I have fine tuned the animation and made several major overhauls (most wont be noticeable to the eye)
- Reanimated/edited Name Backer Parchment paper
- Increased sine/wind realism movement on parchment
- Added Candle light simulation light leaks on parchment paper to match bar glow
- Edited/changed layering order for frame empty backers & parchment paper
- Remade/edited Lifebar orb & edging, improved lighting/animation sequencing
I have also completed the animation and import of the Green HP.
While keeping the essence of the original hand drawn sprite, I have added some light 3D extrusion to the meter
to give it the illusion of being circular glass/tube like within the lifebar frame, sort of an energy containment type look.
Then I have also added something unique (optionally can be turned off via the fight.def).
I have added Alchemy Mode: Every so many ticks, there will be a series of Alchemic symbols and spell runes that pass through the Green bar energy which you will see below. I thought this would go well with the current theme and the background
stage element of the alchemic symbols was an inspiration for the idea.
I have finished the Red Damage HP animation
Nothing too superfluous here.
RED HP will initially flash white to show it is fresh damage before fading to red.
Nothing uncommon in most fighting game HUDs.
Here is a showcase of the animation sequence and sound effects for the Power bar 1-3 level charges.
I have created 2 Options for the sound effects: Voice announcer / No announcer (sfx only)
The announcer voice will say:
"Singular" / "Double" / "Trinity Max"
(I have used vocals and terminology akin to alchemy)
To disable the voice announcers and use the sound effect for charge only, you just need to uncomment ; on the versions you want in the fight def here:[You must be registered and logged in to see this image.]
This concludes all Powerbar & fightbar & font related portions of the project.
Next I will showcase the Round announcer animations, starting with the "Destiny is not written" Intro stinger.
Gothic text font + Narrator voice [You must be registered and logged in to see this image.]
Ornate, floral gothic animation growth & vines
(these will be fully animated and wil grow individually leaf by leaf in real time)[You must be registered and logged in to see this image.]
Ink blots and grain (as discussed) these will likely be a somewhat background screen edge effect very subtlety appearing[You must be registered and logged in to see this image.]
To make for the adjustment of the round wait time,
I have to account for the 150 ticks from round 1 that display "destiny is not written"
The simplest way is to add variants to the beginning of each round.
I have created a variant for rounds 2 & 3 as follows:
"Pricked By The Thorns Of Fate"[You must be registered and logged in to see this image.]
"Encore, Dance In Malice"
(the audio voice narrator will say "Encore, the forsaken dance in malice")[You must be registered and logged in to see this image.]
Also here is the concept for "The Climax"[You must be registered and logged in to see this image.]
For "The Climax" (final/4th rnd) The animation from round one "destiny is not written" will repeat at the start of this round as a time filler)
Next I will showcase the animation and design work for the verse 01-03 sprites
verse001[You must be registered and logged in to see this image.]
verse002[You must be registered and logged in to see this image.]
verse003[You must be registered and logged in to see this image.]
For the "Begin" screen, I have incorporated a dark gothic vine design inspired by the Arias designs with
the red heart crystals glowing.
Begin[You must be registered and logged in to see this image.]
For the victory screen, because up until now I have emphasised vines and roses and the gothic fonts,
but i havent incorporated enough spiked vine/tentacles so this was a chance to add them in.
They are waving and have a alchemy type aura around them to give the thaumaturgy theme effect.
you win screen[You must be registered and logged in to see this image.]
draw screen[You must be registered and logged in to see this image.]
Since writing this, I have completed over 20 extra hours work on this project at no additional cost.
This includes creating all the additional round sounds, voices, sound effects and various fine tunings.
Now all I need to do is basically do some playthrough tests and showcase videos of everything in action.
(side note, I will add the option in the fight.def for widescreen localcoord mode and default localcoord mode)
Here is a test play of everything with widescreen localcoord mode enabled.
To make the portraits display correctly, all you need to do is go to this part of the fight.def:
You can instant search it via ";@CONFIG-PORTRAITS-LOCALCOORD" in notepad
(i have created a quick search index in the fight.def for simple searching)
and adjust accordingly:[You must be registered and logged in to see this image.]
Here is footage of the "draw" screen in action
With that being said,
I can confidently say that this project is now 100% complete.
All elements/requirements discussed during the planning phase have been implemented.
I will now begin organising uploading the Build for you
(it will be ready to play after extracting, however you may want to adjust your mugen.cfg settings etc to your personal preferences)
I can now begin uploading the completed project for you to use.
Please complete the final 50% donation required & I will forward you the DL link & Password