Thank you very much for providing the details.
I will review and respond to each accordingly:
creepytarantino wrote:I'm open to artistic license so feel free to put your own spice on it but as for my preferences i will try to get as descriptive as i can
Understood. Now I've seen your existing screenpack and your preferences, that gives a general idea of the minimum standard and art direction you are going for. The designs you've shown are very basic and easy to recreate, so of course we will be aim to go above and beyond them but within the style preferences you mentioned.
creepytarantino wrote:Lifebar portrait - This I don't have a super preference and really am open to any ideas there are a few that i like but my heart isn't set on anything specific
As far as 2v2 and team maybe something like this with the team mates sharing a bar above the main bar?
Understood. Your screenpack uses custom portrait templates for the select screen so obviously custom portraits are no issue for you.
This will allow us to be more technical and creative with the design.
Mugen has the option to set different style lifebars for all three modes (2v2/team/single) so we can be flexible and creative here and come up with something impactful.
creepytarantino wrote:[/b]lifebar type[/b] - So in perfect world it would be a mix of the aesthetic of SF and the style of blazblue. so what i like i about each so lets start with SF3i love the green and purple mix (Shown in my screenpack lol) so purple wrapping around the actual lifebars is a must.as i said i love the designs that wrap around the actual lifebars on blazblue games such s these two
so i was thinking a design like those in purple wrapping around the lifebars and as far as the colors in the lifebar i dig green that blends into a very light blue like these
Understood. the wrapping around the bars themselves are basically a series of layers or frames that go behind the gauges itself.
You are correct in that Arc System Works (Blazblue creators) definitely have made some of the most iconic and stylistic HUD designs in commercial fighting games. To tell a truth alot of our past work is inspired by their artistic direction, so you are speaking our language so to speak
We can definitely come up with some technical, impactful designs here, and even use them to differentiate the 3 lifebar configurations. Myself and my other friends here are somewhat wizards at this aspect so be assured all your look/SF related color requirements can be incorporated easily.
creepytarantino wrote:Powerbars - So my hands down favorite power bars are at the bottom of the screen and my top fav is SF4 in a similar vein i am open to artistic license so hopefully these few help to come up with something i just know i like that rounded part at the beginning of the power bars and having them at the bottom of the screen
Totally understood. that tells me everything I need to know for this part, so that's all definitely no problem
creepytarantino wrote:Sounds - im not sure how deep you mean when you say sounds but as far as announcers love SFIII third Strike so if possible, those sounds but if those sounds cannot work the SFA 3 announcer is a close second in my opinion. close third is Skullgirls who i think has the most sounds outta the 3
Understood. yeas that's exactly what I meant as far as the sounds of the announcers. That also tells me everything I need to know so we can definitely do all that. Basically the announcers and sounds can be from absolutely anything you like and since you mentioned the retro aspect of SF being an important part of what you are looking for, and you aren't too worried that the SF3 voices my be a little redundant/overused at this point in time for Mugen at least, we can definitely add them in and create custom animations to match the voices and such
maybe something like the team red fonts for the number of combos and then biting my nails for the actual words combo or hits
to give that vibe that older fighting games had where the number popped out more than the actual word combo
Got it. Not much more to say on that aspect. all totally fine.
creepytarantino wrote:Round Animations - another i hadn't put a whole lot into because i admittedly do not know what's possible with mugen and what's not I know the fonts for these i like are the SF 3new generation
Basically there's no limit on what can be done. I will create all original animations for these to match with the sounds used.
The only limitation is the processing power of your PC and how much video card memory you have available to handle large animation sequences of HD images and sprites. But again totally understood and easily doable.
creepytarantino wrote:Existing Screenpack the easiest part of everything here are some shots of my completed screenpack. Depending on how my money looks after this I might see if somebody here can do some upgrades to it
Understood. that shows me everything i need to see. I will create the lifebars keeping in mind the existing design you already have so that they seem like they are part of the overall screenpack and not out of place. A good designer knows how to manage consistency in the design process so I we will aim for a highly professional finished polished product. If/When we commence I will need you to send me that screenpack so I can build the lifebars into it and reference the colors/menu screens where needed.[/quote]
Well all in all this all sounds very straight forward.
The only other information I need from you is the specifications of your PC hardware that will be used to run this Mugen.
If I know what your Mugen video card and memory specs are, that will tell me our limit on file size, technicality will be.
The last thing you want is an extreme screenpack that you need to purchase a new video card to use. It is something y other designer friend told me to always check before starting a project with a client.
Once I know that final detail, we can summarize the project and talk business