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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✴

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Progress Update: Light hit animation is complete



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Medium Hit animation is also complete



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Next I will do the heavy hits

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Shadic12

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Awesome.

Balelynx

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✴Ex-Sirius✴ wrote:Progress Update: Light hit animation is complete



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Medium Hit animation is also complete



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Next I will do the heavy hits

very groovy looking special effects going on there!

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✴Ex-Sirius✴

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thanks guys.

Here is the completed animation for the heavy attack



And here is the completed animation for the alternate heavy attack



Now I will start on the 5th animation required in the fightfx - actionno 333 "super heavy hit"

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Oh man I am in awe right now keep them updates coming.

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I am now working on the 5th effect of the Fightfx.air

This is the effect that is used for the default "Very strong hit spark".
It is used for the sparkno/anim "333".

It is a super enhanced, larger and more colorful version of the previous 2 heavy attack animations:



Now as discussed, we are updating all of the fightfx and there is a chance that some are not going to be used by default by all characters.
I have done some research and after scanning OHMSBY's characters, i checked to see if his characters
are coded to use the sparkno = 333 for any attack hitsparks.
This is what I found by checking Kirito and a few others cns files:

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

In summary, what you can see here is that the sparkno "333" is not used by any of OHMSBY's characters.
Luckily the sparknos 2 and 3 are.

What this does mean however, is that it is still possible to force any characters to use the extra
"Very Strong Hitspark", but to do it you will have to make some small manual change to your characters.

To do this, all you need to do is find any line that has
"sparkno = 3"
and change it to "sparkno = 333".
For example you could make it so the "Very strong Hit spark only happens on certainattacks, or at complete random as an alternate effect for the "heavy attack" hitspark if that makes sense.

Now that I have created all the basic attack animations, and imported them,
I am going to do some minor edits to the sparknos on a few characters as i have explained above so that during the test footage, you can see all the attacks including the one not used by OHMSBY in his chars that I will enable as an enhancement (it is something you may choose to manually do to your characters to improve the gameplay etc

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Nice thanks for the explanation.

lunalucard55

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these effects are really beautiful and impress a lot, real explosions of colors.


________________________________________________________________________________________________________________________________________________________________________
Flame mist with the power of lightning ...
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Couldn't have agree with you more [You must be registered and logged in to see this link.]

✴Ex-Sirius✴

✴Ex-Sirius✴

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Now for the live testing:
First here is the light and medium hits in action:





And here is the final result of using PhantomDs custom hit randomisation effect trick,
and also of all the heavy/strong hit animation variants working in action:





As you can see, previously in your old fighfx, every hit looked the same.
Now they all look different. All the characters are now also using the previously unused 333 animation for super heavy hit, so there are in fact 3 different types of heavy hit effects being used randomly instead of just one.

I will include a simple copy pastetutorial at the end of the project on how to add the optional hit mod to use the hidden hitsparkfx for all characters.

But now that is complete we can move on to the next set of effects: the blood spray effects.

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Shadic12

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Sweet its nice to see a demo of the hitsparks in action.

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I have started creating the animation effects using phantomDs assets for the Blood spray Fightfx animations.
By default, the Mugen Fightfx allows you to specify light/medium/hard Blood Hitspark anims for any character via the sparknos/Actionnos 10,11 and 12.

It seems that although your original FightFX.air did include the animation codes for blood sparks,
The fightfx itself did not contain any blood spark animation sprites so the creator obviously did this on purpose or didnt finish the fightfx.sff.

Also to add to that note, it appears that OHMSBY also doesnt use blood effects on any of his characters because I checked all of his character CNS files from the ones you sent me and none of them included
any utilization of sparkno = 10/11/12 for blood.

This doesnt matter as I am going to add the option for you to turn blood on ot off for any character you choose. I will include all required tutorials and guides for this at the end (its very simple and easy and fast to do)

Anyway here are the blood spark effects I have made for the Light blood spark )based off the default light hit blazblue style spark we already made, but made in blazblue type graphics as the source game also doesnt have blood fx)



(credits phantomd for the assets/help)

I will now move on to generating the medium blood sparks

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Shadic12

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Oh wow the blood effects looks clean.

✴Ex-Sirius✴

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I have created the Medium blood hit spark animation



(credits phantomD for assets/help)

Now I will make the final heavy blood spark

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Man you are making my day with HD hitsparks.

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Progress Update:

I have chosen a character from your folder to use as a test subject for the blood spark.
I chose RUBY for example as this is a character that posesses a large slashing weapon that would make sense to create blood effects instead of normal effects during hits.
I have modified her hitsparknos in her cns files so that instead of her light and medium normal attacks spawning the default light and medium hitspark effects (sparkno = 0/1),
she uses sparkno = 10/11 (default mugen blood sparkno)

Here is the result. Please note that she is still using the default Heavy/fierce effects because I have not yet changed those to blood because we haven't made that heavy blood sprite yet:



As you can see that seems to be working fine.
Now I will begin making the final Heavy blood spark effect.

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Awesome demonstration as usual.

✴Ex-Sirius✴

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I have finished creating all of the Heavy and fierce blood sparks.
Please note that by default there is no such thing as a "fierce" blood spark in the Mugenfightfx.
But I have modified it to allow for one, and I will add the instructions at the end on how to easily add it to any character if you want it.


Here is the Heavy Blood spark
[You must be registered and logged in to see this image.]

Here is the fierce special custom version



(credits to phantomD for his fx assets system/tips)

Next I will finish coding them and add PhantomD's randomizer system

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Nice great visuals

✴Ex-Sirius✴

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I have finished importing and coding all of the blood hitspark animations
into the fightfx. here is a small demo using RUBY who i have updated her hitdef file so as to use blood from the fightfx instead of normal attacks.



as you can see, the angle and type of blood fx that emit on impact are completely randomized
and each hit can have any 1 of 8 blood variants to really add tot he realism and cinematic effect.
I am confident to say that these hitsparks are now superior in terms of both HD resolution and quality
compared to the source game.
Now that all of the attack sparks are complete, I will now move on to the third portion of the fightfx.
Which is the guard spark fx

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✴Ex-Sirius✴

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I have done some studying of the Guard spark effect system in Blazblue
based on this footage here:



As you may or may not be aware, by default Mugen has the option to specify
Up to 3 different Fightfx guardsparks under the 40-42 actionnorange as folllows:

; Guard spark Light
[Begin Action 42]

; Guard spark Medium
[Begin Action 41]

; Guard spark Strong
[Begin Action 40]

Unfortunately OHMSBY characters only use [Begin Action 40] for all Guardsparks.
This means that non OHMSBY characters that donot have their own hitsparks will be able to use the extra ones but his characters will always only use one type of guardspark. I am sure you were aware of this from using them anyway but I thought it was worth pointing out.

Here is the extracted guard sprite from the video we will be working with:

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

In order to recreate the same effect as in-game,
I have to do some editing and manipulation on the extracted sprites because as you can see,
although I was able to access part of the guard spark, it is not angled and it is not pre-animated.

It is only accessible as a flat image and I need to do some processing on it to
make it appear to be on a 3D angle.

I have compiled the 6 sprite exports that are used in-game:

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

It seems that the game is using some sort of transparency settings in the animation that are not included in the sprites themselves.
I had to manually recreate these as close to the source as possible with the resources available.

I processed the core sprites and added the req angle manipulations to achieve the in-game angle.
I have also added some variable optional extra guard sparks (that will appear for other non OHMSBY characters if used)

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

The next step will be layering and animating

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Man you are going above and beyond here thanks for the hard work.

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I have finished compiling the layers and animating the main guardspark




Here is the variant (medium/Heavy) guardspark.



I have Imported it and tested it and it is working as intended



Now that is complete, I will move on to the small dust gfround fx sprites for jumping.

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Those guard sparks are very nice nice demo.

✴Ex-Sirius✴

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This is some footage of the in-game jump dust effect we will be recreating



Again this is another tricky one because the game uses internal coding to create this effect from a flat single sprite, which is only one small cloud puff, si I replicated it as close as possible to the source:



Here is the imported result after transparency correction:



Next step is working on the knock down shockwaves.
I will start by researching in the game to see how these effects are handled.

I have found the correct reference footage for the knockdown shockwave effects.

In Default Mugen fightfx this is used by the actionnos

; Weak ground shockwave 2
[Begin Action 60]

; Medium ground shockwave
[Begin Action 61]

; Strong ground shockwave
[Begin Action 62]

; SMASH ground shockwave
[Begin Action 63]

Luckily we donot need to make multiple animations for this because the only difference between them is size which can be controilled by scale factors.

This is the in-game effect.



It is hard to see without slowing down but there is a series of rings and a light flash when the player hits the ground. The dust that appears in front of the character is something that is not possible via the default fightfx in mugen because the above actionnos are hardcoded in mugen to have a low sppriority meaning they always display behind the character.
This is something however could be achieved by coding into the character but every character creator works differently and may/may not pay attention to those small details.

Anyway we will be working to recreate this effect.
Unfortunately the only sprite available related to this effect, is one small circular ring sprite shown here:

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

So again this will be a case of some manipulation and alot of manual work to regenerate the same effect and 3d rotation.

Also just to let you know, I am getting very close to completing this project.
All going well I should have everything finished for you by the end of this week.

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