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[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3)

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Shadic12
✴Ex-Sirius✴
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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3) 51937087043_a9ce7b0d64_o
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[ACTIVE COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12

This is part 4 of the Official Commission Project topic for Shadic12's Blazblue Legacy Hybrid Cross Tag Battle system project.
Please find links to the previous project topics below:
Completed Project topics

Spoiler:

ROUND ANNOUNCER/FIGHT/KO/WIN SYSTEM




Completed Singles Mode Demo


Completed Tag Mode demo


Completed Turns Mode Demo

Job Summary
Spoiler:

Basic requirements
Spoiler:

Technical fightfx requirements
Spoiler:

FightFX Categories
Spoiler:

Legacy Custom Blazblue Cross Tag Battle FightFX Workload Roadmap
Spoiler:

In summary, with all of the above listed elements, 
The total commission workload will be A MINIMUM of 18 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 and/or subsidized by the Newagemugen Goldsaint sponsor system.

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3) 51937087043_a9ce7b0d64_o
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Small progress Update:

I am starting off working on the first set of FightFX:
The Normal attack hitsparks:

- Light hit spark - Action 0
- Medium hit spark - Action 1
- Strong hit spark - Action 2
- Strong hit spark (Alternate) - Action 3
- Very strong hit spark - Action 333

To correctly emulate the Blazblue cross tag battle effect,
I have to generate firstly, 3 base sprites that will be used for the base animations that happen during the normal hits.
This consists of the following:

[You must be registered and logged in to see this link.]
Studying the attacks you can see the following:

1. A Blast ring (the red ring effect that expands its radius on impact ingame)
2. A Radial particle explosion (these are the particles of small light and dust that eminate from the centre of the blow in the game
3. The centre main flare explosion (this is the yellow blast looking effect that happens in the very centre axis of each blow)

After that, I need to calculate the exact number of frames in the actual game that the attacks display for so the timing is accurate.
I am guessing it will be somewhere between 13-17 frames, but I may slightly modify it to make the dust particles linger a little but longer for more cinematic impact while fighting.
I will be able to do this down to the exact frame by frame inside my animation suites.

Once that is done, I need to adjust the color formats for each sprite to match our theme

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3) 51937087043_a9ce7b0d64_o
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progress update


I have started working on what will be the small/weak hit.
Obviously the first thing to note on this is that in BBCTB all the normal hits basically look the same and have no variation.

However because in mugen we have the option to have different effects for all hit types, we will be doing exactly that.
So unlike the old fightfx, all the hit types will have unique animations.

I have started creating the first part of the animation hit effect.
It is a circular outer wave blast that resembles the way blazblue tag hits work, except recolored to the legacy theme

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

This ring will expand outwards during hit.

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3) 51937087043_a9ce7b0d64_o
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Progress update:
Not too much on the visual side of things to showcase right at this moment because I have almost completed all 3 of the other layers of hit fox sprites required for this first set of attacks.
Will have some actual footage up shortly

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Shadic12

Shadic12

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Nice hoping to see some fightfx in action.

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETED COMMISSION] Custom Blazblue Legacy Hybrid Cross Tag Battle Hitspark/FightfX System for Shadic12 (project Part 3) 51937087043_a9ce7b0d64_o
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Progress Update:

I have made the 2nd part of the light hit effect sprite.

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

the way this spark will work, is like a 5-axis circular slash type effect that spirals out from the center of the hit.

The third sprite part of the light hitspark animation will be using the following:

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

These will be the small particles that emitt from the center of a hit as they do in BBCTB if you watch the normal attacks.

Now i just need to start animating each individual layer.

(Credits to Phantom D for his help on the fx packs and a few pointers)


Using PhantomD's layering technique I have compiled the components of the light hit and imported the animation.

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

Before showcasing the animation in action i will begin designing the medium hit

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Phant0mD

Phant0mD

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@EX looking saucy bro! hmu when u need a hand on the anims for the fightfx too my guy

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Shadic12

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Those effects looks good and thanks for helping PhantomD

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✴Ex-Sirius✴

✴Ex-Sirius✴

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This is the base layer effect I will use for the very bottom of the Medium hit.
As you can probably tell, these sprite effects are matching the same texture as the ingame texture used by blazblue cross tag.

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

The medium hit is going to be based on reference to some of the explosion attacks used by Yang Xiao Long in the game.
The only difference being, because we are using the fightfx.air and not custom cns codes or advanced addons like add004 to manipuilate the fx,
we are limited on how angles work.
In Blazblue, the in game system seems to differentiate left and right side of screen hits differently which allows them to appear on a 3d side axis.
this is not a major issue it just changes how we design them.
Next I will be using some of the ripped explosion sprites but I will be adding custom code and animation scripts on them for the outer hitspark explosions.

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Shadic12

Shadic12

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Nice hopefully everything comes together on your end.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Update:

I have created the outer perimeter explosion sparks for medium hit.
these use some of the ripped sprites but the code i have applied is going to make it look quite different from in the actual game but still equally impactful.

There is also some addition fire and dust in the centre, and i have obviously utilized the legacy color scheme slightly

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

next i will move on to the centre of the medium hitspark where the glowing impact happens

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Phant0mD

Phant0mD

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@✴Ex-Sirius✴
One thing worth mentioning my bro, is that when you have chars that use the std mugen fightfx, there is no CVS style randomization on hit angles or styles, so combos can tend to look a bit janky because the same hisptark is forced to replay over and over.
There is a workaround for that I can send u, you use a randomization code, and just overwrite the characters sparkno = xxx with a (+randomx%) value in their cns.
then you just create 8 variations of each hit ie color/size/angle change and it will look like randomized hit effects and really have a commercial game feel.
Its similar system that Warusaki used to use in his cvs characters back in the day, the angle flip on the fx etc.
Its a really easy universal patch and it will work east with what you are doing.
Its an extra option you can add for our friend my Shadic here to make the blazblue hits look more saucy.
Ill pm you all the scripts etc and you can do the rest (im sure you know what im talking about because we used it before on an older project)


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✴Ex-Sirius✴

✴Ex-Sirius✴

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Phant0mD wrote:@✴Ex-Sirius✴
One thing worth mentioning my bro, is that when you have chars that use the std mugen fightfx, there is no CVS style randomization on hit angles or styles, so combos can tend to look a bit janky because the same hisptark is forced to replay over and over.
There is a workaround for that I can send u, you use a randomization code, and just overwrite the characters sparkno = xxx with a (+randomx%) value in their cns.
then you just create 8 variations of each hit ie color/size/angle change and it will look like randomized hit effects and really have a commercial game feel.
Its similar system that Warusaki used to use in his cvs characters back in the day, the angle flip on the fx etc.
Its a really easy universal patch and it will work east with what you are doing.
Its an extra option you can add for our friend my Shadic here to make the blazblue hits look more saucy.
Ill pm you all the scripts etc and you can do the rest (im sure you know what im talking about because we used it before on an older project)

@Phantom Thanks for that, I know what you mean.
I can add a %randomizer at 8% and add 4-8 variants using V-flip and scale and a few different color options and that will make the hit variations spawn at random. I dont want to over-complicate shadic12's setup by adding additional char patch requirements but in this case it would just be a one click update using notepad++ on the sparkno values so yes we can do that. good idea and thanks for looking out.



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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have added the centre glow impact spark to the centre of the attack.

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

the next step is adding the small dust particles that linger after the blow, then layer them all again to one solid hitspark. These are the centre dust/energy particles

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

Now i just need to layer everything to make it all complete and that should complete the medium hitspark

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Shadic12

Shadic12

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Looking snazzy.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Update:

I have successfully finished layering all of the medium hitspark.
here is a preview of what it looks like in certain frames.
It has a total duration of 26 frames which is based on the source game for hits but i slightly extended it to give more aesthetic appeal to the hit and realism during combat

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

Now i will move on to the heavy attacks, then after they are finished we will be able to test them all working together

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Shadic12

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Oh man I am an awe right now thanks for the update.

✴Ex-Sirius✴

✴Ex-Sirius✴

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I am now focusing on the heavy attacks.
As you will probably be aware, this attack hitspark seems to be the equivalent to what would be a "Hard/Heavy" attack in Mugen terms.
Mugen ironically has better options for adding variable hit effects compared to the source game.
But based on what types of hits trigger the blazblue cross equivalent effects per character, we can say that these hits below would be what we will be recreating for the heavy attack hitspark:



So I am now currently building this style of effect using a combination of the source game rips and PhantomDs assets & template.
The goal will be to not only recreate this but improve on it and add more cinematic effect

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✴Ex-Sirius✴

✴Ex-Sirius✴

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I have successfully managed to isolate one of the animation sequences from Blazblue cross tag battle
and I now have full control of the heavy attack spark:

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

Now that I have this part of the animation under control, I can add the second part that appears, the circular fading orb-energy attack

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The fx looks clean and HD can't wait to Commission you the original hitsparks from the game once the Legacy one is done. It will be like Type A or Type B situation similar to the lifebars.

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It looks really good

Shadic12 wrote:The fx looks clean and HD can't wait to Commission you the original hitsparks from the game once the Legacy one is done. It will be like Type A or Type B situation similar to the lifebars.

My friend Spøgelse112 who help me with some ripping sprites for exsirius.
He said some of the effect in game is not sprite, maybe is from 3d software created in the game.
so it cannot be extract like a sprite sheet, so only some things we are able to get from it.
If you want the 100% original sprite i think will be difficult unless can you find someone who now how to hack game extract every effect frames as transparent. I just thought i tell you that


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Shadic12

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Filthy Fredo wrote:It looks really good

Shadic12 wrote:The fx looks clean and HD can't wait to Commission you the original hitsparks from the game once the Legacy one is done. It will be like Type A or Type B situation similar to the lifebars.

My friend Spøgelse112 who help me with some ripping sprites for exsirius.
He said some of the effect in game is not sprite, maybe is from 3d software created in the game.
so it cannot be extract like a sprite sheet, so only some things we are able to get from it.
If you want the 100% original sprite i think will be difficult unless can you find someone who now how to hack game extract every effect frames as transparent. I just thought i tell you that

That makes sense thanks for the clarification.

✴Ex-Sirius✴

✴Ex-Sirius✴

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@Fredo Fortunately we were still able to extract most of the main important hit sprites.
Obviously the mugen fightfx works different from commercial games and some things offer more flexibility while some things are restricted but for the most part I am confident we will achieve a great finished result with these fightfx.

I have now created and added the third particle hit heavy layer.
This is a small particle explosion layer that is a custom element i added, not included in the original version in-game but i have added it to give extra effects and impact to the blows

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

As this is the heavy attack, i will be adding an additonal 2 effect layers to this hitspark to really emphasize it.

Also after doing several tests on your characaters used in the screenpack,
it seems that OHMSBY has coded most of his characters to use the heavy/fierce hitspark the most with all attacks compared to the light and medium hits.
For that reason, this hit needs to be extra detailed as it will appear most frequent during battle.
Now I will move on to adding the last 2 layers of effects.

Shadic12 likes this post

✴Ex-Sirius✴

✴Ex-Sirius✴

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progress Update:

I have added what I believe will be the last 2 effect layers required for the heavy attack hitspark

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I also have begun creating the sprites for the second/alternate Heavy attack hitspark animations.

As you may/may not be aware, the default Mugen fightfx.air Heavy attack actionno is set to 2 & 3.
After examining OHMSBY's characters it appears that they luckily all do use both actionnos for the sparknos so I am able to add alternate animation without needing to use patches/custom coding "per char"
to force the alternate animations to appear.

For this, I will be creating an alternate/custom animation that still references the original in-game cross tag battle hit effect, but with the extra effects and color options added.

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The alternate Heavy hitspark as you can see has references to the legacy theme colors.
Where as the other heavy attack references the default blazblue cross tag colors.

As you may recall when we were planning this project , you mentioned possibly having a 2nd commission
to get both color variants.
The good news is you wont need to do that anymore because I am able to create it so that both are used anyway, and will display depending on the attacks/chains that OHMSBY has applied the sparkno=2/3 to.

Now that I have designed all the core components for both Heavy attack variants,
I can start completing and importing/coding all the animations for all hits light-Heavy now.
I will move on to the animating process for these (Phantom D will be assisting me with this)

Shadic12 likes this post

Shadic12

Shadic12

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That is good to know that I don't have to another Commission for the fightfx and everything seems to be coming along nicely.

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