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[COMPLETED COMMISSION]BATTLECRY: RETRIBUTION SP Project PARTIII - Custom FightFX System (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s)

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xXEnchanter.ZuXx
Filthy Fredo
CancerManXIII
lunalucard55
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Phant0mD
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Phant0mD

Phant0mD

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lunalucard55 wrote: the histparks are really very successful.

THe hitsparks in that video i just showed is not the hitsparks we are using for the screenpack.
those are the default add004 hitsparks that it uses.
we want to change those to better quality HD effects


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lunalucard55

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ok what you are preparing for us is going to be explosive i really can't wait to see your new histparks my friend.


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Phant0mD

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thanks man, well this is the style I am going for.
These will all be original sprites, not sprites taken from existing videogame or sprite rips.
The design will be inspired by Dragon Ball Fighterz and more modern toonshade graphics

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And here we have the 1st test of the light/med neutral hits.
I have used a random OHMSBY character as a test example since he is famous for not adding effects to the chars lol.

First you will see the old low res crappy fx, then you will see the updated HD ones for the same hit.
So from here will be a case of replacing all the different hit types one by one.


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lunalucard55

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wow impressive these first visuals are a soft colorful explosion which promises beautiful fireworks during the fights.


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Speechless on the detail and effort going into this guys

GRAYFOX

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Hits sparks are a big improvement from the default. Now for the next phase of business. How we going to fine tune them colors and size if the Sparks. Look like money man


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Phant0mD

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AAAAN WE BACKKK IN THE gym!

Appreciate the love ladz.
And yeah the fine tweaks are in action as we speak.
A new week, a new chance for progress.
About to lab again in this and tweak the transparency/glow etc, then start moving on to the different hit tiers. Back to work it is


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Sounds like a plan mate. Look forward to the next phase.


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Phant0mD

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Currently designing the heavy hitsparks. 100% iriginal no borrowed game sprites etc.

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These as you may tell will have smaller drop off sparks, which is something that I liked about some of the older sprites from the KOF Wing fullgame series aswell as in some of the Tekken DLC hitsparks and unlockable content in Tekken 6 and 7.

Once I have the designs downpacked i can animate these and then test them out.

I start with the heaviest hit and do the medium after to maintain consistency


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Big fan of original stuff, that's up my alley. Also Tekken is a beautiful fighter. I love the character design's, also never knew that you can unlock hitsparks. Wish sf5 would do something like so. Looking forward to seeing it, in action.


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Phant0mD

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GRAYFOX wrote:Big fan of original stuff, that's up my alley. Also Tekken is a beautiful fighter. I love the character design's, also never knew that you can unlock hitsparks. Wish sf5 would do something like so. Looking forward to seeing it, in action.

You dont play Tekken 7?

Have been working on the medium hits. The idea is to use Yellow/Orange for light hit, purple/blue for Heavy, Green/yellow for Medium.


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I have not played the lastest Tekken, but I'm I do like it. I should get back into it, and challenge you online.lol Between work and doing honey do stuff. I have not had the time to invest into it.


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GRAYFOX

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Them Sparks are looking top notch sir, look forward to seeing it. In action on the big screen.lol wish someone would go ahead and finish that other Tekken fighter. That abstract was currently working on.lol


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Phant0mD

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yeet yeet.
Well I'm waiting to hear from yo boy and I am intending to use the screenpack so far with the sparks to test out as I showcase his stage you and him are making.
So look forward to that.


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Yo, I sent him his package. He told me he will message me, when al ready. So I look forward to the show time.


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lunalucard55

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my friend I love your new hitsparks, these color blasts are very pretty and impressive.


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Video video vid dee ohhhhhhh.lol


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Phant0mD

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GRAYFOX wrote:Video video vid dee ohhhhhhh.lol

oh shit sorry man, I thought you already knew. We did a video on Friday for fredos stage, and I used the current Battlecry system in it to be able to showcase two things at once and save time. It was released on friday before weekend for all to see lol.
Ill post it here for you




So as you can see, the characters that I chose to use in this demonstration are all characters that are coded to use the built in hitspark and effect system of the screenpack.
So you can get a good idea of how the hitsparks look in action, aswell as the guardsparks etc.
For the blocking sparks, I am using the Blazblue style arcane shield.

What else you can now see, after this long test run, is the various areas of improvement in the hitspark fx system that also needs to be updated and improved on for this screenpack.
Some examples of things that need to be addressed are:

- jumping dust fx
- knock down fx
- wall splat fx
- full screen stun fx
- combo announcers
- dizzy sprites
- ranking system

just to name a few.
So from here onwards we will resume and continue to work on all of these elements to perfection


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Yes I saw it, and wow what a beautiful day for me.lol Now , some things to ask. Do you think we could incorporate some of the sounds I sent to you. It was earlier when, I summoned you for this little meat.lol It was from the, first of the Northstar game. I know syn used them alot. I'm just interested in the voice announcer when. He says it's a time of retribution. Just food for thought, I know you will work your mountain magic. The announcers voice goes perfect, with the design of the them. Just my opinion, but you is the captain of this boat.lol I'm just a crewman on for the ride.lol


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GRAYFOX wrote:Now , some things to ask. Do you think we could incorporate some of the sounds I sent to you. It was earlier when, I summoned you for this little meat.lol It was from the, first of the Northstar game. I know syn used them alot. I'm just interested in the voice announcer when. He says it's a time of retribution. Just food for thought,

this is an excellent question. But what is even more excellent, is the answer to that question lol!
As you may remember, we discussed the original plan and quote for the project here in this topic:

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As you may also remember, the way that we have been working on this project, and also monitoring all of the progress and time, is by using our Newagemugen progress tracker system here:

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If you look down at the progress tracker bar, you will see this text:

quote wrote:
PHASE028 - Fighttx.air/common/cns: Pre-Intro Fight sequence Portrait template Tutorial video/documentation (1.5 hours)

PHASE029 - Fight.def: ADD004 Custom Combo System (Commences 29.10.21)

CURRENT BUILD: BCRv0.28a
PROJECT COMPLETION STATUS: 26% COMPLETE

What this text means, is that we have just completed phase028: Pre-intro fight sequence.
What it also means, is we are currently working on PHASE029 - Fight.def: ADD004 Custom Combo System.

The Phase you are talking about with round system, is a much later phase in the project.
In order for us to unlock this phase, we must first complete all the unfinished phases first.
It is a similar method to how we create Mugen stages.
the complex code related elements, and the structure are completed first. then the candyfloss (animation and sound) gets added last.

If we start to discuss the round phase now, it will be like walking on the spiders web with one eye closed because we will miss some details and maybe make a mistake we regret Nervous
But when that phase does come, i am sure we will achieve the same level of greatness indeed!

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Gotcha man, thanks for reminding me. We have talk about many of things, so I over looked that. Yes your right, must build the structure to add the later ornaments of shine.lol Keep working that 🏔✨, I'm getting ahead of my self.lol I just see the light starting to show a little. I know we have great feet's to go. I still say this is one your more embetsious project to date. I look forward to making ports for the bars. While awaiting for the other half to to, be built. Like watching a Gundam, being built from scratch.lol


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Indeed. So back to business lol!
This is a very intricate phase. We are disecting each stock system hitspark effect one by one.
Starting with the Dust effects.
The first is the ground dust effect for movement on hit for standing characters.
This is what the default low res dust effects look like:

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Not very good at all....
And this is a frame of the original HD dust effects I have created from scratch:

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Now lets see it in action



As you can see, a huge improvement.
So now we will move on to some of the other dust types



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GRAYFOX

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This is sweet justice man, very nice indeed.

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I can see what you did there, big improvement indeed. A good overhaul is always a plus in my book. Looking really clean and dusty.lol


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indeed, and it doesnt stop there.
Next we deal with the jump fx.
This is the old one in low res




And now this is the new ones I have just added in HD


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