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

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CancerManXIII
lunalucard55
GRAYFOX
Phant0mD
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GRAYFOX

GRAYFOX

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Yeah this going to be the best triple AAA, this year. We are fortunate to have, such a talented and gifted individual in our mist. It's a honor and blast, to watch him do his thing. I need to go back to rookie school.lol frfr doe😅🤯😎


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[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Custom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) - Page 2 41132413462_abc15f97a9_o

Phant0mD

Phant0mD

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aaaaaaaaaaaaaaaaand.....
After much pain, and a complete remake overhaul, The pre-intro animation sequence is complete!

It may not loook like it but there is alot going on here coding wise lol.
All characters that are patched via the auto-patch will use this intro sequence.
Now I can move on to creating the Portrait template to replace the default ones.
So back to work we go!


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[ACTIVE COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Custom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube) - Page 2 39617182812_da9b58ffc9_o

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GRAYFOX

GRAYFOX

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So I take it was in demo mode, that's why it was transitioning like so. Also, the animations are sweet justice, so much love into this one. You are looking top notch my brother. Hope you got your chi juice, up in them mountains. Looking forward to the next phase of this. Especially the port template.


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Phant0mD

Phant0mD

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Yup yup you got it my brotha.
I was just hitting F4 to show the intro sequence several times so you could see the full animation more than once since it is a short but very detailed transition.
It took me several trial and errors to get it just perfect but it is solid now.

Yes now i am creating the last part which is the portrait template. And the tutorial for it.

I already know what i am going to do for the portraits.
The goal is to make them stylish but also dead simple and easy and fast to create.

Many custom portrait screenpacks in mugen tend to be troublesome because they create too much extra work for the user.

This one will be super easy just like the tag bar portrait tutorial to make


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GRAYFOX

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Awesome and yeah, I would like to go back and redo all my old works. Only because they were classic.lol They was just missing png format.lol I'm telling you, I got my popcorn ready this. When it ever gets to full fruitation. I will show this off, over and over again. Going to definitely generate that buzz from our golden years.lol


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Filthy Fredo

Filthy Fredo

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Its looking very high end quality.
I don't know how far on you are for preview it but maybe do you want to use what is your progress so far and show promotion of my stage WIP for Grayfox and other VIP member when it is finished?
Because I think the colors theme will go well with it


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The Cosmic frog will get you!
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Download My Mugen Stuff Here

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lunalucard55

lunalucard55

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the pre-intro and beautifully well done these very impressive my friend, I can't wait to see her in action in her next phase with the portraits.


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Flame mist with the power of lightning ...
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GRAYFOX

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That wud be a nice promotion idea, also show off what’s up at the site. I can’t wait to start making my own personal ports.


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xXEnchanter.ZuXx

xXEnchanter.ZuXx

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This is starting to look like some AAA title from 2006 about to release in Japanese arcades and home console to keep me locked indoors for months. What a Face I love it


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Phant0mD

Phant0mD

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You damn right!

And another week means another grind session.
Back into the final steps of the portraits


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GRAYFOX

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I been awaiting since 2000, for this one.lol Glade your back on your grind, was about to call the monks to check on u in them mountains.lol


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Phant0mD

Phant0mD

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short, sweet, and simple.
This is the pre-intro template.
These are a simple design because I know how much people hate spending so much time creating custom portraits.
This one is literally a one click process the way I have made it as long as you have photoshop.

Important to note, is that this does NOT replace the default VS screen in mugen.
Which means yes, there is actually 2 portrait screens in this screenpack.
So the bonus feature means you can still have an advanced portrait screen if it is wanted aswell.
Best of both worlds persay lol.
The difference is though, that this 2nd custom one will allow for Tag teams to appear whereas the normal mugen one doesn't as you know.

SO the next step is to code this, test it, and create the simple tutorial and it's done!


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Sweet set up man, I look forward to seeing the next phase. It's going to be awesome. Awesome sauce, going to love making my own personal ports. From your vectors of course.lol


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Phant0mD

Phant0mD

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but of course lol.
And I have just finished testing the code for Tag mode and the results are guud:

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Another little note: This portrait number is a custom number using sprite 9000,100.
But it works via animation coding in the character's .air file.
It will be turned on automatically when the patch is used.

And because it uses .air rather than spriteno.
Not to get you too excited, but what it actually means is you can actually add ANIMATED portraits
aswell if you wanted to Twisted Evil
But that's a whole other wormhole and is something to think about in the future lol.
For now I will get started on creating the video tutorial for these now that I am happy it works pefrectly


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This is a blessing man, Im Glade you got this far. The fruit is looking good. The air file huh, animated ports sound great. In the near future, a ex version sounds in the works.lol


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Phant0mD

Phant0mD

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OOOOOOOOOOH SWEEEET JEEEEEZUS

i HAVE FINALLY FINISHED PISSING AROUND WITH THIS godamn CUSTOM PORtrait SEQUENCE  Cannot Unsee  Frustrated  Frustrated

But now we are 100% complete on this phase.
Tutorial is done and all document versions and Video versions of the tutorial have been added to the main Mugen SP folder




ANd of course the end result of what you saw in that tutorial.

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Just mind blowin man, now I need my copy asap.lol Just playing but, wouldn't mind having a early beta test in my hands.lol


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@GRAYFOX wrote:Just mind blowin man, now I need my copy asap.lol Just playing but, wouldn't mind having a early beta test in my hands.lol

I can't wait for this to reach Beta phase too.
Its still below Alpha atm, but at our current pace, I'd say it's slowly getting close


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Looks like a easy operation. Thanks to your hard works and, full power of creativity.lol


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GRAYFOX

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Roger that man, I completely understand. Look forward to the next phase.


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Phant0mD

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For sure. I have just updated the progress tracker on the front page.
We have now completed these phases.

PHASE025 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation template design - Complete (3 hours)
PHASE026 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation portrait system template - Complete (2 hours)
PHASE027 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation sprite import/coding (1.5 hours)
PHASE028 - Fighttx.air/common/cns: Pre-Intro Fight sequence Portrait template Tutorial video/documentation (1.5 hours)

And we are about to enter:
PHASE029 - Fight.def: ADD004 Custom Combo System (Commences 29.10.21)

PROJECT COMPLETION STATUS: 26% COMPLETE
Total Commission Time Spent as of 28.10.21: 68.5 Hours labor (@18.00/hr = Current project value @ $1233.00 USD)

A really special thanks also to Lunalcard55, CancermanXIII, UncommonDX, And our other anonymous sponsors who have enabled us to take this project further than what was originally planned and put extra effort in. This is all going extremely well on schedule.

The next phase is an exciting one. But first this tired monk needs to meditate before going to work before gettin back up the mountain lol



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Ight man rest up monk.lol


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Phant0mD

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right, down to business of the next phase.

HITSPARKS and FIGHTFX.......

FIrst off, as we all know, most characters like POTs and KOF style, have their own style of hitsparks that are included inside the character.

But every so often, there are some characters that dont come with their own hitsparks or effects.
An example would be many of the older characters, and also some of the newer characters like the author from Mugenguild OHMSBY who never adds hitsparks.

Now when this happens, the character relies on the built in default hitsparks inside the screenpack's Fightfx.sff and .air files.

Here I will show you, as an example of our next challenge, what it will look like if you load a character into Battlecry at the moment, that has no built in hitsparks:




As you can see, some very low res ugly blue and orange star shaped explosion sparks, and some very low res looking blocking sparks and dust sparks.

So our challenge, will be now to replace these low quality effects so that no matter what characters you use in this, they will always have the best looking effects in use.

So here we go again boys!


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Yes that's a must for me as well. I can't muster ugly hitsparks. Lol it ruins the fighter for me, also I think pots sparks are the best. I kof is decent if tweaked, but I love pots lol Looking forward to seeing the next phase in action.


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lunalucard55

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the pre-intro and beautifully done and the histparks are really very successful.


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