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[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12

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✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
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[ACTIVE COMMISSION][1280X720][OpenGL] 
Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system
 for Shadic 12

This is the Official Project thread for the Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12
This is a fork of the initial planning/discussion thread available via the link below.
All finite details regarding lLient requirements & initial project planning can be found here
Spoiler:

Job Summary
Create a fully Customized "Blazblue Cross Tag Battle inspired" Fight.def/sff/snd system using 16/32bit high quality sprites for Clients personal Mugen 1.1 1280x720 localcoord "Legacy Tag" build.
Client does not require any limitations on quality/file size and has sufficient VRAM/SYSRAM to support high-end 16/32bit png OPENGL content as discussed.
(PC specs = NIVIDIA GeForce RTX 2080 SUPER/10th Generation Intel Core i9k/64 GB RAM.)
Client has not specified a specific timeframe/required date. Default Newagemugen commission processing timeframe applies.
Final product to be built and resupplied inside the supplied copy of client's personal Mugen build as per the link below:
[You must be registered and logged in to see this link.]


Lifebars:
Spoiler:


Round Animations:
Spoiler:

Font System
Spoiler:


Portrait system
Spoiler:


Legacy Custom Blazblue Cross Tag Battle Lifebar Workload Roadmap

Initial & setup
- Mugen build setup & combination of supplied assets (min 1 hours )

Lifebars/powerbars Workload
- Concept & design (min 1.5 hours )
- Sprite/animation creation/style application (min 2 hours )
- Coding/HP range positioning (min 1 hours )
- sff compilation & coding (min 1 hours )

Winicons workload
- WINICON special/hyper/normal/cheese/TO/suicide/perfect Winicon system concept/design (min 2 hours )
- WINICON Sprite/animation creation/style application (min 2 hours )

Round Animations workload
- RND1234/FIGHT/KO/WIN Concept & design (Min 2 hours )
- RND1234/FIGHT/KO/WIN sff/air/animation/sprite compilation & coding (min 1 hours )
- snd compilation/coding/rnd time coding/calculation/def related ( min 1hr)

Additional round animations workload (optional)
- additional animations for Double KO/DRAW/Time Over (Min 1 hours )
- additional animations for Double KO/DRAW/Time Over (Min 1 hours )

Font system
- Powergauge font concept/design/positioning/import (min 1 hours)

Additional fonts workload
- Playername font Concept & design (Min 1 hours )
- Individual font letter & character set creation/import/positioning/coding (Min 3 hours)

Portrait system
- Concept & design (Min 1.5 hours )
- PSD Template creation/setup/formatting (Min 1.5 hours )

✴Ex-Sirius✴

✴Ex-Sirius✴

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I am now beginning the initial setup phase.
For this I will be doing the following:

- Downloading a clean Mugen 1.1 Build
- Downloading and Installing the Mugen 1.1 4GB Patch for improved Performance in OPENGL mode on modern PCs with x64 operating systems
- Optimizing the Mugen.cfg settings to allow for better caching/loading/VRAM usage and explod/helper handling while running graphic intensive/Large HD animations and content as required for the planned Fight.sff/def animations
- Formatting/removing/consolidating all mugen files & directories to streamline the working process and consolidate all new updated files for easy overwite/drop and drag functionality
- Reformating the Select.def/chars/stages folder to include 2 x test characters based on your already supplied sample data & 1 x sample stage for testing purposes during our project development.

I will post regular progress updates atleast once per 24 hours until the date of project completion so you can monitor all progess daily.

Shadic12

Shadic12

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 42463946061_c82f3ae03a_o
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Thanks for the update I am looking forward to how amazing these Lifebars will turn out.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Initial Setup Progress Update:

I have completed setting up the Mugen build I will be using to build the lifebars.
To do this I have used a combination of your default unotag Mugen build and 2 sample characters, combined with a fresh vanilla copy of the Newagemugen custom Mugen 1.1 4GB Patch.
I believe that many other Mugen sites over the years have since downloaded this from us and reshared it so it should be quite well known in the wider mainstream mugen community by now.
It is basically a Patched Mugen 1.1 that allows allocation of up to 4GB System Ram on 64bit operating systems instead of the default 2 GB limit of 32bit applications.

You can learn more about it here: [You must be registered and logged in to see this link.]

Doing this helps optimize system resource use and loading times particularly in High-end Gaming PCs with dedicated GPUs (Nvidia GTX/RTX etc)

I have also optimized your Mugen.cfg file to allow for more sys.explods/improved loading times etc to also assist in testing/stability of the fight.def as we add more complex animations and large HD sprites etc.

Code:
[Config]


 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 3840;
GameHeight = 2160;

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 100;16

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 15000;512

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 5000;512

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 10000;128

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 10000;32

;-------------------------------------------------------
[Video]
 ;Screen rendering mode.
 ;OpenGL - Experimental OpenGL renderer (recommended)
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;System and DirectX modes do not support advanced features
 ;such as RGB sprites and window resizing.
RenderMode = OpenGL

 ;The video resolution defaults to the same as the game resolution.
 ;In windowed mode, this specifies the window size.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
Width  = 1920
Height = 1080

 ;This is the color depth at which to run MUGEN.
 ;Ignored if RenderMode=System (forced to 16).
Depth = 32

 ;Set to 1 to enable vertical retrace synchronization.
 ;Only supported for RenderMode=OpenGL.
VRetrace = 1

 ;Set to 1 to start in fullscreen mode, 0 for windowed.
 ;This enables exclusive fullscreen, which may give better performance
 ;than windowed mode.
FullScreen = 0

 ;Set to 1 to make the window resizable when in windowed mode.
 ;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1

 ;Set to 0 to stretch the video to fit the whole window.
 ;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 1

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
 ;BlitMode is ignored for RenderMode=OpenGL
BlitMode = Normal

 ;Stage fit mode.
 ;0 - stage drawn to width of screen (may crop stages with tall aspect)
 ;1 - stage shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
StageFit = 0

 ;System fit mode.
 ;0 - system drawn to width of screen (may crop motifs with tall aspect)
 ;1 - system shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

As you can probably see, I use a resolution of 3840x2160 during testing as it allows more visibility on fine details/imperfections while creating HD sprites to ensure they will look perfect at all upscaled resolutions in OpenGL mode 720p & Higher.


I have also optimized the Mugen main directories & Data folders for easier file management (you can of course revert these changes once the project is completed)
[You must be registered and logged in to see this image.]

All unused folders are now inside the "unused" folder
[You must be registered and logged in to see this image.]

The Lifebars & all related files/fonts will all be located inside the folder titled BBCT_LEGACY_HYBRID_EX
This will allow you to easily cut and paste it into any other screenpack in future if you upgrade without having to worry about fonts or other files being unlinked from the system/fight.def etc.
[You must be registered and logged in to see this image.]

Now with all of this complete and the optimised cfg settings and sample char/stage data set up, the initial testing/setup build is now complete and i can move on to the next phase of preparing resources and images for building the lifebars etc

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Shadic12

Shadic12

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 42463946061_c82f3ae03a_o
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Nice thanks for the tips.

✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
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Another small update:

I have acquired & installed a PC copy Of Blazblue Cross Tag Battle to investigate the default existing sprites and use as reference material for the sprite positioning etc.
The majority of the sprites themselves in the game are very simplistic and not as advanced/detailed as I thought they would be hence I am confident we can make some vast improvements on these to generate a far superior upgrade of these.

[You must be registered and logged in to see this image.]

Next, I will be creating the design template for the lifebars and begin calculating the spacing and distancing for the HP/Damage meter and the 1p/2P side etc.
I will post some more progress images once I have set up the base template.

Shadic12

Shadic12

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✴Ex-Sirius✴ wrote:Another small update:

I have acquired & installed a PC copy Of Blazblue Cross Tag Battle to investigate the default existing sprites and use as reference material for the sprite positioning etc.
The majority of the sprites themselves in the game are very simplistic and not as advanced/detailed as I thought they would be hence I am confident we can make some vast improvements on these to generate a far superior upgrade of these.

[You must be registered and logged in to see this image.]

Next, I will be creating the design template for the lifebars and begin calculating the spacing and distancing for the HP/Damage meter and the 1p/2P side etc.
I will post some more progress images once I have set up the base template.

Judging by the image those Lifebars are the outdated ones but of course you probably already knew that since if you buy the 2.0 dlc the lifebar Portrait will have a different look which is the one I  screen shot you and sent a video in the previous thread.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Hi Shadic12
Correct. The v2.0 lifebars feature the different split portrait configuration and a different timer backing frame design which will be what we will be basing the design on.
The lifebar frames and meter are identical for the most part for both versions which is the primary area of focus for this initial setup phase.
I have finished calculating the spacing/range for the px.range etc for meter.
This iitial phase is always a little slow and tedious so not much visually to show progress-wise but ince i have all the vectors in place and have allocated ample space for the powerbar and how it will display within the top oart of the HUD things will start moving much more smoothly.
Will be back with more progress footage later on tonight

✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
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small update:

I am currently formatting the fight.def to optimize it for working in the individual components.
I use the PD method (credits to him) for adding quicksearch indexing.
By searching using the @CONFIG-xxxx it allows easy access to each individual part of the fight def etc and is useful for adding options and alternate animations/colors/settings etc

Code:
;============================================================================
;BLAZBLUE CROSS TAG LEGACY HYBRID LIFEBAR SYSTEM 2022 FIGHT DEFINITION
;COMMISSIONED BY SHADIC12 [You must be registered and logged in to see this link.]
;============================================================================
;============================================================================
;INDEX
;@CONFIG-FONT OPTIONS
;@CONFIG-SINGLEMODE/LIFEBAR
;@CONFIG-SINGLEMODE-LIFEBAR-BACKER-FRAME
;@CONFIG-SINGLEMODE-LIFEBAR-EMPTY-FRAME
;@CONFIG-SINGLEMODE-LIFEBAR-REDHP
;@CONFIG-SINGLEMODE-LIFEBAR-GRNHP
;--------------------------------------------------
;@CONFIG-TAG-MODE-LIFEBAR
;@CONFIG-TAG-MODE-LIFEBAR-BACKER-FRAME
;@CONFIG-UNUSED-LAYERS
;@CONFIG-TAG-MODE-LIFEBAR-EMPTY FRAMES
;@CONFIG-TAG-MODE-LIFEBAR-REDHP
;@CONFIG-TAG-MODE-LIFEBAR-GRNHP
;--------------------------------------------------
;@CONFIG-TURNS-MODE-LIFEBAR
;@CONFIG-TURNS-MODE-D.O.R.M.A.M.M.U-FRAME
;@CONFIG-TURNS-MODE-EMPTY-FRAME
;@CONFIG-TURNS-MODE-REDHP
;@CONFIG-TURNS-MODE-GRNHP
;--------------------------------------------------
;@CONFIG-POWERBAR
;@CONFIG-POWERBAR-DORMAMMMU-FRAME
;@CONFIG-POWERBAR-ORB-OVERLAY
;@CONFIG-POWERBAR-ORBITAL-FRAME
;@CONFIG-POWERBAR-METER
;@CONFIG-POWERBAR-FONT
;@CONFIG-POWERBAR-SND
;----------------------------------------------------
;@CONFIG-PORTRAITS-SINGLEMODE
;@CONFIG-PORTRAITS-SIMULMODE
;@CONFIG-PORTRAITS-TEAMMODE
;@CONFIG-PORTRAITS-TEAM-MEMBER-KO-ICON
;----------------------------------------------------
;@CONFIG-NAME-FONT-SNGLEMODE
;@CONFIG ARCADE TEXT-A
;@CONFIG-NAME-FONT-SIMULMODE
;@CONFIG ARCADE TEXT-B
;@CONFIG-NAME-FONT-TURNS-MODE
;@CONFIG ARCADE TEXT-C
;----------------------------------------------------
;@CONFIG-TIMER
;----------------------------------------------------
;@CONFIG-COMBO
;----------------------------------------------------
;@CONFIG-ROUND-ANIMATION
;@CONFIG-FIGHT-ANIMATION
;@CONFIG-K.O-ANIMATION
;@CONFIG-DKO-ANIMATION
;@CONFIG-TIME-OVER-ANIMATION
;@CONFIG-TIME-ADJUSTMENT-ANIMATION
;@CONFIG-WIN-ANIMATION
;----------------------------------------------------
;@CONFIG-TEAM-WIN-ANIMATION
;----------------------------------------------------
;@CONFIG-WIN-ICON
;===========================================================================
[Info]
name="Blazblue Cross Tag Hybrid"
author="Shadic12/Team_Newagemugen"
versiondate      = 20,12,2022
mugenversion   = 1.1
localcoord      = 1280,720
;==============================================================================
[Files]
sff        = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/BBCTL_EX_FIGHT.sff
snd        = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/snd/BBCTL_EX_FIGHT.snd
;==============================================================================
;@CONFIG-FONT OPTIONS
;==============================================================================
font1      = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/font/nulshocklbname.def
font2      = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/font/timer.def
font3      = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/font/power.def
;==============================================================================
fightfx.sff = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/LEGACY_fightfx.sff
fightfx.air = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/LEGACY_fightfx.air
common.snd  = data/BBCT_LEGACY-EX/BBCTL-EX_FIGHT/snd/common.snd
;===============================================================================
[FightFx]
scale = 1
;===============================================================================
;@CONFIG-SINGLEMODE/LIFEBAR
;===============================================================================

I have started to calculate the spacing and base vectors for the Single mode bars.
Not much to show for now but should have some more interesting progress to show on the next update as I start generating the frames

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Shadic12

Shadic12

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Nice happy that everything is going smoothly.

Phant0mD

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@✴Ex-Sirius✴
Back in the deep end of the void I see lol.
This man be keeping me on my toes lol.
Can't wait to see what epic freshness you cook up this time.
Exciting stuff as always ladz Dat behind


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✴Ex-Sirius✴

✴Ex-Sirius✴

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Phant0mD wrote:@✴Ex-Sirius✴
Back in the deep end of the void I see lol.

Something like that. Yeah I am also looking forward to how it will turn out.
Shadic12's concept of combining the Cross Tag Battle theme with Noz Legacy color scheme will be interesting to see when it takes form.


Progress Update:

I have finished positioning the base shape layers that will be used for the Single mode bar meter design.
I have also finished the base coding required for the meter range and the coding is working correctly.

NOTE: Please dont pay too much attention to the images below.
I am placing them here for testing purposes/reference material while I am constructing/testing things in relation to the Lifebar positioning/design and are only base placeholder sprites.

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Shadic12

Shadic12

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Nice looks like everything is progressing smoothly.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update

Have started calculating positioning/meter range for the tag mode lifebars (simul mode)
As previously mentioned, dont pay too much attention to the images shown.
These are just placeholder base vectors for planning the Aesthetics/spacing and HUD layout etc

[You must be registered and logged in to see this image.]

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Shadic12

Shadic12

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Cool.

Oxocube

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It is always exciting to see that you have started a new large project my friend.
I cant wait to see what interesting and amazing designs and ideas you have in store for us as this project develops. Nervous
keep up the brilliant work my friend


________________________________________________________________________________________________________________________________________________________________________
"My authority is absolute & I will not tolerate Insolence!" - M.Bison, 1994

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

- I have completed calculating the x.range and placement of the Top Screen HUD Powerbar.
- I have created a base vector shape to help calculate placement and spacing (placeholder sprites only).
- I have also started testing the display of the bar variants when different team mode configurations are selected,
 for example single vs tag and so fourth,

[You must be registered and logged in to see this image.]

The next step will be to start generating 3D glass textures for the Damage Meter (aka REDHP) and the Health Meter (AKA GreenHP). I will start with single mode and then move on to the other modes after that.

Shadic12

Shadic12

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I am liking what I am seeing.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Small Update:

I have started to create the Base 3D Glass Meter frame textures.
Please note that these do not represent the final Health meter design.
The final designs will be fully animated with various effects occuring inside the energy, but you can see the basic idea of the 3d extrusion and the color scheme.
The color scheme is as per discussed, using the exact same gradient color effect as the Noz Legacy Screenpack default gradient theme.

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I have also applied the same to the damage portion.

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Next step will be to create the empty Lifebar frame area glass meter portion, and then the base frame outlines

Shadic12

Shadic12

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Looking fresh and stylish the effort and time in this is truly amazing and this is only the early stages.

✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
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Update:
I have created the base frame outlines and the empty HP glass meter area of the lifebars with the legacy color theme.
(as previously mentioned. please note this is still early concept/design phase and there are many more fine details still to be added/changed)

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Next step will be applying the same process to the Tag Mode Bars

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✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
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Kindred Spirit (Gold)
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Apple Of The Eye (Platinum)
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The Tag Mode Bars are now Updated to include the new frames.
I have also made improvements to all of the HP guages.
I Now have Damage/Empty/HP 3D Glass settings Updated also:

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As you can see, the meter is not just simply a mirror copy on each side.
Both Player 1 and Player 2 will have their own unique Lifebar meter colors and animations in the final version

Next Step will be to focus on the Base sprites for the Power Bar
And also some changes to the HP meter for Single Mode

Shadic12

Shadic12

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 42463946061_c82f3ae03a_o
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Sweet those aesthetics looks clean.

✴Ex-Sirius✴

✴Ex-Sirius✴

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 50086984306_129c06f147_o
Survivor (Gold)
Survived 3 Inactive Account Auto-purges
Kindred Spirit (Gold)
Liked 30 Forum posts
Apple Of The Eye (Platinum)
Recieved 60 or more likes from other Members
Deadly Pen Pusher (Bronze)
Created 10 or more Unique Topics
Lord Of War (Gold)
Obtained The Highest Tier 3 Warlord Class Rank
卍♆★Divine Overseer★♆卍
Verified Senior Forum support/assistant/curator

Progress Update:
I have recreated the Cross Tag Powerbar Meter Icon shape in Noz Legacy style.

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This will sit on the edge of the power Bars above the lifebars.
I have also created the base legacy style frame outline and backing frame for the first part of the powerbar:


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Next I will start creating the Meter Energy Glass Frames


Shadic12

Shadic12

[ACTIVE COMMISSION][1280X720][OpenGL] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Fight.def system for Shadic 12 42463946061_c82f3ae03a_o
Death Note (Wood)
Created Your first Forum Topic
Rank Hunter (Bronze)
Obtained The Highest Tier 1 Initate Rank

Oh man the powerbar is looking really good compared the original.

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