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[COMPLETED COMMISSION] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Powerbar Upgrades for Shadic12

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✴Ex-Sirius✴

✴Ex-Sirius✴

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[ACTIVE COMMISSION][1280X720][OpenGL] 
Blazblue Cross Tag battle HD Legacy Hybrid PowerBar Upgrades
 for Shadic12

This is the Official Project thread for the Blazblue Cross Tag battle HD Legacy Hybrid Powerbar Upgrades project for Shadic12
This is a fork of the initial planning/discussion thread available via the link below.
Any/all additional work outside the scope of the below mentioned will be treated as additional & will require a separate discussion/planning/request thread
All finite details regarding client requirements & initial project planning can be found here
Spoiler:

Job Summary
Create a modified version of the Blazblue Cross Tag battle HD Legacy Hybrid lifebar with specific modifications to the Fight.def and PSD custom portrait system as discussed.
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.


Powerbars/Fight.def:
Spoiler:


Font System
Spoiler:


Portrait system
Spoiler:


Legacy Custom Blazblue Cross Tag Battle Lifebar Workload Roadmap

Initial & setup
- Original Fight.def Template/rawfiles re-positioning and updated assets (powerbar) Spacing alloction/calculation/setup (min 1 hours )

Fight.def/powerbars Workload
- Powerbar Concept & design suite work (min 2 hours )
- Sprite/animation creation/style application (min 2 hours )
- Coding/HP range repositioning (min 1 hours )
- sff compilation & coding (min 1 hours )

Font system
- Name font backer plate modifications/positioning/import (min 1 hours)
- Individual font letter & character set re-positioning/coding (Min 0.5 hours)


Portrait Template system
- Concept & design (Max 2 hours )
- PSD Template creation/setup/formatting (Min 1 hours )

In summary, with all of the above listed elements, 
the total commission workload will be A MINIMUM of 11.5 Hours Labor/design time.
Any/all additional required workload/time required to complete the task outside any of the above specified will be the responsibility of Newagemugen/the creator/s



Last edited by ✴Ex-Sirius✴ on Wed Jan 25, 2023 12:11 am; edited 1 time in total

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Small progress Update:

I have disabled the current Powerbars so I can start calculating the new space allocation for the new updated powerbar.

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

The next step will be modifying the position for all of the lifebars and portraits and display names to allow for the new powerbar spacing

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CancerManXIII

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Personally I really liked the previous version with the powerbar at the top.
It looked unique, and also really badass.
But it will be interesting to see how this version turns out. Who knows, it may end up better


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Shadic12

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CancerManXIII wrote:Personally I really liked the previous version with the powerbar at the top.
It looked unique, and also really badass.
But it will be interesting to see how this version turns out. Who knows, it may end up better

I agree that the previous version with the powerbar at the top was good but something felt off about it to me so I hope that this modification is good and it fits what I was originally going for in the first place. I should have been more specific in my first commission with this so Ex would already have gotten started with the Fightfx.

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Blazblue Cross Tag battle HD Legacy Hybrid lifebar/Powerbar Upgrades for Shadic12 51937087043_a9ce7b0d64_o
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Small Update: I have Updated the system.def to enable a toggle option for the lifebar/powerbar system.
There are instructions on how to change it there.
This way you can use both version if ever required.

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

Next step is I need to start to do some formatting on the new version called "TYPE_Y" which is the updated powerbar version.
Starting with the lifebar positioning

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Shadic12

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Nice I am looking forward to the updates.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Small progress Update:
I have moved the Single Mode Lifebar up to the optimal position to allow for correct spacing.
I will be dealing with the portrait and name positioning later once all the meter positionings have been corrected.

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

Next will Be the Turns Mode Health Meter repositioning

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✴Ex-Sirius✴

✴Ex-Sirius✴

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I have applied the first part of the repositioning to the turns mode health meter and backing frames now also.
Unfortunately, this initial repositioning phase is a little tedious and slow compared to the later portions because it always takes longer to reposition existing assets than it does to place them from scratch during the initial creation process, but once in place we will be fine and good to proceed with the aesthetic updates.

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

Next will Be the Tag Mode Health Meter repositioning

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Update: I have now also repositioned the Tag Mode Health bars.
There will be additional positional tweaks I will need to make but this is a start.

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

Now that this part is out of the way, I can move on to repositioning the Portraits And Name frames as discussed.
Once that is done, I can move Start planning the design for the New Powerbar frames.
This will be required so we can determine the best way to handle the Player Face portrait multicolor frame modifications and how they will accent the
lifebar and powerbar without clashing or appearing too intrusive.

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Shadic12

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Nice can't wait to see what's in store for this.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Small Update
After some more testing and bouncing around different position coordinates, I have finally refined and perfected the Positioning for all the single mode elements that required repositioning.
I have also redesigned the Player 1/2 Display Name backing plate.

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

As you can see, the display name positioning is now much more closer/accurate to the Millenium match positioning example you provided as discussed.
Now I will apply the same changes to the other modes.

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Shadic12

Shadic12

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Sweet nice display.

CancerManXIII

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✴Ex-Sirius✴ wrote:Small Update
After some more testing and bouncing around different position coordinates, I have finally refined and perfected the Positioning for all the single mode elements that required repositioning.
I have also redesigned the Player 1/2 Display Name backing plate.

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

As you can see, the display name positioning is now much more closer/accurate to the Millenium match positioning example you provided as discussed.
Now I will apply the same changes to the other modes.

oh snap, you have to offset all the bars and ports? I'm glad i'm not you right now bro, thats a pain in the ass and extremely fidgety job.
I remember having to do that on one of my old screenpacks and it took me literally 2 weeks of moving shit around just merge one lifebar with another powerbar and in the end i gave up lol. its so much easier to just make the whole damn thing from scratch sometimes amirite


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GRAYFOX

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Looking really good. Will be watching for end results.


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Shadic12

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GRAYFOX wrote:Looking really good. Will be watching for end results.
Thanks GrayFox its nice to see a familiar face since you also got dope content over Mugen Fighters Guild.

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Tag Mode Bars Update:

I have modified the position for the portraits and life meter further.

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

I now need to make some additional adjustments to the placement of Player 3 and player 4 names

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I have successfully finished making the required adjustments to the tag mode bars.
The Plarer names have all been repositioned at the top of the screen to remove them from the space needed for the power bar.

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Now I will move on to the other modes

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I have repositioned the Turns/team Mode P1 P2 main portraits and also the name plates.
Now the name plates and name font are appearing in the position required as discussed/as per the millenium match sample image.

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The next step will be modifying the scale factor and positioning of the teammate portraits and teammate KO marker system to create the required space for the powerbar

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I have begun rescaling the turns mode team portraits:
I am also planning the space requirements for the power meter.

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The next step will be making some additional changes to the team portrait positioning

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Shadic12

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Can't wait for what you have in store for the powerbar design.

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✴Ex-Sirius✴

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Shadic12 wrote:Can't wait for what you have in store for the powerbar design.

The design itself will be very similar to the previous theme, so as to stick with the original concept of blazblue cross tag combined with the legacy screenpack theme, but the new version will be totally resized and remade from scratch so as to fit within the new lifebar position requirements.

I have made an additional adjustment to the spacing at the top of the screen for Single Mode and Turns Mode only.
Now there is some additional spacing at the top of the screen for 2 reasons:

1. To allow space to place the turns mode team portraits so they are not in the way of the powerbar design
1. to make the health meter appear closer to the powerbar when single/team mode is selected

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

Next I will be able to finally reposition the Team Mode portraits and test that their positioning for the KO icon is correct

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✴Ex-Sirius✴

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Update: I have repositioned all of the Turns Mode Portraits and KO system to the top of the screen next to the nameplates.

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

Now that should conclude the repositioning/coding requirements necessary for the new Powerbar design.

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I have added the base frame for the powerbar shape.
It will be similar in design to the previous but remade from scratch to fit the new position requirements.

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Next will be creating the animated outer box framing.
Fortunately I have a script saved for the fire caustic effect to reuse, i just have to recode it to the new shape in my animation software.

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I have finished the base sprites for the outer frame, basically remaking the previous design style but applying it to the new shaped bar.

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Next, I will be recreating the animations for the empty powerbar, and also recreating the glass

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Shadic12

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Progress is looking nice.

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