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Blazblue Battle Colisseum (Final Version) 05/06/2016 (Read 70551 times)

Started by GaziraAgain, September 19, 2015, 08:04:48 pm
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Blazblue Battle Colisseum (Final Version) 05/06/2016
#1  September 19, 2015, 08:04:48 pm
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I´m back with a new version of the character select based on the Calamity Trigger game. I start a new topic because there important changes in this version. The visual, of course and I reduce too much the size of the system.sff and now runs much better. The number of selectable characters now it´s only 12+2 hidden characters that I include for the bosses. I upload very soon the portraits that I used for this version with 11 stages, but no animated... that works with the font file that I include in the archive. Sorry for my english. Thank you very much hloader for your help and your amazing work with the spheres, thank you!!! Well here some captures of this screenpack:
Spoiler, click to toggle visibilty






Spoiler, click to toggle visibilty
I use the Continuum Shift versus and winner screen like in the old one, I like it too much! Excuses...  jeje.




I include 2 files, the first it´s the complete screenpack:
http://www.mediafire.com/download/51q3639hd1hgw72/Blazblue+X2+Screenpack.zip

And this only with the new system and something more, but only 29mb:
http://www.mediafire.com/download/vkaxc81xmz5ia17/Blazblue+X2+Screenpack+%28System%29.zip

Last Version 05/06/2016:
http://www.mediafire.com/download/681l65n3s889lp0/BlazblueBattleColisseum%28FinalVersion%29.7z

Well I hope this time more people can run this screenpack. I recommend download the 4gb patch to run it much better. Well I hope you like it. When I upload the portraits and templates I explain you how you can made it, it´s easy. See you soon!
Last Edit: June 05, 2016, 01:09:05 pm by GaziraAgain
Re: Blazblue Calamity Trigger
#2  September 19, 2015, 09:33:53 pm
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Really nice screenpack love that select screen congratz Gazira ;)
Re: Blazblue Calamity Trigger
#3  September 19, 2015, 11:00:13 pm
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Thank you! It has been difficult but worth it! Too bad only 14 chars. Tell me please if now works fine, thank you!
Re: Blazblue Calamity Trigger
#4  September 20, 2015, 01:18:12 am
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You know what my friend...you've made my day.

it was a long time since i've used your first SP about BBCT...  and now i can run it. but unfortunately, this one comes without lifebars. and any template for now to put some good chars in it.

well never mind, it's running perfectly this time.  thx again Gazira.

will wait for your template or tutorial.

C U Later my friend.

AWESOME !!!

 :coollove:
Re: Blazblue Calamity Trigger
#5  September 20, 2015, 06:16:10 am
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Well finally! I´m happy for that! About the lifebars I don´t include anything because you can choose between the 3 that I made, this is your decisicion. Today I upload portraits and templates ok? See you!!
Re: Blazblue Calamity Trigger
#6  September 20, 2015, 10:08:10 am
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Re: Blazblue Calamity Trigger
#7  September 20, 2015, 01:22:59 pm
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I start to create an alternative set of stage portraits to can add more stages that I include in the screenpack. I upload the individual images of every stage and you can create with FF and .sff with this images. Into the archive you can find a .txt file with the groups and indexs that you can use to made this file. In this first pack I include 19 portraits for the stages, some captures:
Spoiler, click to toggle visibilty
http://www.4shared.com/zip/m5IbcOQPba/BlazblueStagePack.html
Re: Blazblue Calamity Trigger
#8  September 20, 2015, 10:54:59 pm
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How do you install this... I tried adding all the files in data then to mugen1 folder, but i end up getting TitleBG error then when i manage to fix it i get VersusBG
Your sp looks great btw.
Re: Blazblue Calamity Trigger
#9  September 21, 2015, 12:40:04 am
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That was brilliant how you animated Iori. I've gotta try that...

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Blazblue Calamity Trigger
#10  September 21, 2015, 05:29:36 pm
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Thank you very much! DartzPie to install the screenpack you need to copy all the files, except the fonts, in the data folder, not in mugen1, then goes well. The animation of Iori is made by me, taking every sprite and then I add in the .sff  It´s an intro and I made it for every character that appears in the screenpack but I don´t know how I can create a font for windows with the blazblue fonts... Well I have a little present for us, a pack of stage images to crate your own stage font. I include lots of them:
-King of Fighters: 17
-Guilty Gear: 8
-Shin Koihime Musou: 4
-Ougon Musou Kyoku: 4
-Chaos Code: 3
-Daemon Bride: 2
-NGBC: 2
-Yatagarasu: 2
-And Kona Park, I don´t know his provenience but I like it very much!!!
Here some images of them:
Spoiler, click to toggle visibilty
http://www.4shared.com/zip/Q4B3LCwYba/StagePortraitCollection.html

Today if I can I upload all the templates that you need to create your character and stage portraits and a explanation that how you can made it. See you soon!
Re: Blazblue Calamity Trigger
#11  September 21, 2015, 07:12:36 pm
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Well as I promise I upload all the material that you need to start to create your own portraits, it´s very easy only needs a little of patience. I include some captures for you can see the steps that you need to do and a .txt file when I explain you this iamges, but better the images than my english, jeje, Well if you have some problem just ask me and I explain you better if I can ok? Well here the link of download:
http://www.4shared.com/zip/BD-ZmDf8ce/TemplatesTutorials.html
Re: Blazblue Calamity Trigger
#12  September 22, 2015, 12:36:45 am
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Oh ok thanks, I did what you said still got the error but it seems i needed the 4gb patch lol.
So i got it working now.
Re: Blazblue Calamity Trigger
#13  September 27, 2015, 11:49:25 am
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For petition I start to upload all the intros that I have. If you wan´t change the sprite 7,1 for the history of every char. I don´t know how I can create a font to insert in this intro... If someone can help me in this... But here´s the first for Iori:

http://www.4shared.com/zip/r41ShiRQce/ioriintro.html
Re: Blazblue Calamity Trigger
#14  September 27, 2015, 01:52:38 pm
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A great thx my friend.

as always, you're the best !!!

c u Bro.

 :thumbsup:

 :crowngrin:

Re: Blazblue Calamity Trigger
#15  October 12, 2015, 12:03:15 pm
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Thank you very much Websta for your amazing char! Here the portraits, they works without character localcoord, but I test she and works very good! In the archive you can find the character portraits and the image that  you need replace in the system.sff, congratulations and waiting more characters of you!
Spoiler, click to toggle visibilty
http://www.4shared.com/zip/TmoRB1t_ba/Platinum.html
Last Edit: February 19, 2016, 06:31:44 pm by GaziraAgain
Re: Blazblue Calamity Trigger
#16  October 22, 2015, 08:41:02 pm
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Thank you very much Kaine for the KofXII portraits, I´m looking them since long time! And here some new portraits for the screenpack, I include select, versus and win portraits of 12 characters, except Mai because I only have this art to do it. I create a template for the small portraits, you can download here:
Spoiler, click to toggle visibilty
And a new system archives to work well this portraits. Now the image of the system.sff that you need change it´s 61,1 ok? Well here some captures of this work:

Spoiler, click to toggle visibilty

And the winner art:
Spoiler, click to toggle visibilty

And here the files, firts the complete portrait pack:
http://www.4shared.com/zip/JwCWVSd0ce/BBCTKofXII.html
And the new system files:
http://www.4shared.com/archive/5sTQ7qc3ce/system.html
Last Edit: November 01, 2015, 11:03:30 am by GaziraAgain
Re: Blazblue Calamity Trigger
#17  October 31, 2015, 01:26:35 pm
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Here I come with a new portrait pack with 12 Street Fighter 3 characters. I use the first and second game artwork to create the select and versus portraits, and the online edition to the winner screen. Small portraits included in the pack too. Well I hope you like it!

Spoiler, click to toggle visibilty
http://www.4shared.com/zip/-DuyEfV_ba/BBCTStreetFighter3.html
Last Edit: February 19, 2016, 07:02:08 pm by GaziraAgain
Re: Blazblue Calamity Trigger
#18  November 01, 2015, 11:23:41 am
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More portraits for the screenpack, now from Yatagarasu characters. In this pack you can find select, versus and winner portraits for Crow, Shimo, Hina, Jet, Jyuzumaru and Chadha and only select portrait for Kou and Hanzo because I can´t find big artwork from them. If someone have good images of this 2 characters please contact with me and I clear the portraits, thank you! And here the captures of this work, I hope you like it!

Spoiler, click to toggle visibilty

And here the link with the portraits:
http://www.4shared.com/zip/GuVO6SH2ba/BBCTYatagarasu.html
Last Edit: February 19, 2016, 06:33:12 pm by GaziraAgain
Re: Blazblue Calamity Trigger (2 Versions + Updates 26/02/2016)
#19  February 26, 2016, 10:15:15 am
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Well finally I clear the 126 slot edit based on the Calamity Trigger Screenpack. And with this much updates of the old screenpack! First I create an intro based on the Continuum Shift Extend chapter, only 6mb, thanks to V-Nix and his really good codes! Changes on the Team selection screen, new animations on the winner screen and this time lifebars included! Based on the Chrono Phantasma chapter, but not effects this time but only 50mb. In the second video you can see in action. For peolple that downloading the previous version I recommend to download this and in the data folder you can find original or edited system files, just copy your favourite in the data folder, it´s very easy but my english it´s bad to explain! A little slowing because bandicam, without it runs perfectly in my pc. Very soon I upload a simplified versus screen for those that can´t run it. And apply the 4gb_patch to run it well! Here some captures of this work, I hope you like it!




And with the portraits looks...
Spoiler, click to toggle visibilty

Lifebars:
Spoiler, click to toggle visibilty



And here the link:
http://www.mediafire.com/download/jsjgspoeireukgn/Blazblue+Battle+Colisseum+by+Gazira.zip
And another for the portrait templates:
http://www.mediafire.com/download/d7wfmfiruerxvg5/Templates.7z

Waiting your comments, and very soon I start with the portraits, see you!

CREDITS
-Arc System Works for this amazing game.
-V-Nix, your last screenpack gives me the motivation to create it!
-HLoader for the sphere animation.
-Sir Rouzel for the Chrono Phantasma sprites and sounds.
-My sister for her help in the creation of the font style, hey kogolleta!
-All the people who plays mugen.
Last Edit: February 26, 2016, 11:34:35 am by GaziraAgain
Re: Blazblue Calamity Trigger Updates 26/02/2016
#20  May 24, 2016, 11:23:15 pm
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Working with a massive version of the screenpack with the original design. 20 games to select and posibilities to ampliate it. See you soon!




Re: Blazblue Calamity Trigger Updates 26/02/2016
#21  May 25, 2016, 09:36:32 pm
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That's a really cool screenpack, GaziraAgain!!
Good job!!
I'll check it more closely for sure!

YEAAAH! Someone that made a .25x.25 scaling portrait screenpack!! :) I'm exited to see how it looks ingame, man!!
Last Edit: May 25, 2016, 09:46:00 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#22  May 26, 2016, 06:47:31 pm
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Feedback:
- You should add a sound when the box select a random slot
- You should turn the picture on the menu selection displaying that to change menu, you have to press left-right because it is actually up-down
- On the online menu, you have a typo: it is "not available". :)

It's a really great screenpack, already. I'm working on more efficient templates, and when it will be done, if you don't mind, I'll upload it here. I'm waiting for your approval.

And then.. I'll start my crazy portrait work for your screenpack. :) I'm back on the business, guys! :D
It was not easy to catch me but you did it with this great work!!
Maybe I should open my own thread for the portraits? I don't know.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#23  May 26, 2016, 08:00:01 pm
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Thank you very much Hephaistos31, yes you can create a template and portraits for the screenpack too. About the things that you say it´s a question of create something like the original, and the direccion of the fonts are horitzontal, if mugen ca made it... I don´t add a random sound, I found one and add in the next release, thanks and the network it´s... posibilities of future? jeje. Well about the screenpack I have all the games included, 20+1 secret for mugen characters. Now I need to fix minor things, I hope I finish with it soon. Well here some captures with the character possibilities in the different game modes, and you can create with your favourite games and chars. See you soon with more.
Spoiler, click to toggle visibilty
Last Edit: May 26, 2016, 08:39:58 pm by GaziraAgain
Re: Blazblue Calamity Trigger Updates 26/02/2016
#24  May 26, 2016, 08:40:24 pm
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ah, nice. :) When I'll be ready for the template then I'll upload it. :)
I understand what you are saying for the font stuff. I don't know if other people think about this little thing. But of course I accept your vision of things!! ;)

Right now I was plaaning to work on the 126 slot version, but now I don't really know. Because this version looks really cool too.
I question came from the screenshot:
How it is working when both P1 and P2 are selecting the character? because if P1 wants a Marvel char and P2 wants a Street Fighter char, how does it works?
Do you still have the custom stage preview in this version?

Sorry for all my questions, but now I'm in! :D :D
Re: Blazblue Calamity Trigger Updates 26/02/2016
#25  May 26, 2016, 09:13:14 pm
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Nothing happens, it´s good that you are interested! About your questions, yes I continue with the images for stages, looks really good! For this version I crate something of innovation in the select.def, the´re 2 selects in one, one for each player but you can´t traspass to the other side. 6 players for every player and possibilities to select the same char if you want. I upload a video tomorrow and you see how it works. And... this version it´s the better that you can find. The original design it´s much better like the small portraits. Finally I can learn how it works the victory message and you don´t see always the same fucking dialog, aleluya! And more good changes waiting this final release of this screenpack.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#26  May 26, 2016, 09:31:11 pm
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Yes, a video will be appreciated, GaziraAgain. I'll watch it carefully! :p
You made a great job, and I'm happy that I checked your screenpack, really!!
Can't wait to see more!! :)
Re: Blazblue Calamity Trigger Updates 26/02/2016
#27  May 27, 2016, 07:27:37 pm
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New video with the character select working with all game modes that I include. I hope you like it!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#28  May 27, 2016, 07:32:39 pm
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Let me watch the video. I was waiting for it! ^^
It's awesome.
It's simply awesome.
Last Edit: May 27, 2016, 07:36:22 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#29  May 27, 2016, 08:16:14 pm
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Thany you Hephaistos31, see you soon with more!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#30  May 27, 2016, 08:21:35 pm
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the template for this new version isn't changing?
If yes, please send me a new one. :)

EDIT: I tried to understand how works the Original version, but I failed. The template seems to be only a .png file, and if I remove the characters in the select.def, the portraits are still ingame. :D
Last Edit: May 28, 2016, 01:27:51 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#31  May 28, 2016, 05:49:44 pm
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Easy way, not taken from chars, they´re in the system.def. I use the group 61,1 from character portraits. In the new screenpack I include this in the cursor animation because it´s impossible create this portraits in the character´s .sff. For this reason I can´t include the cursor sprites for each character... About the templates I used the same in all versions. Only one new for this version to add the games. If you have some problem in the creation of it I can help you, with a little of practice it´s very easy, clean the images it´s not easy!!! See you.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#32  May 28, 2016, 05:55:44 pm
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Thanks for your answer, man.
I'll check in 1 hour. :)
Do you know when your next release will be available? I'll post few portraits here to do some tease. :p
Re: Blazblue Calamity Trigger Updates 26/02/2016
#33  May 28, 2016, 07:06:07 pm
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I can't open the system.def. Well it is open actually, but no sprites or animations seems to be in it. Do someone have any informations to help a little bit?

EDIT: If I change a name in the select.def (for example remove the line of goku and add "Haohmaru" at the same place), I can't even select haohmaru. :D Nothing respond (no up/down/left/right).
Not really practical if I want to play. :D

EDIT 2: I successfully opened the system.def. In fact in the system.def, the spr was data/system.sff, and the data/ isn't supported. So it resulted in no sprite loaded. It's spotted the portraits, and I'll try stuff :)
Last Edit: May 28, 2016, 08:27:28 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#34  May 28, 2016, 09:27:01 pm
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About the first edit, not possible because I include different chars and work fine from me. In the new version I only include horitontal desplacement to select chars, it´s more practice. If you want I have the fontstyle that I used from names. If you need something just tell me. Bye!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#35  May 28, 2016, 09:34:02 pm
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So we can't change characters, GaziraAgain?

Here are some Random placement, just to test quality of portraits. :)

"Not taken ingame"
Last Edit: May 28, 2016, 10:09:46 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#36  May 28, 2016, 11:03:05 pm
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Good you made it! Now just replace that image in the system.sff add characters in the select.def  and they´re work. But you need to create 9000,1 portraits from select and versus and the winner portrait.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#37  May 29, 2016, 01:19:10 am
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There is something strange. I put my arts on the system.def and it's well displayed ingame, but I just can't put any characters in?
I removed all the characters lines, and I put Haohmaru folder on character folder, and I put Haohmaru in select.def...
Impossible to select any character on the select screen. Nothing happens. :'(
Haohmaru have 9000,0, 9000,1 and 9000,2 portraits.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#38  May 29, 2016, 06:39:04 am
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Plesase send me your modified select.def and this haohmaru with all the portraits included and I test it please. See you!

Re: Blazblue Calamity Trigger Updates 26/02/2016
#39  May 29, 2016, 11:20:13 am
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Check your PM. Thank you!!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#40  May 29, 2016, 12:28:53 pm
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You can´t input only one char in the select.def and delete the other content.  Add more chars, radomselect or empty slots to complete the select.def.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#41  May 29, 2016, 12:46:01 pm
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Yeah, it solved the issue! Thank you!!
So now, I'll put some big portraits on the game. See you later!!
I'll post if I have any other issue or something.
I can't wait to play with your new version!!! ;)

EDIT:
Some feedback:
- The "You Win" sound sounds like the "You" part was cut. Or maybe it is just me?
- For the portraits, I now have this issue:

I tried to put the portraits first in character, last, and same in system.def, nothing change it. Maybe it's something about a config line.
EDIT 2: Fixed if I add layerno=1 line 2059 and 2065.
- I have this too:

Maybe it's again a bad config file?
- Major slowdown in the very first part on the versus animation (when it comes to black-white light).

I think everything is said. It is a great work, and I'll have a lot of fun doing portraits for this beast!!
Last Edit: May 29, 2016, 02:44:42 pm by Hephaistos31
Re: Blazblue Calamity Trigger Updates 26/02/2016
#42  May 29, 2016, 03:04:21 pm
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This is awesome
Re: Blazblue Calamity Trigger Updates 26/02/2016
#43  May 29, 2016, 07:26:29 pm
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This is awesome

Thank you, I continue with it and I have more to show us!

Hephaistos31 you have the right, I need to create the you win sound with two diffent sounds. I think I use virtualdj to create the entire sound. About the powerbar, very strange... I play now and works fine. And yes, the versus screen have some slowdown sometimes. To create this versus screen I use to much animations but it´s my favourite and most difficult to do part. And now more advances with the screenpack. First I add small portraits to second player for solo modes... I have problems with the training stage!!!
Spoiler, click to toggle visibilty

Team Versus screen remade it:
Spoiler, click to toggle visibilty

And Winner screen:
Spoiler, click to toggle visibilty

Well only thing left to give priority at stagefont. I need to add layerno = 1 to this part, it´s possible? Thank you very much!
;Stage select
stage.pos = 0,155           
stage.active.font = 2,0,1
stage.active2.font = 2,0,1   ;Second font color for blinking
stage.done.font = 2,0,1
Last Edit: May 29, 2016, 07:30:42 pm by GaziraAgain
Re: Blazblue Calamity Trigger Updates 26/02/2016
#44  May 29, 2016, 09:12:02 pm
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all those stuff looks really great!!!
About the font, I've seen that you have 2 fonts available: One red, and one yellow (team versus screen).
Right now when I create a big portrait, the name is displayed in the yellow font. Can I put it in Red, Maybe?
Or disable the automatic yellow font and name it with the portrait template?

Re: Blazblue Calamity Trigger Updates 26/02/2016
#45  May 30, 2016, 08:16:22 pm
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all those stuff looks really great!!!
About the font, I've seen that you have 2 fonts available: One red, and one yellow (team versus screen).
Right now when I create a big portrait, the name is displayed in the yellow font. Can I put it in Red, Maybe?
Or disable the automatic yellow font and name it with the portrait template?



Sorry for the late response. You are seeing 2 fonts, yellow are from original version and it´s defined in the system and the red are custum fonts created for the 126 slot and from the new one and included in the portraits of chars.
And here new design of the stage selector, I love mugen for things like this! I hope you like it too, it´s taken from Chrono Phantasma´s game and mixed with some from Calamity Trigger. See you soon!

Spoiler, click to toggle visibilty
Re: Blazblue Calamity Trigger Updates 26/02/2016
#46  May 30, 2016, 09:02:28 pm
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another day, another great progress!
I'll tell you, the only nitpick I've forgotten was about the size of the custom stage preview. And now it's just epic.

You're really doing an incredible work, and you deserve support!
I'll just wait for your new version, I think. Or should I mess with the config the disable the yellow name? Because the red one is way better.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#47  June 01, 2016, 07:04:37 pm
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So I disabled the Yellow font, and Put the name on the portrait; Of course now the red name is "hidden" by some white draws of the SP.
Please, can you tell me how to use the Red font by default, GaziraAgain? :)
Re: Blazblue Calamity Trigger Updates 26/02/2016
#48  June 01, 2016, 08:06:00 pm
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So I disabled the Yellow font, and Put the name on the portrait; Of course now the red name is "hidden" by some white draws of the SP.
Please, can you tell me how to use the Red font by default, GaziraAgain? :)

Red fonts are in the new portraits but you can´t work it via system.def. You need to create the fonts and the images of character to create the entire portrait for the screenpack.
Re: Blazblue Calamity Trigger Updates 26/02/2016
#49  June 01, 2016, 08:29:00 pm
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If I understand well, I have to create a sprite of the name with the TemplateFonts.psd, and save it on the character?
If yes, what are group and index for this red font?
If no, I didn't understood anything and I suck! :D
Re: Blazblue Calamity Trigger Updates 26/02/2016
#50  June 01, 2016, 11:35:44 pm
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Re: Blazblue Calamity Trigger Updates 26/02/2016
#51  June 02, 2016, 05:19:44 pm
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Yes, I've done it. The result is a picture with the red name on it.
But ingame, it does not looks good as in your pictures, because the name is covered by semi-transparent draws of the screenpack. Check the last picture I posted.
Tell me what you think, man. :)
Re: Blazblue Calamity Trigger Updates 26/02/2016
#52  June 03, 2016, 11:50:41 pm
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Yes, I've done it. The result is a picture with the red name on it.
But ingame, it does not looks good as in your pictures, because the name is covered by semi-transparent draws of the screenpack. Check the last picture I posted.
Tell me what you think, man. :)

You need to wait to the next update for this, the font it´s the same but in the first version I put a layerno=1 sprite with trans=add, this is the reason of this look, but I like it too much the second, if I can give the effect in the portrait but no in the font but it´s not possible in mugen. But I have good updates for options and winner screen.
Spoiler, click to toggle visibilty

See you... very soon!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#53  June 04, 2016, 09:54:38 am
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Thanks for your answer. I'll wait your new version, then! ^^
This menu option looks a little bit too dark, but as I never go in options it's alright. xD
Win screen kick asses! You solved your issue with sentences?
Re: Blazblue Calamity Trigger Updates 26/02/2016
#54  June 04, 2016, 11:36:06 pm
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Thanks for your answer. I'll wait your new version, then! ^^
This menu option looks a little bit too dark, but as I never go in options it's alright. xD
Win screen kick asses! You solved your issue with sentences?

Thank you very much! And about the options menu I add more actions to give more luminosity. You have the right, thanks! Better now?
Spoiler, click to toggle visibilty

Well I hope tomorrow I can upload the screenpack for all, see you soon!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#55  June 04, 2016, 11:57:34 pm
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If you add more actions, then I'll need to see the animated version. because for me it looks the same at the middle part. But don't worry, we will check it with all the animations! :)
I can't wait to get the new version tomorrow! Hype Hype!! :D
Re: Blazblue Calamity Trigger Updates 26/02/2016
#56  June 05, 2016, 12:56:22 pm
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Hello to everyone. Here I´m with the final version...(I promise this time) of the screenpack Blazblue Battle Colisseum. As previous versions this screenpack collected parts of the first 3 games of the saga. But this version has many new features compared with the previous like new animations, lot´s of changes in menus, etc. But the better it´s that I add the ability to choose different games for both player1 and player2. Each player has 6 different characters by category, that may be the same as different, one time you must open the select.def will understand. You can work with 21 different games and can ampliate or reduce it easy. I leave you with new images of screenpack, waiting your impresions and I hope you like it!


Spoiler, click to toggle visibilty

And the download link:
http://www.mediafire.com/download/681l65n3s889lp0/BlazblueBattleColisseum%28FinalVersion%29.7z

NOTES
-With the archive there are all the templates that you need to create all the portraits.
-To add characters you need to copy in 2 sections of the select.def, I include a full version where you can see it.
-To add small portraits I upload all faces separately with .psd files and you can change it very easy and then copy the new file in the system.sff
-To add game selection I use a char of kfm to use his 9000,1 group. I add a order=0 for you can play arcade modes, but I think not survival. To add new games just create a new .def with the new game for example soulcalibur.def and add the image that you create with the templates in a new .sff with the same name. Change it in the .def file and you have it!
-Other things... just ask it, no problem.
-See you!
Re: Blazblue Calamity Trigger Updates 26/02/2016
#57  June 05, 2016, 01:05:32 pm
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Downloading.
It's perfect, I'll have more free time for the next 2 months! :p
I'll try this brand new version!! Thank you to work fast, GaziraAgain!! :)
I'll let you know if I have trouble! Cross your fingers it's not the case! :D
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#58  June 05, 2016, 01:35:48 pm
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Thank you Hephaistos31 I hope you can run it well. For a better work of the screenpack please use the 4gb_patch. Then I upload a new video with the menus and others in action, now I go to swim with my dogs, it´s hoooot!!! Byyyyye.
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#59  June 05, 2016, 06:29:29 pm
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Here 2 videos, first with the menus, modes and character and stage select and second with versus screen, lifebars and winner screen:



And all the small portraits used with the screenpack (120) now if you wanna change it´s most easy, all the are .psd files only replace and save with your new fighter, here the link.
http://www.mediafire.com/download/tknqnaaprnxx2l5/Small+Portraits.7z
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#60  June 05, 2016, 07:56:39 pm
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ah ah ah the cursor picture is just sick! :D :D
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#61  June 08, 2016, 08:45:18 am
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GaziraAgain, I should be able to start a fight with the 0_game character? Or it was just an example?
Because Mugen closes when it will start the fight (just after versus screen).
EDIT: Forget what I said. 0_game is the "game icon" selection, I just understood.
Suggestion:
1. In the character select menu, can you make the portrait to be displayed under this part, but the name of the character with Layerno =1?
2. Some draws in the background are cropped.
Last Edit: June 08, 2016, 09:08:53 am by Hephaistos31
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#62  June 08, 2016, 10:19:00 am
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Ideally put character portrait under light effects and name´s sprite and name fonts up, but it´s impossible use various portraits in the select.def. The thing you tell me it´s no good... The portraits looks much better under, believe me! Well I came with new surprises soon, see you!
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#63  June 08, 2016, 10:32:27 am
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So I think that I'll try to disable the white draws on this part of the SP. :)
Trying to see if it's better without or not. I understand that Mugen limitations are so so annoying! :'(
Your SP worth it. The work you've done here is huge!

Last Edit: June 08, 2016, 10:58:02 am by Hephaistos31
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#64  June 08, 2016, 11:00:53 am
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Another wild issue appeared.
Without the white draws:


With the white draws:


Something new here: The big portrait overlap with the small portraits. The big portrait is not hidden anymore by the blue background of the small portraits.
It could be fixed if your cursor.png was built with the blue background on the portraits and not only the face, right?
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#65  June 08, 2016, 11:48:09 am
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Yes you have part of right there. I can put the blue background and this is no happen but in the system there are the blue background (normal) and another blue background with trans=addalpha. Create this screenpack has been very difficult, especially to achieve the desired effects by combining colors and transparencies. Believe me I've tried everything and this has been the best result.
Your SP worth it. The work you've done here is huge!



Thank you very much Hephaistos31!
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#66  June 08, 2016, 12:01:57 pm
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anyway I guess that if we put the blue background, it will be present at the transition when faces are changing from, for example SF2 to SF3 or others.
I'll just cut all my portraits on the white and blue parts. It'll ask a little bit more work, but it'll do the trick for sure! :)
And I believe you when you say that you tried everything. xD
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#67  June 08, 2016, 12:11:33 pm
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I'll just cut all my portraits on the white and blue parts. It'll ask a little bit more work, but it'll do the trick for sure! :)

You can modify all that you wan´t, no problem! But you need to use fullbody portraits from the screenpack and rarely invade the blue sprites. Well here my first game update, this time from Touhou Project. In every pack you can find .def and .sff files to add in chars/ 0_games folders and the small faces template with my 6 favourite fighters, you can modify most easy with yours. Character portraits not here but soon in it´s post!





http://www.mediafire.com/download/h4o9irf92f76x0v/Touhou.7z

More updates soon!
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#68  June 08, 2016, 12:19:06 pm
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I'll show you what I mean with picture. Our english is pretty broken, and sometimes we misunderstood each others. :D :D
I'll show you, GaziraAgain. :)
Here it is:

The advantage of your template is that you've kept the 1280x720 resolution, and 0.25/0.25 resizing for all your portraits. So it's easy to modify.
I just have to remove the part where in the white slot of portraits. :)


I'll have to put layerno=1 on the blazblue white line at the top of the Select screen, and check again the template for the name. :)
Last Edit: June 08, 2016, 08:34:51 pm by Hephaistos31
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#69  June 10, 2016, 06:39:49 pm
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Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#70  June 10, 2016, 06:45:38 pm
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Oh my fucking god! :D
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#71  June 10, 2016, 09:08:45 pm
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Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#72  June 20, 2016, 01:04:08 pm
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Hello everyone!
First time posting here and have to say WELL DONE to GaziraAgain for the amazing job done with this screenpack.
Also, great supportive job by Hephaistos31 as well - you guys made me come back to MUGEN after many years!

However, I am having an issue while trying to run the latest version of the BBC (05/06) posted by GaziraAgain. Most definitely it's my system's problem, but I was hoping some of you guys could help me out. Here's where the log stops:

Initialising graphics...gameCoord 1280x720...render mode 2_22...trying 1280x720x32 mode 0x0...failed.
Error detected.

So it's a video/graphic issue, but how to fix it?
I appreciate your help and am excited to get back to make my dream game come true :)
cheers xx




Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#73  June 20, 2016, 01:08:49 pm
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Hello everyone!
First time posting here and have to say WELL DONE to GaziraAgain for the amazing job done with this screenpack.
Also, great supportive job by Hephaistos31 as well - you guys made me come back to MUGEN after many years!

And this is for words like that that I'm still here. :)
Thank you for it, dude!! GaziraAgain will be happy too, and indeed he deserves it!! :)

Do you have a good graphic card? Because the latest Mugen (1.1) require OpenGL to work.. Maybe it's the problem?
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#74  June 20, 2016, 01:12:43 pm
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Hello everyone!
First time posting here and have to say WELL DONE to GaziraAgain for the amazing job done with this screenpack.
Also, great supportive job by Hephaistos31 as well - you guys made me come back to MUGEN after many years!

And this is for words like that that I'm still here. :)
Thank you for it, dude!! GaziraAgain will be happy too, and indeed he deserves it!! :)

Do you have a good graphic card? Because the latest Mugen (1.1) require OpenGL to work.. Maybe it's the problem?

Hey Hephaistos31,
Believe me man - I mean the words! Been having super stressful times and this came as a blessing, now I want to get back to the community and find my way to contribute. I'm a good sound guy, maybe I'll figure out some way to help with it.

Anyway, here's my graphic card: Intel Iris Pro 1536 MB
Nothing special I guess, maybe not enough for this?
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#75  June 20, 2016, 01:17:07 pm
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Enjoy Mugen, dude! :) Life sometimes can be hard as Hell. :(

I don't really know this model. Maybe it comes from here, yeah. Try to update the drivers first. And the driver from the CPU too.
I remember that when I only had the i5 with the integrated graphical card (CPU), before the update it wasn't working, and after it worked.
Try your luck with the driver, jesperb909. :)
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#76  June 25, 2016, 11:04:18 am
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Little update changing font style from games. I include all games includes in the screenpack and the .psd file for your personal games, I hope you like it!


Spoiler, click to toggle visibilty

http://www.4shared.com/archive/Fd9-TwNfba/games.html

More things soon! Waiting some feed back about the screenpack, see you!
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#77  July 04, 2016, 12:01:27 am
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Working with simple lifebars based on the Continuum Shift and Calamity Trigger games. The size of the archives it´s around 30mb, nothing compared with the complete ones, but working very fine! Just copy all the fonts in the font folder and replace fight archives in the data folder. Portraits soon and compatible with all versions. I hope you like it!

Blazblue Continuum Shift


http://www.mediafire.com/download/54y2z5nhf5rf6p9/Continuum+Shift+Lifebar.7z

Blazblue Calamity Trigger


http://www.mediafire.com/download/zl33alykyns8qh3/Calamity+Trigger+Lifebar.7z
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#78  December 03, 2016, 10:50:55 pm
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Spoiler: OLD POST (click to see content)

EDIT: I solved my problem, but the screenpack is running incredibly slow for me. Like, less than 1 frame per second slow. I have an i7 and 8GB of RAM so I doubt that's the issue.
Last Edit: December 03, 2016, 11:40:07 pm by Norik
Re: Blazblue Battle Colisseum (Final Version) 05/06/2016
#79  December 04, 2016, 11:34:54 am
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Download the Extend version of the screenpack. Runs fine in in your pc at 100% and have more things that this version.