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[COMPLETE] “ornate floral gothika” inspired lifebar/announcer/font system for margatroid

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CancerManXIII
Phant0mD
HmmmLawnmower
MagistusMoon
Margatroid
✴Ex-Sirius✴
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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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ORIGINAL PROJECT “ORNATE FLORAL GOTHIKA” INSPIRED 
LIFEBAR/ANNOUNCER/FONT SYSTEM 
FOR MARGATROID

This is the official progress topic for the original project lifebar system for margatroids full game motif.

Job Summary
- Create original fully Customized Single Mode Lifebar (Fight.def/sff/snd) using 16/32bit high quality sprites for Clients personal project.
- Create High quality themed Round Animation system to client theme/specifications as discussed
- Create PSD Editable Portrait system for Single mode lifebar as discussed.
- Client requires dark fantasy theme with ink, roses & literature motifs as per discussed & sample reference material provided.
- Client is using Mugen 1.1 1280x720.
- Client does not have Hardware limitations: Sufficient VRAM/SYSRAM to support high-end 16/32bit png OPENGL content as discussed.
 (PC specs = Intel(R) core (tm) I5-4200M, 2.50GHz, NVIDIA Quadro K2100M)
- Final product to be built and resupplied inside Vanilla Mugen 1.1 Build with no pre-existing motifs.
- Client to supply pre-existing resources for base material for lifebars

Deadline
Client has not specified a specific timeframe/required date. Default Newagemugen commission processing timeframe applies.
(NOTE: Project will be completed & supplied in a timely manner with incremental 24/hr updates until completion date)


Lifebar Design
Spoiler:


Lifebar Win Icons Design
Spoiler:


Powerbar Design
Spoiler:


Timer font/System
Spoiler:



Portrait System
Spoiler:


Name Font system
Spoiler:


Combo Announcer System
Spoiler:


Round Announcer Animation system
Spoiler:


Round Announcer Variables requirements
Spoiler:


Round End Animation Variables requirements
Spoiler:


Workload Roadmap

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


Fight.def - Lifebar/powerbar Workload
- Single Powerbar existing assets import and template setup (min 2 hours )
- Animation creation/style application (min 2 hours )
- Coding/HP/Meter range animation/calculation & positioning (min 2 hours )
- air/sff compilation & coding (min 1 hours)
- snd related .wav creation.audio design (Min 1 hours)

Icons/Font System Workload
- Single Win Icon animation/implementation (Min 1 hours)
- Timer Font configuration/Implementation (Min 1 hours)
- Name Font configuration/implementation (Min 1 hours)
- Combo Announcer System font configuration/implementation (Min 1 hours)
- Combo announcer fon animation/screen location positioning/testing (Min 1 hours)

Portrait System Workload
- Concept & design (Min 1 hours )
- PSD Template creation/setup/formatting (Min 1 hours )

Round Announcer Animation system Workload
- Round 1-4 Concept & design suite work (min 2 hours )
- Round 1-4 Sprite/animation creation/style application (min 2 hours )
- Sound/wav file prep/import/export (Min 1 hours)
- DRAW/YOU WIN Concept & design suite work (min 1 hours)
- KO Animation & sound  Concept & design suite work (min 1 hours)
- Animation coding/.fight.def related/import/export/testing (Min 1 hours)



Last edited by ✴Ex-Sirius✴ on Sat Aug 12, 2023 4:55 am; edited 2 times in total

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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Small progress update:

I have begun building and formatting out a base vanilla Mugen 1.1 build to use as the base for the original fight/def/sff/air/snd build.

Not much visually to show as far as progress, but once the initial set up phase is complete, I will begin building the native working files and Lifebar concept design template.

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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Small progress update:

I have completed setting up the vanilla build and I have removed unnecessary files etc to make it easier to navigate etc as I work on this.

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

I have added 1 x your stages and 2 suitable chars to use as the test base for this build, portraits and other factors. This will serve as a suitable backdrop for testing the lifebar themes/colors etc

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

The next step will be setting up the fight.def correctly and compartmentalizing each section to make it easier to navigate/work on each individual portion of the fight.def

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Margatroid

Margatroid

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MagistusMoon

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ooh this looks exciting study
I can only imagine what amazing stuff you 2 creators can come up with

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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MagistusMoon wrote:ooh this looks exciting study
I can only imagine what amazing stuff you 2 creators can come up with
.
Thanks most of the design concept is really thanks to Margatroid’s original life bar and game style concept. I am just bringing it to life based on our discussions and some creative flexibility on my part.

Progress update:
I have finished formatting the fight.def as required, the next step is creating the layered HUD template and set up all the lifebar and on screen elements so I can begin planning how the working file will be arranged.

Once this is done it will make it much more efficient and easier for me to move the design in and out of various animation and design softwares as required.

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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small progress update:

Currently calculating and testing meter ranges to determine best placement and usage of screen area for the current design layout

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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Progress update:

Just some further test footage.
I am currently experimenting with the p1/p2 X-ranges for the Green HP area.
Please dont take any notice of the graphics being used atm as all of thgis is just placeholder fooage to calculate spacings/layers and the best position for all the elements etc

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

Next I will be calculating the Powerbar spacing and meter ranges

HmmmLawnmower

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I've been looking for a new lifebar. Eager to see how this turns out.


________________________________________________________________________________________________________________________________________________________________________
Knighted Palettus, maximus the 3rd

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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progress update

Currently calculating and experimenting with the Powerbar base frame and meter range.
I have completed calculating the Powerbar meter for the most part and I know what modifications will be required for it to display how i need it to within the frame

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

Nothing that interesting to see at the moment as this is all basically measurements, planning and space calculation stuff for aesthetic purposes that will make sense later on in the project.

The next step will be testing the meter ranges within the project to see they all are functioning correct before beginning the other more complex elements etc

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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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HmmmLawnmower wrote:I've been looking for a new lifebar. Eager to see how this turns out.

I may be wrong, but I believe Margatroid has much larger ambitions for this Lifebar due to a long term original full game project he is working on, as opposed to a generic lifebar release of sorts.

Small Update:

Currently setting up the placement for the base frame of Green HP meter and its placement

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

(also planning the animation style/types of enhancements that will be added to it in later parts of the project.)

There will be some customisation options available here within the fight.def itself.
The ability to use a choice of the default original HP meter (as shown)
and another enhanced, fully animated HD version based off the original (to be added at later stages of the project once the foundation sprites and layout are complete)



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✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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progress Update:

Not much interesting to show yet,
Same process as the previous update except this time with the Red HP for damage.

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Also working on the placement and addition of the powerbar Meter sprites.
This will also have a toggle option for both an [animated/enhanced] meter and the normal static default meter as per the supplied template

Phant0mD

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so u ladz finally gotten this thing underway i see.
noiiiiiiiice thawotitizboi


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✴Ex-Sirius✴

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Thanks, yeah it took a little while with the planning back and forward, but it actually worked out really well timing wise, as i was just finishing up another graphic design project for someone else when we finalized this, which allows me to devote my full attention to this project.


Progress Update:

I have created backing areas/backing frames for both the HP meter and Powerbar Meter.
These, like the other elements, will have both a static default, and fully animated variant.
But for now the shown imagery is a placeholder while we complete building the basic elements needed

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

The next step will be adding the torn scroll styled P1 P2 Name backing frame areas to the design

✴Ex-Sirius✴

✴Ex-Sirius✴

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Small Update:

I have added all of the core base elements for the Power/Life Meters & Name backer

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

I have also created the .air codes and coding for the fight def including the positioning of each element.

Also worth mentioning, is that the placement on the screen of the lifebars and sofourth is not random.
The exact position of the lifebars on screen is based on the approximate positioning of HUDs from over 15 prev/current gen Fighting games.
I use phantomd's Lifebar positioning guide template to calculate the best and most aesthetic position for the bars so that they wond interfere with in-game action, and will also be compatible with most mugen resources that mey have on-screen display elements to ensure minimized chance of overlap.

The next step is to test meters & frames in game and check for any initial imperfections in the base design/stray pixels and so on.

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✴Ex-Sirius✴

✴Ex-Sirius✴

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progress update

I am currently fixing some very minor, but necessary imperfections on the original base design of the lifebar and frames.
There are some small pixel issues and other small things I found that need correcting while I did some in-game tests.

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

Once fixed, I will be able to start calculating the offset values for the timer placement

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] “ornate floral gothika” inspired  lifebar/announcer/font system for margatroid 51937087073_50975dcb2f_o
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Progress update:

I have finished correcting all the transparency issues with the powerbar and lifebar frame edges, and also the backer frames.
Now the base sprites are all prepared for the future animation/effect updates once I export them into my animation suites.

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

Now I will start working on the offset values to place the timer BG correctly

✴Ex-Sirius✴

✴Ex-Sirius✴

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progress Update:
Currently working on the timer area placement.

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

Next Will be experimenting with the offset values for the bars to ensure they are placed correctly.
Not much visual to show at this stage as the initial placement/spacing and tedious stuff is always the most time consuming,
but once complete, all the graphical upgrades and more visually impactful parts of the project will flow.

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✴Ex-Sirius✴

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Update

Currently trial & erroring the coding/scale/placement for the timer and repositioning for the frames.
after several different experiments I seem to have found the optimal placement for the TImer BG.

Because the Timer BG design requires its ordering to be placed behind the HP frames,
it is not possible to code it via the conventional fight.def TIMERBG.ANIM method.
However, fortunately, since this fight.def lifebar set is purely single mode only,
and does not require any additional lifebar modes,
I was able to incorporate an easy workaround to make the BG appear behind the bars instead of in front as per mugens default requirements.

centering test001
[You must be registered and logged in to see this image.]

Trial 002
[You must be registered and logged in to see this image.]

Trial 003 - final
[You must be registered and logged in to see this image.]
The timer Bg as shown here is slightly larger than the sample reference image shown, but this is for practical purposes for when we implement the fonts.

Next I need to readjust all of the Meter X range values to account for the repositioning

Phant0mD

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✴Ex-Sirius✴ wrote:Update

Currently trial & erroring the coding/scale/placement for the timer and repositioning for the frames.
after several different experiments I seem to have found the optimal placement for the TImer BG.

Because the Timer BG design requires its ordering to be placed behind the HP frames,
it is not possible to code it via the conventional fight.def TIMERBG.ANIM method.
However, fortunately, since this fight.def lifebar set is purely single mode only,
and does not require any additional lifebar modes,
I was able to incorporate an easy workaround to make the BG appear behind the bars instead of in front as per mugens default requirements.

centering test001
[You must be registered and logged in to see this image.]

Trial 002
[You must be registered and logged in to see this image.]

Trial 003 - final
[You must be registered and logged in to see this image.]
The timer Bg as shown here is slightly larger than the sample reference image shown, but this is for practical purposes for when we implement the fonts.

Next I need to readjust all of the Meter X range values to account for the repositioning

hey broski, nice work mang.
I probably dont need to tellu this by now but just make sure u watermark any preview anim shizz my guy.
i recently noticed some peeps have been harvesting some of our old anim works for their own shizz for free.
u never know what beady eyes be watching all our masterpieces at work here lol. keep up tha good works study GT KERMIT


________________________________________________________________________________________________________________________________________________________________________
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✴Ex-Sirius✴

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Definitely. I basically copied your BCR posting template and the guidelines that Vspy sent me so there's no worries there. everything "potentially scalpable" such as animation i always watermark with the website and involved commission client names

Update:

I have successfully finished placement of the timer centerpiece and the alignment of all base Lifebar meters and frame elements.
This will be the final positioning of the Lifebar HUD on screen:

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

Next I will be spot checking the base frames for any graphical errors.
This is an important process to do in the early stage of this project to ensure all errors are removed before the animation stage.

✴Ex-Sirius✴

✴Ex-Sirius✴

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Update:
Spotted several minor imperfections in the timer BG (Credits:Thanks to Fredo for spotting the lower dot).

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Now these have been fixed:

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The next step will be working on the font system

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Update:

I have been experimenting with truetypefont variants to closely match the sample cursive writing provided as closely as possible.
After several hours of scrolling through my personal FOnt banks for cursive script, I seem to have found the best most functional
and closely linked font style:

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The next step will be testing scaling, coding the recolor to black and testing various names/letters against the Name backer frame
to see if names will display universally correct or if further modifications to the lifebar are necessary to allow for correct and clear
name font placement

✴Ex-Sirius✴

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Update:

I have placed the name font and tested it with various scale options against the frame backer

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As you may be able to see, there is one small issue with the design of the scroll/paper styled name frame.
The issue is that, there is a small recess in the center which means that it will obscure parts of the name lettering potentially.
I will need to make some very minor modifications to this panel to ensure the names display correctly

✴Ex-Sirius✴

✴Ex-Sirius✴

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**small fix**

I have updated and tweaked the Scroll asset for the Player Name frame backer so it is slightly larger vertically.
This allows for better positioning of the cursive font style in use

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Next I will be working on the fonts, Background, and positioning for the Power Meter levels

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