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[ACTIVE COMMISSION] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki

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Phant0mD
Dripsugeki
✴Ex-Sirius✴
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✴Ex-Sirius✴

✴Ex-Sirius✴

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thank you, it is still very early stages but once the lifebar framework design and timer, powerbar etc has been formed, it will all start to take shape and grow its own unique style

Progress Update:

I have completed the Animation/extrusion for the P3 P4 HP Meter



The next step will be converting to frames, importing & coding it for the .def

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have successfully finished coding/importing the P3/P4 animated HP meters

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The next step will be completing the same process for the RED HP Damage Meters for all bars

JJ Darko and creativeprecursor like this post

JJ Darko

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Those bars look clean af.
Love how they look all shiny n shit.
Interested to see what other colors you will mix in on the outer bits and stuff.

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✴Ex-Sirius✴

✴Ex-Sirius✴

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JJ Darko wrote:Those bars look clean af.
Love how they look all shiny n shit.
Interested to see what other colors you will mix in on the outer bits and stuff.

Thank you for your feedback :)
I do have some interesting ideas for what I want to do with the lifebar frames.
The most important factor is how the orange theme is managed and what other colors will compliment the orange while remaining within the original theme/style of Dripsugeki's screenpack.

Progress Update:

I have created the RED HP Damage meter for P1-P4 HP Meters.
As you can see, it will be similar to the early Tekken Franchise HP Meters that feature a White flash overlay while the Red damage is depleting on the meter



The next step will be the import, coding and .air creation

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have successfully added the Damage HP for all Bars and coded the animation sequences



The Next Step will be designing the actual lifebar accents/outerframe variants aswell as the empty meter inner glass area graphics for the bars

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have begun designing the base for the Outer Lifebar frames/empty Hp meter areas

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I have started with a basic indented shadow hollow to create the 2.5 d illusion so the HP meter appears empty or void of space on depletion.
This will not make sense just yet but will come to form during the next tedious parts of the process

Dripsugeki

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It makes perfect sense to me and I love the idea


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✴Ex-Sirius✴

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thanks guys, there's quite a lot to do to layer this so it will start changing appearance very rapidly from here onwards.

Progress Update:

I have created the outer border accents for the lifebar frames.
Going for an initial glass framework with mild transparency then I will add some animated color gradient based under layers as shown in image 2.
Please note this is all a work in progress and subject to change at any later stage of completion

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Next I will be working on the center base layer and 3D top glass layers

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have added the empty meter frame background layer and also the top layer empty Hp meter glass extrusion

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Now that all of the base individual layers and components of the Lifebar accent frame have been completed,
I can now start importing them into animation software to begin adding more details, lighting and other details

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have started animating the base layer of the Lifebar empty frame.
Going for a Data:404 error glitch/tech type look



The next step will be adding the outer framework

✴Ex-Sirius✴

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Progress Update:

Added animation and color gradient inner fluctuation neon-style (tekken 7/Stepmania inspired) outer frame animation
to help accentuate the orange main colors of the health:



The next step will be adding the final top layer of glass to the animation sequence and blending it all together

✴Ex-Sirius✴

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Progress Update:

I have created 2 variants of the final glassed empty bars.
One for P1/P2 and one for P3/P4. Obvious difference in color cycling can be seen below:





Now that I have finished all the animations for the empty bar components, I can import and code them once converted to sprites.
Once this is Done I will fire up a test video of them in action

Dripsugeki

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✴Ex-Sirius✴ wrote:Progress Update:

I have created 2 variants of the final glassed empty bars.
One for P1/P2 and one for P3/P4. Obvious difference in color cycling can be seen below:





Now that I have finished all the animations for the empty bar components, I can import and code them once converted to sprites.
Once this is Done I will fire up a test video of them in action

This is so much more than I thought it was gonna be and every update I'm pleasantly surprised.


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✴Ex-Sirius✴

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Thank you for your feedback.
I have succesfully imported and coded the bars outer frame and null HP layer animations



The next step will be same process for the powerbar

Dripsugeki

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✴Ex-Sirius✴ wrote:Thank you for your feedback.
I have succesfully imported and coded the bars outer frame and null HP layer animations



The next step will be same process for the powerbar

Man if I knew it was going to turn out this insane I probably should have opted for the win counter update as well, but at the same time I kinda like how it mixes with the score totals in the simplicity.


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✴Ex-Sirius✴

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Hi Dripsugeki,
Glad to hear you are satisfied with the layout so far.
To just quickly respond to your comment,

Worth mentioning,
In my experience with screenpack commissions and conversions,
About 65% of my clients that initially request 1or 2 components, later return to tell me that their older parts of the screenpack seem mismatched or outdated either resolution or quality wise, and end up asking for full conversions.
However in my opinion it is not always necessary. In generally depends on the rest of the older components.

Once powerbars are done we can start designing the timer background

✴Ex-Sirius✴

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Progress update:

Currently experimenting with the powerbar layout.
Because of the design requiring an overlaid powerbar as per the original citrix design, I an trialing a few different concepts before posting any visuals as some i like whike others i dont and i am fine tuning the balance.
Will post the final design i choose once confirmed

Dripsugeki

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✴Ex-Sirius✴ wrote:Progress update:

Currently experimenting with the powerbar layout.
Because of the design requiring an overlaid powerbar as per the original citrix design, I an trialing a few different concepts before posting any visuals as some i like whike others i dont and i am fine tuning the balance.
Will post the final design i choose once confirmed

Sounds good to me. I kinda figured that would be the case considering how hard you went on redesigning the outer layers of the bars. I'm sure when you find something you like it'll be fire.


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Dripsugeki wrote:
✴Ex-Sirius✴ wrote:Progress update:

Currently experimenting with the powerbar layout.
Because of the design requiring an overlaid powerbar as per the original citrix design, I an trialing a few different concepts before posting any visuals as some i like whike others i dont and i am fine tuning the balance.
Will post the final design i choose once confirmed

Sounds good to me. I kinda figured that would be the case considering how hard you went on redesigning the outer layers of the bars. I'm sure when you find something you like it'll be fire.

Hi Dripsugeki

Thank you for your compliment.
The outer edge portion was not so involved/intrcate persay, however when I get to the actual backer frame accents, things will definitely start getting more complex.

Almost done with rhe powerbar concepts and also mapping some timer BG related elements.
Progress footage all going well should be up tomorrow.
I appreciate your patience

Phant0mD

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Dripsugeki wrote:
✴Ex-Sirius✴ wrote:Thank you for your feedback.
I have succesfully imported and coded the bars outer frame and null HP layer animations



The next step will be same process for the powerbar

Man if I knew it was going to turn out this insane I probably should have opted for the win counter update as well, but at the same time I kinda like how it mixes with the score totals in the simplicity.

lookin nice bro lookin niiiiice thawotitizboi


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thanks.

Progress update:

Have almost completely finished the powerbars.
I think the design has worked out quite well but it took some trial and erroring to perfect and I ended up completely rebuilding them twice.
I will post a comprehensive showcase of them tomorrow once I record some footage.

✴Ex-Sirius✴

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powerbar progress update:

Here after several trials i have decided on the final layout.
Here is a break down of the powerbar design:

01. Base layer of cyanic colors to contrast the lifebars:

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02. added the glass overlays on a blue embossed glass

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03. Added a pulsing changing green sequential overlay which moves between the 3 power grids.
this was the intentional purpose behind splitting them into 3 sections for more control later in the animation

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Will showcase the animation shortly



✴Ex-Sirius✴

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Without deviatng too much from the original citrix but adding some flare and fine detail:

- one major change i made, was to reverse the use of the light surface sweep reflection by taking it off the larger powerbar portion adn applying it to the smaller powerbar portion as shown.
I tend to find that light reflection sweeps are a somewhat overused aesthetic in many mugen screenpacks so i try to limit use of it except for very niche situations.
However as it was an integral part of the original citrix lifebar, there's no reason it cannot reappear here in the powerbar so it is not too overbearing

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yo, that looks really good!

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thank you guys.

Progress update:

I have imported and coded the power meter animations.



Now its just a rinse and repeat for doing the frame housing and empty meter portion.
The way i will design this is going to be based on a lesson i learned when making another clients project.

Which was to design the powerbar completely independent from the lifebar.
This is because if you ever for whatever reason decided you did not want the powerbar overlaying the life bar or obstructing it and wanted it on its own area above/below the lifebars, it can all be easily moved via coding without a redesign required.
Keeping that in mind next i will do the empty frames

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