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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
GRAYFOX
Phant0mD
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GRAYFOX

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Yes I can see the difference. It's full and has more impact when fighters hitting the ground. Let's keep the film rolling.


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Phant0mD

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indeed. another week, another chance of progress. lets keep the show rolling. time to knock out some more effects


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Phant0mD

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So to start off, there are 3 effect elements to address here in this scene which I will show you.



no.1

The fall over ground hit effect.
As you can see, by default there is a low res red sort of ring.
This needs to be updated and replaced.

no.2
There is a large red background flash of red which indicates that the opponent has entered a stun status. This also needs to be replaced with something more stylized

no.3
There are low res birds buzzing around the opponents head.
We can surely do better than that.

So lets see what we can do to improve and update all of these with HD graphics


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GRAYFOX

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I see and yes they are normal. Now please school us, on technical execution. I can only imagine what’s next.


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Phant0mD

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oh i will lol.

Here we have the same attacks and knock down, but now notice there are 3 changes.

1. Player 1 has an extra white circular dust shockwave effect on jump landing
2. Player 2 when attacked is surrounded with a red circular ground hit shockwave on knock down
3. a red dust cloud emits from ground when P2 gets knocked down



Now the next step will be to create the full screen effects for dizzy and stun type status

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GRAYFOX

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Superbly good man. Nothing better than having, your own customs stuff. Made from scratch.lol


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lunalucard55

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wow pretty effects, they are much more beautiful than the old ones and in high resolution, magnificent.


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Phant0mD

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lunalucard55 wrote:wow pretty effects, they are much more beautiful than the old ones and in high resolution, magnificent.

Thanks my friend, and we are only just getting started.
I am currently designing the full screen stun effects.
Luckily there is not too much more to do on this phase so we will be complete soon to move on to the next phase, but back to the mountains to train i must go lol Cheesin


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Alright.
The hard work has paid off and I think I have updated all of the Dizzy stun system FX.
Lets take a tour on whats been done.
First off, all the old crappy low res pixelated sizzy sparks have been replaced with funny parody images inspired from various games as a small extra touch of detail.
The way the dizzy system works is one of 6 random dizzy effexts will circle the dizzy or stunned opponent. What I have used as a base are these characters:

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I guess it goes without saying of course that this is a fully customizable system.

And secondly, the background effect will be an animated cyber glitch error brain type effect to represent the opponent blacking out or system failure like it was some cyber simulation to go with the theme of battlecry etc. The effect will be something like this:

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Phant0mD

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And here is the final result


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Sorry for late response. Yo this is boss too notch stuff. So when can I dl.lol I mean, when can I start playing with the bars and building ports for it. Since it's complicated, while you hammer on the main course. Just splendidly done and awesomely created.


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Phant0mD

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GRAYFOX wrote:So when can I dl.lol I mean, when can I start playing with the bars and building ports for it. Since it's complicated, while you hammer on the main course.

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:


Phant0mD wrote:
PHASE030 - Fightfx.air/Common.cns: ADD004 Custom stock Movement/Dizzy System (IN PROGRESS AS OF 10.11.21)

CURRENT BUILD: BCRv0.28a
PROJECT COMPLETION STATUS: 29% COMPLETE
Total Commission Time Spent as of 28.10.21: 70.5 Hours labor (@18.00/hr = Current project value @ $1269.00 USD)
[/center]

What this text means, is that we have just completed phase029: Fightfx.air custom hitspark fx system light/medium/heavy/guard.
What it also means, is we are currently working on PHASE030 - Fightfx.air/Common.cns: ADD004 Custom stock Movement/Dizzy System

The Phase you are talking about with portrait 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 (portrait templates and editable psds) get finished last.

If we start to edit multiple portraits via the templates now, without first planning the victory screen port system, the select screen ports system, the vs screen port system, and the single mode and turns mode lifebar port system, or potential changes to existing port template system, it could be risky if any changes are made to any of the templates before all the lifebars are finished for the other modes (turns/single etc).
meaning any work you do now could be obsolete by the time we are finished crying
But when that phase does come, i am sure we will achieve the same level of greatness indeed!

Now with the stun animation sorted, we can start to look at the Player Down Animation during Tag Team mode.
For example, one new special feature that we have with this, that is added via the add004 patcher, is the ability to add extra animation when
the player in a Tag team is Knocked Out.
The animation system will work the same as when the opponent is stunned but will only show during knock down.
Here is the styler I am gooing for during the knock down ( I know you like your vibrant colors so I changed it up slightly lol)

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Now we just need to animate it and code which wont take long.
Mountain time





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Lol kk. I get carried away from all the eye candy. I forget the blue prints aren't finalized yet.lol That looks really gud man. Colors and the selected font, wonder how it wud look animated. Popcorn ready.


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Well theres only one way to find out lol.
Here is the updated stun BG and also the Knockdown Animation



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The animations look good in motion. Now fx voice announcer should give it more life and weight. I can hear that sf3 voice announcer, but with a robotic female voice.lol


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GRAYFOX wrote:The animations look good in motion. Now fx voice announcer should give it more life and weight. I can hear that sf3 voice announcer, but with a robotic female voice.lol

I actually created a custom playsnd code for something similar to this for another persons project in the past.
So its funny that you would mention that.
I can easily reuse that code but tweak it slightly to work with what we are building.
The only problem with this is, because obviously its custom, and Mugen has its limitations, it may not be the desired result you imagined.
I will show you



Because the dying player always screams and echoes his voice on KO, and the round is continuing after, we cant add delay on the voice or it will jkust be weird to have the sound play after the animation, so what you see above (or should i say HEAR LOL) is the best you can really do with mugen in this regard, but atleast you have some sound there lol



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Sound is a plus and like I said, I’m satisfied and no complaints here. Decent enough man, still stylish and yes mugen limitations suck.lol


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the stun, cyber glitch and knock down animations are really crazy, I love them.


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lunalucard55 wrote:the stun, cyber glitch and knock down animations are really crazy, I love them.

Merci mon ami  [You must be registered and logged in to see this image.] Cheesin

Well a new week and it gets better from here!
The next step we are working on now is the Guard Crush System phase.

Once upon a time it was something we always dreamed about having.
Only a few creators ever managed to custom code it properly.
Luckily by using add004 base coding half the hard work is already done!

Incase you forgot how it works, players will have a small guard meter that decrreases everytime they block. When the meter reaches zero, the player is stunned momentarily.

In my experience mugen CANNOT function without it due to how unbalanced and spammy many chars are. So it is needed to prevent chars who block spam too much or even players who abuse blocking

The mission is to implement the guard crush meter with the existing lifebars.

Then create the similar animation BG and robot female voice to confirm guard crush.

There will also be a warning message as it gets low.
Heeeere we go mountain time.  


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Back from them mountains
Outlay of the defense meter when full and empty.

Done most of the coding, just need to rearrange a few things to accomodate and then finally add.
Will probably appear in the power bars just above as shown below

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EDIT: IGNORE THOSE lol

I just realised that the design doesnt work very well and i dont really like the visibility of it so I will be reverting it back to a simplistic straight line
so its clearer to see.
I realised that I dont want there to bee too much of a big ugly extra bar there on the lower screen expecially above the power bar so smaller and thinner is best.

Update:

This code was extremely painful.......
It took me over an hour just to get that position right after alot of trial and error.
But here we go.
Next step is to update the Bar Test elements for DEFENSE, then we good to test!

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GRAYFOX

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Aww yeah, loving the new slick update already. Look forward to seeing it, in action man. Turn up the heat, I like it when the kitchen is hot. We cooking 🧑‍🍳, in them mountains.lol


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Phant0mD

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New week, New swag!
Made a final Update to the Stun System.
I have created audio and coded the new added robo voices for when stun is activated.
I also updated the animation to make it matvh with the Fonts like Knockdown


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And now to polish of the same stuff for the Guard Meter crush!


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Dang! This looks super clean. I'm excited to see the finished product. I missed this kind of stuff.


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Phant0mD

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ayyyyyyyyyyyyyyy thanks mane. Finally the big Homie Grayfox decided it was time that his long time vision of a Battlecry SP sequel was finally resurrected. It's called puttin ya money where ya mouth is XD.
Speaking of which, added the Updated GFX for the syun system with text included.
Now its similar to Killer Instinct LOCKOUT mode



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This is pretty cleaver, I like how it transition from the lockout to the stun icons. This is shaping up nicely. Look forward to seeing the next phase.


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