19:09 pm »
Hello, I am working on a project that includes the saga of "The Legacy of Goku", in addition to "DBGT: Transformation". This time I come to tell you about TLoGII.

I am using the EUR version respecting all five languages. As for the text, I have not done much beyond correcting some errata as we can see in the following image.


Also to say, that it has scenes that I have prolonged and added new dialogue, which will also be available in the five languages.
The real reason I started this hackrom was because I didn't like seeing Gohan without the Gi that Piccolo gives him. Once I learned how to modify the sprites, I changed Gohan's outfit and improved, in my opinion, the design of the SSJ2. From there, I began to make changes to the characters' clothing at certain moments in history.


As you can see, I have also added new portraits. Some I have changed for those of the International version, and others I have adapted to the character.

Taking advantage of the Buu's Fury transformation aura sprites, I have added them to this game, in which the characters will also transform with a different posture depending on their orientation. When they transform into Supersaiyajin for screenplay reasons, I've added the sound the game uses when a character takes off and flies. It is quite original. Unfortunately, I haven't managed to add this sound to the transformation during gameplay.

« Last Edit: April 08, 2020, 08:07:38 pm by Tailo »

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #1 on: April 04, 2020, 10:24:33 am »
Nice work, this is a great little game. I actually just made a small rebalance mod for this game that I should release.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #2 on: April 04, 2020, 01:54:55 pm »
Nice work, this is a great little game. I actually just made a small rebalance mod for this game that I should release.

Thank you. You mean did you modify the STATS of the characters? I had thought about uploading the STATs of the villains x1.5, since uploading them twice seems too much.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #3 on: April 04, 2020, 04:39:25 pm »
Fixed the level requirements after lv 30 to be significantly less grindy.

Made it so the Gohan starts as the weakest character and only passes the others at around level 40

Started all characters with much higher Ki so the can use their super saiyan and special moves much more liberally.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #4 on: April 04, 2020, 05:45:00 pm »
Fixed the level requirements after lv 30 to be significantly less grindy.

Made it so the Gohan starts as the weakest character and only passes the others at around level 40

Started all characters with much higher Ki so the can use their super saiyan and special moves much more liberally.

Great!, I'll wait for your mod.

Granville

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Re: DBZ Legacy of Goku II
« Reply #5 on: April 06, 2020, 12:03:49 am »
Interesting that someone is working on this game! It's a nice little gem, if a bit rough. Shame the horrible first game wasn't made with the quality of the sequels, sadly no fixing that one. Love the upgraded SS aura!

Not sure if you're taking suggestions, but I have a question. Not sure who to direct this at. Can you remove the character level gates outright except for the secret level 50 areas? It would be cool not having grinding forced on the player if they don't want to do it. This would be a way for skilled players to set their own level of challenge and even make low level runs possibly without actually making a hardtype hack.

There are some much nicer looking HUD and text box frames in Buu's Fury as well. Not sure if importing them is possibly however.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #6 on: April 06, 2020, 06:59:49 am »
Interesting that someone is working on this game! It's a nice little gem, if a bit rough. Shame the horrible first game wasn't made with the quality of the sequels, sadly no fixing that one. Love the upgraded SS aura!

Not sure if you're taking suggestions, but I have a question. Not sure who to direct this at. Can you remove the character level gates outright except for the secret level 50 areas? It would be cool not having grinding forced on the player if they don't want to do it. This would be a way for skilled players to set their own level of challenge and even make low level runs possibly without actually making a hardtype hack.

There are some much nicer looking HUD and text box frames in Buu's Fury as well. Not sure if importing them is possibly however.

Thanks for comment. As for the first The Legacy of Goku, I am also working on it, although at the moment only in the visual section where I have changed the Goku sprites for those of the Buu's Fury, I am modifying the portraits to 64x64, cutscenes with some better resolution, etc. The dialogues are also being modified since at least in Spanish they leave a lot to be desired. I can upload images if you want.

As for the level gates, I think I could eliminate them, but it would mean modifying a lot of code since they trigger events and would have to be modified, just like the cinematics, since they are designed for a certain character to activate them. I think a quicker solution would be to try removing the level requirement or lowering it.

I also thought about increasing the difficulty, increasing the STATS of the enemies by 1.5, but I will see this later. Right now I am working on the main characters and their transformations, to which I am trying to add more. I have also managed to unlock Gohan's SSJ2 transformation and make it waste energy, so it would return to its base state, and its stats are not raised to the maximum, but it has certain drawbacks that leaves me few options to solve it.

Of course I am open to suggestions and ideas. The dialog box could be modified without problems, but I am at least more in favor of respecting the art of the game in this sense. I could copy the code from the Buu's Fury text box, but I think I would have problems with the color palette since they are not the same ... In addition, all the portraits of the game would also have to be modified to have the same frame. If you want I can do a test to see how it is.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #7 on: April 06, 2020, 07:57:01 am »
Are you saying that with your mod that you'll be able to keep super saiyan 2 after beating the game? That would be so awesome.

The only thing is I wouldn't reduce its bonus, max stats isn't that much higher than a regular super saiyan at max level. Plus you've already beaten the game at this point.

Glad to see you're also working on the first game, the thing it needs the absolute most is 2 and 3s melee combat system.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #8 on: April 06, 2020, 08:37:55 am »
Are you saying that with your mod that you'll be able to keep super saiyan 2 after beating the game? That would be so awesome.

The only thing is I wouldn't reduce its bonus, max stats isn't that much higher than a regular super saiyan at max level. Plus you've already beaten the game at this point.

Glad to see you're also working on the first game, the thing it needs the absolute most is 2 and 3s melee combat system.

Yes, I can make Gohan SSJ transform into SSJ2 and it return to its normal state, and not only that, I can also activate the transformation of Super Vegeta and Super TRunks. His STATS (STR, POW, END) get 100%, while the SSJ increases these parameters by 10 points or promoted SSJ, increases 15-10-15 respectively. To be able to implement SSJ2 correctly I still have to study the case further.

As for the Legacy of Goku 1, mp I think that it will make many changes apart from the aesthetic ones, since it is real, as we know, the game is bad, I do it mainly out of nostalgia, but I think that improving its combat system and other things that you need it, it would be easier to try to make a MOD in the Legacy of Goku.

Throughout the day I will upload some catches.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #9 on: April 06, 2020, 11:42:04 am »
Maybe +20 instead? Just so it feels stronger than regular SS



Either way I'm gonna play this cause it looks awesome.

We're you interested in my patch I can send it too you and if you want you can include it in your hack.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #10 on: April 06, 2020, 02:46:24 pm »
Maybe +20 instead? Just so it feels stronger than regular SS



Either way I'm gonna play this cause it looks awesome.

We're you interested in my patch I can send it too you and if you want you can include it in your hack.

Thank you, when the time comes we will talk about it.
As for the SSJ2 Stats increase, I must first find out the code that does this to be able to modify it, otherwise, I am afraid that I will be able to give it an increase similar to that of Supertrunks or Supervegeta, that is + 15, + 10, + 15.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #11 on: April 06, 2020, 03:31:34 pm »
Cool, I'm going to be following this project closely.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #12 on: April 08, 2020, 08:09:45 pm »
Added Super Trunks and Super Vegeta. They did not modify their sprites, they only reduced their speed to simulate the problem that these characters had with speed.



Finished the Cell Games (in principle) where I have done several things, such as adding Tien and Yamcha to the stage, Goku and Gohan will appear in SSJ, and I have modified the final kame so that Goku appears with more earthy color tones so that look like a spirit next to Gohan. In mechanics, I've had Cell create four Cells Jr. instead of three and we can control Goku one last time to fight one of them.
Lastly, Goku will now take Cell transformed into an SSJ and preparing the Shukan Idoo, unlike before that only disappeared in base state.




Ahora Gohan aparecerá en su forma base para posteriormente transformarse en SSJ tras la llegada de los Androides y continuar la escena.


ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #13 on: April 08, 2020, 10:54:20 pm »
I love the additions that make it more authentic to the story.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #14 on: April 10, 2020, 05:30:09 pm »
This time I come to show the project of The Legacy og Goku, to take a break from 2.

Scenario palettes, characters, and portraits are being modified, making them 64x64. They are practically copied from other games but adapted to a palette of 16 colors, since I don't have that much time to create my own. The serpent and the dog have also been replaced by the serpent and the wolf of the Legacy of Goku 2, also adding death sprites in all four directions.

As for the title screen, it has been a personal bet trying to make them in the style of games 2 and 3, however, when the hack goes up, I will do it with the original cover.
The intention is to continue making other small adjustments to try to make this game more attractive, even if it is visually.



I love the additions that make it more authentic to the story.

Muchas gracias, esa es la intención desdeluego.

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #15 on: April 10, 2020, 05:43:19 pm »
I actually much prefer your title screen to the original.

Tailo

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Re: DBZ Legacy of Goku II
« Reply #16 on: April 18, 2020, 08:17:12 pm »
Cooler now recently in his fourth form to later transform before combat. I'm trying to get us to fight Cooler in both states, but there is always a problem, so for now, we'll have to stick with Cooler's fourth form just for dialogue.



April 18, 2020, 08:23:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I actually much prefer your title screen to the original.
Thanks, but you have the problem that sometimes the text is not well defined since your box has a non-opaque color. At least it's the feeling I have.
« Last Edit: April 18, 2020, 08:23:26 pm by Tailo »

ThegreatBen

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Re: DBZ Legacy of Goku II
« Reply #17 on: April 19, 2020, 12:32:03 pm »
You might be able to do it if they were two seperate enemies, then switch them after the first battle.

Either way it looks good

Tailo

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Re: DBZ Legacy of Goku II
« Reply #18 on: April 20, 2020, 06:17:15 pm »
The Legacy of Goku

Here are some modified enemies and characters. Tien and Chaoz will now move around the area as well and will not remain static. The positions of the Ki bars (below) and health (above) have also been swapped according to subsequent games.




April 20, 2020, 06:22:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You might be able to do it if they were two seperate enemies, then switch them after the first battle.

Either way it looks good

Yes, it is what I understand. I guess I'll have to investigate further ... Anyway, this was a last-minute extra addition that I wasn't planning on doing ...
« Last Edit: April 20, 2020, 06:24:24 pm by Tailo »

Granville

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Re: DBZ Legacy of Goku II
« Reply #19 on: April 20, 2020, 09:03:29 pm »
Maybe a recolored version of the Frieza sprite could work for Cooler?

Is there any conceivable way to implement diagonal movement in LOG1, and knockback when characters/enemies are hit? I would assume the answer is no, but just figured i'd ask to be sure. There are a lot of other issues with LOG1 as well of course, but I think these two elements were the two biggest issues.