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[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM

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Phant0mD
GRAYFOX
Shakti♥chu<3
xXEnchanter.ZuXx
lunalucard55
CancerManXIII
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GRAYFOX

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Man straight fire, they look like diamonds waiting to be displayed over and over again.lol look forward to the video. You are cooking with that magic blue, up in them mountains.lol Everything is looking too notch and smooth as butter.


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Phant0mD

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In the eternal words of the ancient elder lords: smoweederrydeyyyy

lol OK so here is the first test video showing the first 4 different win types working as they should.

Here what is being demonstrated is:

NORMAL attack K.O (without a perfect)
SPECIAL attack K.O (Without a perfect)
HYPER Attack K.O (Without a perfect)
THROW K.O (Without a perfect)



You will notice that I let player 2 hit player one before killing him each time.
This is because in Mugen, PERFECT is considered the highest trophy and even if you win via hyper KO, if you have 100% HP, the trophy awarded will always be perfect.

One thing I also notice from this test is that all of the icons need to be lowered down on the Y-Axis by jusr 5 or so pixels to be just right.
Now that this is done, I will move on to testing the other 4 win types


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I like how they look in game. Yes going down 5 pixels, would be good. So you will be adding a glitch out effect to the icons. That would be sweet as well, also when either p1 or p2 dies. Will there be a out animation or sprite. Indicating their out. Really looking golden, up in them mountains.lol


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GRAYFOX wrote:I like how they look in game. Yes going down 5 pixels, would be good. So you will be adding a glitch out effect to the icons. That would be sweet as well,

the glitch is already there, its probably hard to notice because the video is compressed to 720p from 2160p.

GRAYFOX wrote:also when either p1 or p2 dies. Will there be a out animation or sprite. Indicating their out.

Can mugen even do that lol?
AFAIK mugen only recognizes the "loopstart" .air parameter in char .air files and stage .defs.
It never had support for loopstart in system/fight.def unless you know a secret way to do it, enlighten me sensei


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GRAYFOX

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Haha, right. I thought once a character was down. The default code, in the def file if the life bars would recognize it. I forgot doe, this system is not the traditional standard Mugen lifebar setup.lol But, I remember Syn having it for his full game. Its cool, doe we don't have to have it.lol I Glade you decided to work, on your off day.lol But scratch what I was asking.lol


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Phant0mD

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GRAYFOX wrote:Haha, right. I thought once a character was down. The default code, in the def file if the life bars would recognize it.

default code? which one lol? We are both talking about [Win Icon] right?
Or were you talking about something else?
By default when a player is downed in mugen, the win icon doesnt appear until the start of the following round.
As far as I know, I have never seen it any other way even since DOS Mugen.


GRAYFOX wrote:I forgot doe, this system is not the traditional standard Mugen lifebar setup.lol But, I remember Syn having it for his full game.

Oh on the contrary it is definitely the traditional setup - I have designed it so it will work with any character.
The extra sauce doesnt require any special patches etc to work like other fullgames - its all built in.

But show me a video of this Syn Icon setup thing you mentioned so I can see what you mean.
I'm hella curious now and  need a visual aid lol.
All his old videos are still on his YT acc so you can drop me one here I'll check it out


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Right right, no I'm talking about durning the match. On teams., after a fighter from the other team is defeated. The little indicator of that fighter being defeated. Lol Sorry I'm not explaining correctly. You are on a whole another, universe. You had to come out of hyper drive, to blink at my question. Lol I will upload a clip or image, give me a minute.


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GRAYFOX

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Ok this was a lost project, that me and Syn was working on durning the golden age.lol My pc hd crash and, Syn had retired from mugen. Due to, other important life circumstances. This was an upgrade to my old Mg sp and, sp life bars. Now, the thing I was talking about. Is when the fighter was defeated it indicated p1 ko. Also, he made it base upon the old add on system from what you was working with. Prior to patches and updating. Plush not your system integrated. Would there, be a indicator between rounds of that team member being ko. Also, I think you could steal some ideas from this. Let me know what you think. There is a lot more going on, that meets the eye.lol

lunalucard55

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these win icons are really very pretty and go well with life bars.


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Phant0mD

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lunalucard55 wrote:these win icons are really very pretty and go well with life bars.

Thank you my friend [You must be registered and logged in to see this image.] it is thanks to your support that we are able to spend extra hours commision time on adding these small details into the project. When your New computer comes you will be able to enjoy these features Cheesin

GRAYFOX wrote:

Ok this was a lost project, that me and Syn was working on durning the golden age.lol My pc hd crash and, Syn had retired from mugen. Due to, other important life circumstances. This was an upgrade to my old Mg sp and, sp life bars. Now, the thing I was talking about. Is when the fighter was defeated it indicated p1 ko. Also, he made it base upon the old add on system from what you was working with. Prior to patches and updating. Plush not your system integrated. Would there, be a indicator between rounds of that team member being ko. Also, I think you could steal some ideas from this. Let me know what you think. There is a lot more going on, that meets the eye.lol

aaaah ok ok now we speaking the same language. Oh yeah that is easy - I wont say much about that now as that is for a potential future phase that I wanted to discuss with you - there are some extra features i was going to ask if you were interested in commissioning in that will really solidify this SP, but we will discuss that later.

Back to the main show - we now have the other 4 done!




Perfect, time over , Chip damage/cheesy K.O , and suicide lol

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Yeah man, I know you ca handle what he was cooking.lol Also, I’m very much interested in what you had thought of. Please hit me with it later on. This looks like a new full game.lo I love the new, added details. Look forward to the fine tuning of whatever animations that would be added to it.


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Yessirrr indeeedio.

Well now that is all done, I have updated our progress tracker and we have now moved into PHASE 22 - the timer system.

Now for the timer system, as discussed, the goal is to implement the SVC Chaos style Decimal Place Timer.
Creating the timer Font is the exact same process as creating the name font, except there are not 100 alphanumeric characters we need to worry about. Just pure numbers only.
The font style I have in mind of course is something digital looking to fit the theme.
Also, I have something highly experimental I want to add into this timer to really push it to the next level.
I want to add some 3D animation to it similar to what has been done in Blazblue or some other games, with circular LED spinning messages and text or other things around it to give it that 3D current Gen effect. Not something you see in mugen oflten because adding 3D animation requires 3D editing software and so on, and we have all the tools of the trade for this bad boy baby.
So I guess its back to the mountains to do my much hated Font process lol


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Haha, man that sound like a plan to me. I look forward to the decimal fonts. Also, how you implemented the timer fonts and that 3d animation to it. Curious to that, experimental idea of yours. Enjoy that trip in the mountains, be right here when you get back.lol


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Stillin the mountains lol.

The 3D technique you say?
I'm glad you asked.
There are actually 3 ways of doing it - 1 of those ways are done by coding, the second way is done in actual 3D software like blender or 3ds max/maya, and the third method is via adobe.

Personally I prefer the Adobe method over the other 2 methods because the first method of doing it with code has limitations.

An example of how you can do it with doe is simply via understanding scale parameters and .air. Which can produce results like this:




Only a few people know about this in mugen (the truth is that it isn't Really a 3D parameter persay, it is just a scale trick to create the 3rd Z-axis illusion).

But I don't use either method because only using code adds limits to the overall look, so I hust create the 3D animation via adobe from sratch


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I say, good for gold man. I never knew such a thing could be accomplished. Who said you can't teach a old dog, new tricks.lol I look forward to seeing, the end result from your build of it.


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indeed.

Also just incase you were wondering why this damn timer is taking so long, I'll tell you why lol.

It turns out, there actually IS no way to use decimal timers in mugen lol.

In the svc vs capcom chaos mugen screenpack that you showed me, the way they do that is by having fake animation at 60 frames per second showing the numbers lmao.

So it looks like the timer but it really isnt haha.
But that's ok because we can copy the trick, it just means its the same amount of work as creating full alphabet because you have to make 50 sprites manually, which is what I have been doing hating my life lol.

But the end result will be good


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Yeah, I used it in my mg so. I should have told you. Thought you know that one. You can copy and paste my old code or tweak it, like I know you will.lol Either way this going to be :Dynamite'.lol


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Finally lol. Coded, imported and animated. Just as the doctor ordered. A small curve ball in the original plans, but we got it in the end lol.
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As you can see, the only downside to using a decimal timer is it never goes away regardless of the time setting ie infinite, not that its a big deal but as you can see this is what it looks like in no limit mode

Next step is the animations for the timer BG


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This is perfect man, and yes I do understand about it still going after set in no limit mode. I guess the only other, would be to disable the code individually.lol But that would definitely, defeat it’s purpose. Looking forward to seeing, the big timer animations.


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Finally....(Wipes sweat from forehead) [You must be registered and logged in to see this image.]

Timer is 100% finished in final form.
Animation is finished.
I have also added the animation to the center piece and score text.
(As you know in mugen you can only have one layer of animation fir the timer BG using the "bg0" parameter, so I had to use some other wizardry to allow for additional animation layers since that decimal timer uses up the timer bg0 anim layer.




And now, I think it's safe to say that we are officially done with this phase and are ready to move on to the next stage - The In game custom fight announcement combo system!

As that is an entire beast within itself, and we have pretty much now finished up laying the bare bones for the basic simul/tag mode lifebars, now that we are already 6 pages deep in discussion lol,I would say we will close this topic and start fresh monday with a new Part III topic Dat behind

I have updated the 1st page progress tracker, we are now officially 60.5 hours worth of work deep into this project (incl the training stages).
Now thats commitment! lol


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GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM - Page 6 OjtZ7W5
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This by far is the crazies thing, I have seen in a long time. This is pure entertaining to behold man. Words can not explain the level excitement, for me to see the next phase of everything. I love everything up to this point. I have a question maybe me being greedy. I will post a rough draft of a minor add on color around the edges of the frames of the bars. To show you what I mean, if that's ok. Its a neat, I think you will dig it. Twisted Evil Twisted Evil


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GRAYFOX

GRAYFOX

[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM - Page 6 OjtZ7W5
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Posted over 1000 Messages
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Commissioned/Donated to support Newagemugen
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Disregard the add on, I couldn’t find decent screen shots of the image. It was just going to be a trim around the lifebars. Like when we add glow to them, instead a yellow a trim.lol I got the idea from project eve, it’s. New game in development for the ps5. So yea disregard see you soon from the mountains.lol


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