I have completed the animation for the knockdown shockwaves
As you can see I have added some extra dust on top of the default effect.
I have finished importing the knock down shockwave animations:[You must be registered and logged in to see this image.]
Next set of effects are the wall bounce shockwaves.
This is what was referenced from in the game:
This is what was in your original fightfx
It seems that for the most part it is the exact same scenario as the ground shockwaves so I applied the same formula to update it.
I created a unique variant of the ground shockwave effect for the light/strong/medium wallbounce shockwave effect.
Here is a demo of it in action.
Also this will give you a good demonstration of the ground floor dust effects we made also.
Now this actually conludes the end of the Main Fightfx upgrades that relate to both OHMSBY characters
and the Blazblue cross tag battle gamer effects.
The 2 remaining fightfx left at the end of the default Mugen 1.1 fightfx system, are:
- Power Up Effect
- Lvl 1 2 3 Super effect
Now the issue here is that there is no power up mechanic in Blazblue cross tag battle so we donot have any reference material to use for this.
Luckily as this more Phantom D's area, I used his donated assets for this.
The same issue applies to the super effects - OHMSBY has coded his own super effects for his characters so they dont use the default Mugen fightfx.
Despite this not being required for your scenario of characters,
I made a very quick Power up animation for the fightfx to replace the stock version.
There is no power up mechanic on BB Tag Battle or OHMSBY chars like what is commonly used in KOF and POTs style Mugen characters and DBZ JUS Mugen Characters.
But in the rare instance where you may use characters that donot have their own charge animation,
Here is some quick footage of the nice HD effect in action:
Now that brings us down to the very last remaining set of animations required for the fight effects,
which are the Super Combo charge sprite effects.
For this, I have simply hard coded OHMSBY's character super charge effects because Blazblue cross Tag Battle does not use frontal super sparks at all.
it only changes in the characters Background, which as you know, is not a default feature supported in Mugen 1.1.
The only way to have the super Bg that appears in BBCTB backgrounds would be for OHMSBYs actual characters to have it coded in,
so I have simply upgraded what was already there which was some low res KOF random sprites.
They now have been replaced with HD effects from a mixture of POTs and OHMSBYs super spark so it is atleast a major improvement over what was already there even if you dont actually require it.
Here is some final demo play footage with everything complete and working in action:
Final Demo with randomized attack spark variation mod enabled
Final Demo with randomized blood hitspark variation mod activated
Final demo with OHMSBY and non-OHMSBY characters interacting to confirm hitspark system fully functioning in modified scenario
With all of that said, I think it is safe to say that your Fight FX is Officially complete.
All I have to do now is give you the tutorial on how to enable the special Variable Random Hitspark system (to enable all the extra effects on hit and also customise bloodspark settings per character)
Iw ill start doing that now and also prepare the download links