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[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube)

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Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 51221415795_41f9d1c28d_o


This is the 3rd part of the official WIP Progress tracker thread for:

The BATTLECRY:Retribution Screenpack project.
(Commissioned by Grayfox/BigBoss/Solidus Snake, Crowd Funded by Lunalcard55, CancermanXIII, Oxocube)


Project will be accessible exclusively by our VIP/Donator/Sponsor community Members on completion

Previous Progress tracking threads for all completed work to date can be found via the links below:
PREVIOUS COMPLETED WORK (AS OF 10.05.21):

All future information related to the project will be posted here.


About BATTLECRY:RETRIBUTION
Spoiler:
BATTLECRY:RETRIBUTION is the brainchild of Veteran Mugen Screenpack creator/Infinity Mugen Forums administrator/Club syndicate Xtreme/PhantomGs/Newagemugen Co-Founder Grayfox AKA Big Boss, and Club syndicate Xtreme/Negative-Edge Founder Immortal Syn (Newagemugen's original name before Club Syndicate closed down in the late 2000s).

It is a long lost project from the beginning/mid 2010s that Grayfox would like to see resurrected, to showcase the now long lost style & flare of the golden days of our private and exclusive community, but remade to modern standards.

Technical Info and Specifications
Spoiler:
Project Name: BATTLECRY: RETRIBUTION
Project type: Screenpack
Mugen Version: Mugen 1.1b1 4GB Patch NTCore
Rendering mode: Open GL
Resolution/Localcoord: 1280,720/1920,1080,3840,2160
Add004 support: Full customized tag/score/Camera/Combo/guard crush/announcer/dizzy system support will be added
Character slots: Minimum of 48 With additional slot options/Select screen variants to be included
Portraits: Custom HD portraits and custom templates to be added for VS, SELECT, WIN, Lifebars
Visual Stage Select: Visual stage select to be added
Lifebars: 100% Original Singe mode, Tag Mode, Turns Mode Bars will be included
Win system: Score and rank calculator with Animated win icons for Win type (IE super,special,perfect etc) to be added
Menu screens: Fully animated Main Menu, VS, Char select, transition screens, options menu, Game over, victory screens
IKEMEN GO Support: Port will be added once current Alt Res Window resize/Parallax Float point bugs/missing features in 0.96.1 are added

Additional bonus: Original and exclusive HD Training stage also to be included (commissioned by Oxocube as a joint commission)


PROGRESS TRACKER & COMPLETION STATUS

PHASE 00 - Concept & design discussion - complete (2 Hours)
PHASE 001 - Game Logo design - complete (6 Hours)
PHASE 002 - Mugen Engine patching & 1080p localcoord template setup - complete (1 Hour)
PHASE 003 - Training Stage parallax template design - complete (3 Hours)
PHASE 004 - Training Stage aesthetics design - complete (5 Hours)
PHASE 005 - Training Stage Template Variation sequence - complete(4 Hours)
PHASE 006 - Stage Animation (Object Glitches and coding/import) - complete (2 hours)
PHASE 007 - Stage Animation Template (Info Graphics Universal constants & coding/import) - Complete (2 Hours)
PHASE 008 - Stage Animation - Create & Code 8 unique custom HD animation digital info emitter sequences - complete (10 Hours)
PHASE009 - New ADD004 engine system base setup for August update - Complete (1 hour)
PHASE010 - Fight.def: Simul/Tag Mode Lifebar template concept/creation - complete (3 hours)
PHASE011 - Fight.def: Simul/Tag Mode Lifebar import and coding -  complete (1 hour)
PHASE012 - Fight.def: Powerbar and font template concept/creation - complete (2 hours)
PHASE013 - Fight.def: custom score system implementation - complete (2 hours)
PHASE014 - Fight.def: Powerbar Template import & coding - complete (2 hours)
PHASE015 - Fight.def: Powerbar meter soundfx creation/import (1 hours)
PHASE016 - Fight.def:simul/tag mode Custom Portrait design -complete (1 hour)
PHASE017 - Fight.def: Tag Mode Name Font design (1 hours)
PHASE018 - Fight.def: Tag Mode Name Font import/coding (2 hours)
PHASE019 - Fight.def: powerbar level Font import/coding -complete (1 hour)
PHASE020 - Fight.def: Round Wins Icon System design - complete (2 hours)
PHASE021 - Fight.def: Round Wins Icon System import/coding - Complete (1.5 hours)
PHASE022 - Fight.def: Round Timer font design - Complete (1 hour)
PHASE023 - Fight.def: Round Timer BG Animation -  Complete (3 hours)
PHASE024 - Fight.def: Round Timer font import/coding - Complete (1 hour)



PHASE025 - Fight.def: ADD004 Custom Combo System (Commences 04.10.21)

PROJECT COMPLETION STATUS: 24% COMPLETE
Total Commission Time Spent as of 10.04.21: 60.5 Hours labor (@18.00/hr = Current project value @ $1089.00 USD)



Last edited by Phant0mD on Mon Oct 04, 2021 7:22 pm; edited 2 times in total


________________________________________________________________________________________________________________________________________________________________________
http://www.negative-edge.net

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
Alright Boys and girls,

As you can see, I have moved the previous simul mode lifebar template topic to the completed section and added the link to it in the first post under the "work completed to date" spoiler.

This new topic, will be for us to track the progress of the in-game custom fightfx system.

This will be for all the smaller details that are needed collectively for the on-screen action during the fight.
Once this step is completed, we will be able to launch our first actual official test video, and also release the 1st Training stage to our VIP members for download.

There are 2 layers to the fighfx system.
This will be for the 2nd layer. These are special actions and features that will appear during
the fight that normally wouldn't appear in regular mugen without the patches enabled:

- The combo font system
- Combo announcer messages (good/great/exce;;ent/extreme! etc)
- Guard Damage bar system
- Dizzy BG animation
- KO/super KO BG animation
- custom Pre-fight Intro portrait system (similar to the old csx-xtreme patch mod syn made)
- The ranking system

So as you can see, we have alot of work to do!
Time to get busy!
-


________________________________________________________________________________________________________________________________________________________________________

GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Man I’m ready for this action.lol Look forward to the port template, I want to help with making some cool ports. If that necessarily possible, what ch got cooking in them mountains bruh.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
@GRAYFOX wrote: I want to help with making some cool ports. If that necessarily possible

well the good news about this part of the screenpack, is that you don't need to help make the portraits,
because the portrait creation will automatically be an optional extra feature with an included tutorial for all the VIPs/crowd sponsors and yourself that recieve this SP upon completion Thumbs Up

which means, all of the VIP members using it, will be able to follow the instructions and make their own portraits for their favorite characters!

What we may also add though as an additional paid commission service for the less experienced members that funded the screenpack, or the members without adobe software or experience in how to use it, is a portrait creation commission service!
Now thats a genius idea!


________________________________________________________________________________________________________________________________________________________________________

GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Well keep the show going my fren. I love when a plan comes together. Wonder what u was able to coo up today.lol

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
I can only imagine wat the screen pack, blue prints would look like if it was on paper.lol Code name: Vessel.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
well this particular phase we are up to, is quite a fiddly one.
Alot of background custom codes, and alot of parts to the puzzle.
I will be uploading a full overview of all of the components we will be working on individually very soon once i have all my notes in order for this step.
By far, this will be the most complex step "coding" wise in the project we have faced.
Its going to be a long session up the mountain for this one lol!


________________________________________________________________________________________________________________________________________________________________________
http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Hey, the longer the better the results I personally think. Look forward to what you have planned within your notes.Show me the money.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
Indeed, indeed.
For the first task ahead, I will first explain one of the several new custom features that are included by default in the latest update to the ADD004 mugen addon custom motif patch that we are using as a partial base to this screenpack.

In the 2021 update, a new added feature was implemented that interestingly enough, works exactly the same way as the patch created by Syn in the late 2000s for his CSX Screenpack.

This feature, was a pre-fight custom portrait intro screen that occurs AFTER the default mugen loading screen.
it allows you to add additional custom portraits that will move inside a custom animated screen inside the actual stage, right before the round intro starts ( a feature not possible in default Mugen).
By enabling the add004 patch on characters, it will by default show you a pre-fight intro VS screen with moving portraits like this:

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) S74sZNS
[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 17EMDom

As you can see (and as you know well), unlike regular mugen (which never shows both partner portraits in the vs loading screen) it allows for not only moving portraits, but also additional fade in animations and such.

Our first challenge will be to completely customize and modify this addon screen to have an original animation sequence and additional VS portrait transition screen appear before each round.

We will be using this code as the base, but creating our own high quality VS transition screen to replace this with all the whistles and bells.

The default code is no joke, and requires alot of fine tuning and modification especially to work in a 1920x1080/3840x2160 localcoord, but the end result will be well worth it

Code:
;==========================
; VS_Screen [helper] ; VS画面 [v.svc]
;==========================
[statedef 185905]
type=s
movetype=i
physics=n
anim=0
ownpal=1
velset=0,0
ctrl=0
;---
[state 0] ;[.02] ;init
   type=null
   trigger1=!time
   trigger1=1|| var(4):=floor(const240p(90)) || var(9):=(roundno=1) ;; flag
;---
; fade-in
[state 0] ;[.06]
   type=explod
   trigger1=(time=0) && var(9) && root,numhelper(90900)
   id=185900
   anim=f233305
   space=screen
   postype=left
   pos=0,0
   ownpal=1
   bindtime=-1
   sprpriority=6
   scale=1,1
   ontop=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   persistent=0
;---
[state 0] ;[.10]
;old;   type=pause
   type=superpause
   trigger1=(time>0) && var(9)
   trigger1=(root,stateno!=[5900,5999])
   anim=-1
   sound=-1
   darken=0
   time=2
   movetime=2
;---
[state 0] ;[.11]
   type=assertspecial
   trigger1=1
   flag=invisible
[state 0] ;[.12]
   type=nothitby
   trigger1=1
   value=sca
[state 0] ;[.13]
   type=assertspecial
   trigger1=(time>1) && var(9)
   flag=nobardisplay
   flag2=nofg
;;   flag3=nobg
[state 0] ;[.14]
   type=assertspecial
   trigger1=var(9)
   flag=nomusic
   flag2=timerfreeze
   flag3=noko ;; opt-noko
[state 0] ;[.15]
   type=assertspecial
   trigger1=(time>=60) ;; system_timer:60f
;;   trigger1=var(9) ;;for_ikemen
   flag=intro
;;   flag2=roundnotskip ;; for_ikemen

;; for 1.1 or ikemen
;[state 0]
;   type=zoom
;   trigger1=(time=[1,145]) && var(9) && teamside=1
;   scale=1.0015**(145-time)
;   pos=0,0

[state 0] ;[.18]
   type=bgpalfx
   trigger1=(time>0) && var(9)
   time=1
   add=32,32,32
   color=0

[state 0] ;[.18]
   type=screenbound
   trigger1=(time>0) && var(9)
   value=1
   movecamera=1,1
[state 0] ;[.18]
   type=posset
   trigger1=(time>0) && var(9)
   y=(time-200)

;---
; add id
[state 0] ;[.20]
   type=varset
   trigger1=!var(0)
   trigger1=(root,sysfvar(0)>0) && playeridexist(floor(root,sysfvar(0)))
   trigger1=(playerid(floor(root,sysfvar(0))),var(0)=90900)
   var(0)=floor(root,sysfvar(0)) +(var(3):=-1)*0
; index from id
[state 0] ;[.21]
   type=varset
   trigger1=(var(0)>0) && playeridexist(var(0))
   trigger1=playerid(var(0)),var(0)=90900
   var(3)=(root,id)-(playerid(var(0)),sysvar(0))
;---
; Game_Height
[state 0] ;[.22]
   type=null
   trigger1=(root,sysfvar(0)>0) && playeridexist(floor(root,sysfvar(0)))
   trigger1=(playerid(floor(root,sysfvar(0))),var(0)=90900)
   trigger1=1|| fvar(0):=playerid(floor(root,sysfvar(0))),fvar(0) ;;<-scale
   trigger1=1|| var(4):=floor(const240p((playerid(floor(root,sysfvar(0))),var(4)/fvar(0))))/2
   persistent=0
;---
[state 0] ;[.30]
   type=turn
   trigger1=facing=ifelse(teamside=1,-1,1)
[state 0] ;[.31]
   type=posset
   trigger1=1
   x=const240p(75+var(3)*25) *ifelse(teamside=1,-1,1)
;op;   y=0
;---
; bg
[state 0] ;[.40]
   type=explod
   id=4
   trigger1=(time>0) && var(3)=0 ;;&& teamside=1
   sprpriority=50
   ownpal=1
   space=screen
   postype=left
   anim=f233300
   pos=0,var(4)+floor(const240p(ifelse(teamside=1,40,-365)))
   scale=10,10
   bindtime=-1
   removetime=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
; eff
[state 0] ;[.42]
   type=explod
   id=4
   trigger1=(time>0) && var(3)=0
   anim=f160303-teamside
   scale=2.5,-5
   pos=floor(const240p(ifelse(teamside=1,0,320))),var(4)+floor(const240p(40))
   sprpriority=180
   ownpal=1
   space=screen
   postype=left
   bindtime=-1
   removetime=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1

; versus
[state 0] ;[.46v]
   type=explod
   id=2
   trigger1=(time=30) && var(3)=0 && teamside=1
   anim=f233330
   sprpriority=181
   ownpal=1
   space=screen
   postype=left
;op;   pos=floor(const240p(148)),var(4)+floor(const240p(17))
   scale=0.5,0.5
   bindtime=-1
   removetime=-1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   persistent=0
[state 0] ;[.46s]
   type=explod
   id=3
   trigger1=(time=30) && var(3)=0 && teamside=1
   anim=f233331
   sprpriority=181
   ownpal=1
   space=screen
   postype=left
;op;   pos=floor(const240p(172)),var(4)+floor(const240p(37))
   scale=0.5,0.5
   bindtime=-1
   removetime=-1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   persistent=0
[state 0] ;[.46sm]
   type=modifyexplod
   trigger1=(time>=30)
   id=2
   postype=left
   pos=  (const240p(148)-(time-30)*0.05),  var(4)+(const240p(17+(time-30)*0.1))
[state 0] ;[.46vm]
   type=modifyexplod
   trigger1=(time>=30)
   id=3
   postype=left
   pos=  (const240p(172)+(time-30)*0.05),  var(4)+(const240p(37-(time-30)*0.1))

; fg_light/mask
[state 0] ;[.50]
   type=explod
   id=4
   trigger1=(time>0) && var(3)=0
   anim=f3020
   sprpriority=180
   ownpal=1
   space=screen
   facing=ifelse(teamside=1,1,-1)
   postype=left
   pos=floor(const240p(ifelse(teamside=1,-50,370))), var(4)-ceil(81*fvar(0))
   scale=1.325,1
   bindtime=-1
   removetime=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
; fg
[state 0] ;[.52]
   type=explod
   id=4
   trigger1=(time>0) && var(3)=0 && teamside=1
   anim=f233310
   sprpriority=182
   ownpal=1
   space=screen
   postype=left
   pos=0,0
   bindtime=-1
   removetime=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;---
; slide
[state 0] ;[.61]
   type=varset
   trigger1=teamside=1 && (time<=236-numpartner*50)
   fvar(1)=floor(const240p(    var(3)*30  -(time<=25)*((25-time)*(var(3)*0.2+1))**3*0.01  +time*var(3)*0.05  ))
[state 0] ;[.62]
   type=varset
   trigger1=teamside=2 && (time<=236-numpartner*50)
   fvar(1)=floor(const240p(320 -var(3)*30  +(time<=25)*((25-time)*(var(3)*0.2+1))**3*0.01  -time*var(3)*0.05  ))
; face
[state 0] ;[.65]
   type=explod
   trigger1=(time>6) && (selfanimexist(909002) || selfanimexist(909003))
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=1
   sprpriority=100-var(3)*10
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   ;---
   anim=909002
   pos=floor(fvar(1)), var(4) -floor(const240p(40-var(3)*10))
   scale=3.2-var(3)*0.4, 3.2-var(3)*0.4
   ;---
; name
[state 0] ;[.68]
   type=explod
   trigger1=(time>1) && selfanimexist(909010+teamside)
   anim=909010+teamside
   space=screen
   postype=left
   pos=floor(const240p(  ((time<=25) *((25-time)*(0.2+var(3)*0.1))**2 -time*var(3)*0.05 ) *ifelse(teamside=1,-1,1) +ifelse(teamside=1,20,300)  ))  ,var(4)+floor(const240p(40+var(3)*12))
   ownpal=0
   bindtime=-1
   removetime=1
   scale=2,2
   sprpriority=180
   trans=sub
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0] ;[.69]
   type=palfx
   trigger1=(time>1)
   time=1
   add=-256*(teamside=2), -abs(50-time%101)*3 ,-256*(teamside=1)
;---
; char_anim
[state 0] ;[.70]
   type=removeexplod
   trigger1=(time=25) || (animtime=0)
   id=1
[state 0] ;[.72]
   type=changeanim
   trigger1=(time=25) || animtime=0
   value=ifelse(time=25 && selfanimexist(195),195,0)
[state 0] ;[.75]
   type=explod
   id=1
   trigger1=var(9) && !numexplod(1)
   anim=anim
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
   removeongethit=1
   sprpriority=220-var(3);;*1
   scale=0,0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0] ;[.76]
   type=modifyexplod
   trigger1=(time>0)
   id=1
   postype=left
   pos=floor(const240p(  ifelse(teamside=1, 25+var(3)*25 -time*0.05, 295-var(3)*25 +time*0.05)  ))  ,var(4)+floor(const240p(38))
   scale=  0,0;;  0.5*const(size.xscale),0.5*const(size.yscale)
;---
;--- explos
[state 0] ;[.80]
   type=explod
   trigger1=(time=[45,110]) && (time%15=0) && var(3)=0
   anim=f33010+(teamside=2)
   id=5
   space=screen
   postype=left
   facing=ifelse(random<500,1,-1)
   vfacing=ifelse(random<500,1,-1)
   pos=floor(const240p(160)),var(4)+floor(const240p(23))
   scale=0,0
   sprpriority=51 ;;bg+
   removetime=15
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0] ;[.80m]
   type=modifyexplod
   trigger1=numexplod(5)
   id=5
   scale=(time%15)*0.5+0.1, (time%15)*0.25+0.1
   trans=addalpha
   alpha=256-(time%15)*17,  256
;---
;--- flash-finish
[state 0] ;[.82]
   type=explod
   trigger1=(time=143) && var(3)=0 ;op; && teamside=1
   anim=f233301
   space=screen
   postype=left
   pos=0,0
   ownpal=1
   bindtime=-1
   sprpriority=5
   scale=1,1;;800,800
   ontop=1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;---
[state 0] ;[.90]
   type=playsnd
   trigger1=(time=6) && var(3)=0 && teamside=2
   value=f10300,20 ;;eff
   abspan=0
   channel=1
[state 0] ;[.91]
   type=playsnd
   trigger1=(time=18) && var(3)=0 && teamside=1
   value=f20300,1 ;;bgm
   abspan=0
   channel=1
[state 0] ;[.92]
   type=playsnd
   trigger1=(time=150) && var(3)=0 && teamside=2
   abspan=0
   value=f2100,100 ;;eff
;---
; clear_img / end_flag
[state 0] ;[.95]
   type=removeexplod
   trigger1=(time>=160) || (roundstate>=2) || (root,alive=0) || !var(9)
   ;---
   trigger2=root,stateno=5500 || p2stateno=5500 ;;Continue
   trigger3=numpartner
   trigger3=partner,stateno=5500 ;;Continue
   ;--- system_switch
   trigger4=(var(0)>0) && playeridexist(var(0))
   trigger4=(playerid(var(0)),var(0)=90900) && !(playerid(var(0)),var(7)&524288) ;;20th bit
   ;---
   id=1
[state 0] ;[.96]
   type=removeexplod
   trigger1=!numexplod(1)
   id=2
[state 0] ;[.96]
   type=removeexplod
   trigger1=!numexplod(1)
   id=3
[state 0] ;[.96]
   type=removeexplod
   trigger1=!numexplod(1)
   id=4
[state 0] ;[.96]
   type=removeexplod
   trigger1=!numexplod(1)
   id=5
[state 0] ;[.98]
   type=stopsnd
   trigger1=!numexplod(1)
   channel=1 ;; -1 ;all_snd
[state 0] ;[.98s]
   type=stopsnd
   trigger1=var(9) && (var(0)>0) && playeridexist(var(0))
   trigger1=(playerid(var(0)),var(0)=90900) && (playerid(var(0)),var(7)&524288) ;;20th bit
   channel=-1 ;all_snd
   persistent=0
;---
;---
[state 0] ;[.99]
   type=selfstate
   trigger1=!numexplod(1)
   value=159990

This will be managed the same way as the simul/tag mode portrait system.
There will be a tutorial guide and video included to show how to add, create and edit the portraits.

And the bonus to this system, is that it means we will still have a default Loading screen that appears before this that will be used for other stuff relevant to the screenpack later on in the project.
But this is the first tricky step to overcome, and the end results will be quite tasty. SO off to the mountains we go to work the magic


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GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
You know it’s really crazy, how some of the stuff Syn was doing. It’s been recognized again, but just showing how far he was ahead with his stuff.lol Then you come along, and continue to evolve the similar works. Just on another level, not many coders that take time to perfect the craft man. I like what cha cooking, I look forward to the animated sequences to take place.

lunalucard55

lunalucard55

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 51240524370_550aa649d1_o
I agree with you Syn and really very strongly I remember using the famous CSX Screenpack I found it extremely impressive.


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Flame mist with the power of lightning ...
[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) Unname10

GRAYFOX likes this post

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
@lunalucard55 wrote:I agree with you Syn and really very strongly I remember using the famous CSX Screenpack I found it extremely impressive.

Many people have almost forgotten about Syn, and our history here at Newagemugen.
Originally before Newagemugen, our name was ClubSyNdicate Xtreme, and Syn was the leader of our community.
That is where we all learnt our skills back 15 years ago.

The sad thing is that Syn was always rebuilding his websites and closing down and reopening too often.
So when he closed down the website, Grayfox helped to create Newagemugen, where we are now.
And that is a mini short version odf our history for you lol.

But enough of the history lesson, and back to business.
This is the transitional screen first part that will be very quick and almost unnoticeable but it will still be there.


[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) HVmXPDS
[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) I3GHnQI

It will be a quick transitional effect first then other things will appear


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GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Man you know that’s against the law, of eye candy effects.lol That look so good, I know what I’m doing for Christmas.lol The brand the fade effects look well together. Look forward to seeing it,in action. You going nuclear man, straight out the gates.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
A new week, new dope on the stove.
Back to business.
The transition is coded, then the second part of the pre-into screen we design next.
The portrait and header footer bar system with a transparent window to show stage preview.
Here you can see the default one enabled via the add004 patch.
and how we replaced the old white empty area with animations

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) EJ43Hps

This white area and the portraits you see is what I will be changing next.
This part will have a custom portrait system.
At the moment it is using the characters default 9000 select screen face ports.
but we know we cant have that boring old stuff now can we lol.
back to work
[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) Z5dD0n7


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GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
This is coming alone very nice. Only can imagine, how it will transition from frame to frame.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
Imagination not required. Time to percieve Cheesin
And speaking of which, heres how the second part of the transition is looking.
The majority of this will be built in Adobe after effects as the whole thing is animated frames only.


[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) ANLAStY

The borders will have panning effects inside them very suttle, and the centre part where the purple lights are, will be rotating digital energy overlaying whatever the stage is that has loaded.

Also the "VS" will be doing some funk antics of some sort.

And most importantly, will be the new special portrait template just for this intro screen.
I better grab these korean noodles before I go back up to the mountain temple, shits about to get very spicy GT KERMIT


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GRAYFOX likes this post

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GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Hey man, save me a bowl.lol This is so spicy indeed, eye popping mouthwatering awesomeness. A mugen build to play for the next cycle of decades.lol Talking about in the mugen world, reminds me of a big triple aaa game in development. The colors are a nice touch, really looking forward to seeing the animation fully fleshed out. Crazy stuff man, just to crazy.lol

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
I look forward to the tutorial for the ports. Going to go all out pimping my ports.lol This taking me way back, I’m feeling the nostalgia from them mountains.lol So much love, going into this one “P”. This by far will be one of your greatest masterpieces. In honor of my little, concept. Wow, the mind is a terrible thing to waste.lol You visualize all of this, I’m taking a secret trip to them mountains.lol It’s all most like, the stage is being scanned or something.lol Cheesin Twisted Evil

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
A small tweak.
Started the animation process.
The code is a very tricky one since its forcing the rules of mugen lol.
I understand now why syn used a black BG during the pre-intro phase of the round start.
It's because you have to "trick" the characters into remaining paused for a short time period while the animation plays so that you don't also miss out on them doing their intro dialogue and poses.

In which case, I think I will also follow that idea and not use transparency in the center.

But so far the sliding bars are all gravy lol.
I added some subtle details, like among the tech effects there is some bamboo rustling in the winds, to add to that nature and tech fusion aesthetic.
Back to work lol



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GRAYFOX likes this post

http://www.negative-edge.net

GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
I see what your doing. Ports and dialogue is going to blend so good together. Look forward to seeing the next phase.lol Back to the mountains and we await your return.lol

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
Yes little by little.
This one I had quite a few trial and errors and have been experimenting to get it right.

Also the code was a bastard to figure out lol.
Now I am working on 100% animations for this part.

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 9oCoovH

I have updated and modified the center effects to be more in line with the screenpack theme colors and style.

Next I have to work on the VS and the text items, maybe some "INSERT COIN/OMLINE SERVER/CREDITS 99 type arcade stuff to give it the real feel"

GRAYFOX likes this post

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GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Oh this is looking really beastly man, adding the arcade stuff sounds dope. Yes it will give it a real feel to it. I know you will do justice, on the next phase of it.

Phant0mD

Phant0mD

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 50086984306_129c06f147_o
A New Week and a new day for progress.
As mentioned, I am fine tuning the animations and coding for the intro sequence still (it's taken a little bit extra time than I thought)
But its getting there.
I have made some tweaks and improvements to the overlay VS system hub and added in the Arcade cabinet CREDITS and loading text stuff.
It will be animated of course, blinking and movement.
Then The VS symbol will have some sort of movement on it aswell


[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) S8BckVe


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GRAYFOX likes this post

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GRAYFOX

GRAYFOX

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) OjtZ7W5
Holy cow man, now thats real heat. The base of codes, is the engine that directs the art to flow. Looking forward to the next phase of it.

CancerManXIII

CancerManXIII

[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) 51240524370_550aa649d1_o
Coming along swimmingly boys.
Love those HUD graphics


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[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Cutsom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) KwiHzMC

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