07-09-14 Spoiler, click to toggle visibilty
I'll let the video speak for itself. You should be able to watch at 720p. I was going to take the video at 960p but... you get the idea
VIDEO
07-06-14 Spoiler, click to toggle visibilty
Lifebars are complete, round, fight, KO animations... just need to finalize the win icons and a few other tidbits, then it's off to the rest of the SP.
I set off thinking this would be bM1.1 and my creativity has just taken me on an almost completely different course, although I'm still using the same beloved font.
When I came up with the concept for the paint blotches, I started thinking about how the KOF98-inspired blue and red corners could be integrated. Then I started brainstorming ideas for animations and it all came together as a very cohesive thing... I'm liking it so far.
One thing about this SP: yes, as the photo shows, it will support 1280x960 AND 1280x720; I do testing in both. Another thing: the filesize will be large. This will be, at least to my knowledge, the first SP to really take the features 1.1 has to offer and push them to the max. I've already run into a few issues when I coded the lifebars... but I'm figuring things out! I'll put out more info this week, look for a video!
06-27-14 Spoiler, click to toggle visibilty
Again I've been pretty busy with a variety of things (dudes I'm married!) but here's what's going on with the lifebars...
That's an in-game screenshot. I'm still working on animations for the power bars and the timer font is still just a placeholder. Otherwise, these are coming along nicely. It's also pointing a new direction for this iteration of brokenMugen... I think when I start creating the round opening animations I'll have a clearer idea of where this is headed, but so far so good I'd say
At this point I'm also considering a 1280x960 version for the 4:3 junkies, but working at this resolution has convinced me that I don't want to turn back... at all
Stay tuned for more!
06-17-14 Spoiler, click to toggle visibilty
I've been pretty busy with a variety of things (look for my website soon!) but here's what's going on with the lifebars...
Yes, they are 1280 width. After messing with 1.1 more, I think the stage clipping feature is good enough for those of us that want to play at a 4:3 resolution. I've wanted to do something at 720p for a while and now I have my opportunity. I looked at the results from my 1.1 poll carefully and I decided to go ahead and take the plunge there.
So, what do you think?
06-03-2014 Spoiler, click to toggle visibilty
Experimenting with 1.1 and I have more than a few ideas floating around in my head... I'm playing with these ideas at 480p; if they can look good at this resolution, they'll look even better at 720p.
A design element of bM involves distorted/destroyed lettering with a semi paint-splattering motif. I wanted to see what a single instance of splatter would look like as a portrait holder. I think it has potential...
06-02-14 - First Update Spoiler, click to toggle visibilty
First order of business, re-designing the lifebars. The lifebars were one of the first creations I made when I joined the Mugen community and they are in dire need of an subtle but efficient overhaul. The original ones aren't bad but I feel they take a bit too much space. Initial in-game working versions are shown in below. The power bar font will be changed, I just need to find something suitable...
As you can see I was messing with scaled-up portraits; it looks OK but not great, I might revert.. One of the things that made brokenMugen successful was the fact that custom ports were not required, and I plan on keeping it that way. Anyway one of the design elements I wanted to obtain was a subtle overlap of the lifebar and the portrait. Without an enlarged portrait, it might be difficult to execute and still make it look good. More to come. Either way, two pictures here: portrait bg transparent, and portrait bg colored. Still deciding on that as well.
Other change was the timer font, to be more consistent with the rest of bM. Easy change.