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General Progress Thread (Read 172522 times)

Started by A$AP Buckus, December 05, 2013, 10:26:45 pm
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Re: General Progress Thread
#341  February 01, 2016, 07:12:07 pm
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not really sure but I guess helping Buckus with the screenpack design would be pretty cool
Re: General Progress Thread
#342  February 02, 2016, 01:06:44 am
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[IMAGE REMOVED]

How's this? Any better (or better yet, salvageable)?? nvm, back to the drawing board.
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Last Edit: April 08, 2016, 08:17:00 pm by Zaitsu Hatter
Re: General Progress Thread
#343  February 02, 2016, 01:34:03 am
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Not a big fan I feel they clash with the rest of the lifebars I tried something

Would be cool if you could do something similar to that but not as simple as I did and may be bigger
Re: General Progress Thread
#344  February 02, 2016, 01:36:17 am
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Actually, that's much better than what I churned out, lol.

Thanks, this is a great help. I should be able to show something soon after seeing these. :)
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Re: General Progress Thread
#345  February 02, 2016, 11:02:06 pm
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Glad to help
I actually use Tatsunoko vs Capcom as a reference
Re: General Progress Thread
#346  February 02, 2016, 11:38:08 pm
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Huh, I may have looked at the pic you provided me in your thread wrong. should have double checked.

Either way, thanks for the conseil, I'll get to work on it later this week. At a size like that, it shouldn't be long before I finish them.
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Re: General Progress Thread
#347  February 05, 2016, 06:49:52 pm
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Nice!!! I want to play this game.
Re: General Progress Thread
#348  February 06, 2016, 05:13:54 pm
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New update


A small revamp of the name and time font
feedback is welcome
Re: General Progress Thread
#349  February 06, 2016, 05:20:52 pm
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I suggest you to use a tad darker outlines on the font, because its hard to read the way it is now.
Re: General Progress Thread
#350  February 06, 2016, 05:27:31 pm
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How does it look now
Re: General Progress Thread
#351  February 15, 2016, 03:59:30 pm
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Last Edit: February 15, 2016, 04:16:53 pm by sluigi123
Re: General Progress Thread
#352  February 19, 2016, 06:45:46 pm
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@A$AP Buckus:
I'll prob get to messing with stages on my days off.

Any particular number of stages you want, or should the aim just be one per char?

Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)
Re: General Progress Thread
#353  February 21, 2016, 12:33:24 am
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new update: I've implemented a training mode that allows you to train with teams. It's only accessible from versus(or watch mode by turning AI off for both characters). By pressing start during the select assist/vs screen, this message will pop up:



Players won't die and life will refill during idle. Now I'll start updating the life bars.

@A$AP Buckus:
I'll prob get to messing with stages on my days off.

Any particular number of stages you want, or should the aim just be one per char?

Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)

No more than 7-8 stages. For the beta, 2 + training stage would be enough. With the logo, I say go for it. I appreciate any help I can get. Thanks in advance.

Re: General Progress Thread
#354  February 21, 2016, 01:05:11 am
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Looking good
actually for the stage you could recycle some from the vs serie that fit with SF
Like the iron fist temple or the Dead or alive show from Xmen vs SF
Also I updated (Again) the lifebars here the sheet

I dont think I will updated it again
Re: General Progress Thread
#355  April 06, 2016, 06:48:57 pm
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Bump. So I decided to get off my lazy ass and do something productive, actually forgot I was supposed to do these. Will let you and Hunter be the final judge of these.

As for SP, any design ideas you have in mind for stuff like the select screen, and the like? I'm going to be working on some SP related designs for some full games in the works (DBZ All Stars, MSH:Reborn) and my own project, so if you want me to do anything for you, you can def hit me up. Just as long as you have clear ideas for what you want to go for (even examples), and I'll be more than happy to assist if you want.
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Re: General Progress Thread
#356  April 23, 2016, 09:35:54 pm
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Perfect
did some update to the bar plus Hatter hit font
Re: General Progress Thread
#357  April 23, 2016, 09:40:28 pm
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^Superb.

I think at this point, there is nothing else to be done for life bars, unless there is something else left to be done? Possibly the K.O and WIN animations, unless Shin finished those already.
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Re: General Progress Thread
#358  May 13, 2016, 11:39:01 pm
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Did some more editing to make the lifebars better

also after looking at the hits font I feel they are to bland
will need something else help would be appreciated
Last Edit: May 19, 2016, 04:52:15 pm by City_Hunter
Re: General Progress Thread
#359  August 20, 2017, 09:06:52 am
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Surprise!!! I'm still active and the game is still being worked on. Here are some updates:

- All characters now share the same sff and cns files. Basically, the game is just 1 big, interchangeable character. I've eliminated the unused frames, animations and sounds. By trimming the unnecessary fat, the sff isn't as big as I thought it would be. I've added 10 characters so far, and have only half the amount of sprites as Doggiedoo's Leo. This actually works out well, as I have full control over the select screen, vs screen, lifebars- pretty much everything. Still working on fully implementing the rest of the lifebars made by City_Hunter.

-How this works with character with scaled sprites: I used the same method as I used with Captain America's shield w/ mirroring anims. The actual character is invisible, and a helper is used to display the scaled sprites. I had to manually resize the clsn boxes. There's a common system helper that stores the scaling values for the specific character

- With that being said, the final roster has been downsized. I can still add up to 60 chars the way the anim grouping and sff is set up, but I dont think that will be happening. I'll only be adding characters that I like and feel are essential to the game.

- The beta roster will consist of 8 characters(pictured below). Pics of the tentative select screen:




- Charlie is being updated to include SF5 stuff and separate him from Guile. It'll be a mixture of classic and 5:
    - No more charge commands
    - Moonsault will still be an air move
    - Adding Tragedy Assault and Sonic Scythe(Hard version will be Somersault Shell, as I don't want to see the need to sprite the genocide cutter version. I used sprites from SpecOp's Blaze Agent and frankensprites to create Tragedy Assault, and frankensprited the Light and Med versions of Sonic Scythe. I may commission someone to redo and color separate them in the future. Not cleaned up, but the grunt work is done and the move is coded, so if new anims are made, it'll be a matter of adjustments.







More to come soon.
Re: General Progress Thread
#360  August 20, 2017, 09:14:38 am
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Good to see you're still around.
I like using your stuff it's pretty fun.