The Mugen Fighters Guild

M.U.G.E.N Central => The Finished Hall => FullGame development => Tmntxjl: Earth's last defense => Topic started by: Kamekaze on September 11, 2017, 06:46:37 pm

Title: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 11, 2017, 06:46:37 pm
So right now I haven't really decided on what hitsparks I want to use for this considering both games were very minimal on that aspect. I probably will remain in area but if I post anything related to that it will be here for discussion and or improvements. The main thing im working on is the title screen which will combine the two logos.

Like so: (http://kamekaze.trinitymugen.net/screens/cross/tmnxt.png) or (http://kamekaze.trinitymugen.net/screens/cross/tmnxt_2.png)

I need some sort of "X" like symbol between the two and I'm working on it but if anyone has a better idea let me know.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Omega on September 12, 2017, 10:37:38 am
Are you going for pixel effects or blurred ones? I have seen a hires dust effect you used for Leonardo in his video you posted in his thread.

If you go for blurred ones, I can sent some to you. If you go for 2d pixels and old school, I can prefer the ones from Art Of Fighting 1, 2 or 3. The ones from Kizuna Encounter are good aswell.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 12, 2017, 03:41:30 pm
I'll try either one if it can capture the look that I have in my head. If you have some please do show them to me lol.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Omega on September 12, 2017, 04:04:20 pm
Sent you a pm with some Hitsparks and Effects.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 20, 2017, 04:45:00 pm
(http://kamekaze.trinitymugen.net/screens/cross/mugen004.png) (http://kamekaze.trinitymugen.net/screens/cross/mugen001.png)


This what I meant by the X/cross like idea. As you can see this is ugly as hell so I was hoping someone would be able to either guide me to a better design and or help with making it.

edit: redesign. and a proof of concept select screen. Yes I'm learning a lot of about screenpacks. mostly that I suck at them.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Websta on September 21, 2017, 02:05:27 am
wouldn't a giant VS be better?
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 21, 2017, 04:00:17 am
wouldn't a giant VS be better?

Well this game is not so much vs as it is an actual crossover. They aren't fighting each other. They are fighting a common enemy.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 22, 2017, 05:27:45 am
(http://kamekaze.trinitymugen.net/screens/cross/pau.png)

Yes this is a literal working pause screen. Yes rematches are actually possible. The only thing that isn't working is the movelist cause I haven't coded it yet. This game is going to go far beyond your average full game.

As for how rematch works, well I literally recoded rounds and the timer to be able to advance rounds with the push of a button or restart the entire match. All of this within 13 hours or so of time lol.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Omega on September 22, 2017, 02:16:23 pm
This is looking Great man.

Any plans for a Tag System? Maybe I overlooked if you mentioned it.

I might come up with something for a logo and HUD idea. Just need some time. I have some matters going on right now.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 22, 2017, 03:37:33 pm
This is looking Great man.

Any plans for a Tag System? Maybe I overlooked if you mentioned it.

I might come up with something for a logo and HUD idea. Just need some time. I have some matters going on right now.

Well again, I already am mostly finished with a game based around that mechanic so I'm not stepping in that direction twice. As for the logo yeah If you think you can make a cool looking X that looks like a rift in space that would be ideal lol. But no rush this game is a long way from finished.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 23, 2017, 12:02:09 am
(http://kamekaze.trinitymugen.net/screens/cross/match_over.png)

Prototype fonts aside. This is match over rematch prompts. You may notice that it's dual decision, something capcom cant even do these days :U
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 26, 2017, 03:19:43 am

(http://kamekaze.trinitymugen.net/screens/cross/movelist.png)

movelist that generates itself based on a formula up and running. This will allow me to generate the movelist based on a single calculation per attack. Pretty neat stuff because none of it is hardcoded so I can change it if need be at anytime.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on September 29, 2017, 09:48:39 pm
Regarding the logos, I think the classic ones go well together. if you decide on the more recent JL logo, then I suggest a more recent TMNT logo, like the one from the early 2000s cartoon.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on October 02, 2017, 03:54:35 am
(http://kamekaze.trinitymugen.net/screens/cross/mugen004.png) (http://kamekaze.trinitymugen.net/screens/cross/mugen001.png)


This what I meant by the X/cross like idea. As you can see this is ugly as hell so I was hoping someone would be able to either guide me to a better design and or help with making it.

edit: redesign. and a proof of concept select screen. Yes I'm learning a lot of about screenpacks. mostly that I suck at them.

Maybe the logos should be closer together with the X overlapping them. About the select screen, will you be using custom/different sprites eventually? I have an idea using symbols for the characters like in the JLTF game. Depending which fighters are on the final roster, this may or may not work. I have symbols for Darkseid, Despero, Shredder, Wingnut, and Karai (if she's confirmed). The Turtles would use their initials/belt buckles. These would have to be custom made, so if this not possible then I will try to think of something else.

How many colors swaps do you plan on each fighter to have? I think 4 is a good number and I have ideas for most of them.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 02, 2017, 03:29:46 pm
The logo itself just needs a better "X" effect that I'm working on. They are spaced that way for a good reason I promise lol.

The character icons matching tmnt was also a decision that was meant to be that way. The justice league chars had to get their own versions of it to match. As for colors, I'll probably go up to twelve as I know someone who's made several colors for the tmnt chars and he's willing to share.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on October 02, 2017, 11:32:01 pm
The logo itself just needs a better "X" effect that I'm working on. They are spaced that way for a good reason I promise lol.

The character icons matching tmnt was also a decision that was meant to be that way. The justice league chars had to get their own versions of it to match. As for colors, I'll probably go up to twelve as I know someone who's made several colors for the tmnt chars and he's willing to share.

Good to know about the logo. Your idea about the character selection is actually better. I just hope you can find better portraits for the DC characters than the Genesis ones. Regarding the extra colors, I can only think of at least 5 pallets for the TMNT (Including all red masks for them, for example). I have a lot of DC knowledge so I may be able to help with colors for most of them. I have more than what's included in the Injustice 2. Lol.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 06, 2017, 03:50:59 pm
(http://kamekaze.trinitymugen.net/screens/cross/updated.png)

This is what I had in mind with the X thing. It's far from perfect but I think it illustrates moreso of what it's supposed to be.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on October 06, 2017, 11:01:43 pm
(http://kamekaze.trinitymugen.net/screens/cross/updated.png)

This is what I had in mind with the X thing. It's far from perfect but I think it illustrates moreso of what it's supposed to be.

Yes, that "X" looks much better, I would recommend changing the background as it blends with it and it matches with he select screen (unless these screens are still in their unfinished versions)

I have an idea for an attract mode based on Street Fighter II's and Death and Return of Superman's found below:

http://cdn2us.denofgeek.com/sites/denofgeekus/files/styles/article_width/public/bisonsf2profile.jpg?itok=P4hsPvu4

http://playingwithsuperpower.com/wp-content/uploads/2015/12/Death-and-Return-of-Superman-pic-2.png

I would volunteer my time to research and locate the necessary stats. The ones I would do include: Name, Real Name, Birthdate, Height, Weight, Short Bio

The DC characters can have their main sprite in the upper right corner (as pictured), while the TMNT characters would be in the lower left corner (like the SF characters).


EDIT: After posting this, I discovered TMNT TF had their own attract mode with bios and those look good too.

http://www.mobygames.com/images/shots/l/222133-teenage-mutant-ninja-turtles-tournament-fighters-snes-screenshot.gif


Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 07, 2017, 02:00:15 am
the problem with attract mode is I have to detect when demo mode is actually happening. But you're not the first to bring it to my attention and I'd love to do it if its possible to actually detect it.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on October 07, 2017, 09:27:34 pm
I'm still learning the limitations of MUGEN. It will be nice to figure out of that's possible or not.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Mitewing on October 13, 2017, 04:13:17 am
You probably thought of this already, but here goes. Here's what you can add to the Daily Planet level. This is similar to Zvitor's JL vs SF, but a little different. Superboy can be shown standing on the edge of the main building where the fighting occurs. This would be on one side of the stage. On the opposite side Steel can be hovering in the sky. Here are said sprites:

http://spritedatabase.net/game/370
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: ExL on October 20, 2017, 02:46:49 pm
I made some tweaks to lifebars and concept for title and as Kamekaze wanted here they are for open discussion:
Spoiler, click to toggle visibilty
Note that I wanted to expand on original idea as I really like those retro-cyber-future vibes from it, as I called it - neon sunset theme.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 20, 2017, 05:42:58 pm
heres the first look at the opening logo for the game!

Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: inktrebuchet on October 31, 2017, 03:55:59 am
Man, how have I missed all this?! This projects looking great.

I’m excited to see how you made your pause screen. I’ve been working on my own a while now.

the problem with attract mode is I have to detect when demo mode is actually happening. But you're not the first to bring it to my attention and I'd love to do it if its possible to actually detect it.
I believe you can detect Demo Mode. I came across something in the code library thread the other day.

Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 31, 2017, 04:19:49 am
Man, how have I missed all this?! This projects looking great.

I’m excited to see how you made your pause screen. I’ve been working on my own a while now.

the problem with attract mode is I have to detect when demo mode is actually happening. But you're not the first to bring it to my attention and I'd love to do it if its possible to actually detect it.
I believe you can detect Demo Mode. I came across something in the code library thread the other day.

Yeah I already figured out how to detect demo mode lol. It's just on the list of things to do when the roster is finished. My pause screen has a hierarchy system set up so that each screen is Dependant on the settings of the screen before. Which allows me to talk to any given helper on the same frame. It's complicated but not complicated and none of it is hard coded. The fonts, the inputs the screens it's all stored in calculations that I can break apart to get specific information etc etc. It shouldn't have taken me a week to do it because it's been certainly done before but I wanted to do it without looking at anyone elses' work. I want to do a public beta but at the same time I kinda dont. I don't know why I have mixed feelings with putting something out that isn't complete lol
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: inktrebuchet on October 31, 2017, 04:33:38 am
I figured you did it with separated font/sprites! Very awesome.

The only thing I remember having to figure out that bugged me with my pause menu was setting ctrl to 0 if ctrl=1 and then setting it back to 1 after un-paused. Otherwise the character would do some weird actions like crouch directly after un-pausing. (If down was pressed during pause.) kind of a pain

I totally get waiting on releases. I can only imaging the amount of stuff you’re probably sitting on. Lol
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on October 31, 2017, 04:37:21 am
I've fixed bugs that I'm so glad wasn't public out of pure embarrassment. Especially the round system
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: inktrebuchet on November 22, 2017, 04:51:09 pm
One thing that does bug me is the character's MUGEN shadows. Do you have any plans to change that, like simple round shadows?

They don't look bad how they are, just curious.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on November 22, 2017, 06:54:15 pm
If enough people ask me about it, it's a easy thing to put in though.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 05, 2018, 04:57:49 pm
(http://kamekaze.trinitymugen.net/screens/cross/newst1.png)(http://kamekaze.trinitymugen.net/screens/cross/newst2.png)(http://kamekaze.trinitymugen.net/screens/cross/newst3.png)

Right, forgot to bring this here but. Recently a guy decided to join this project contributing a massive amount of work and he is a gigantic asset to say the least. What you're seeing is his new HUD, and his two new stages he made from basically scratch. As you can see hes very talented and I wish I had a video so you could see it in action. He's also gone through almost all the other stages and revamped them quite a bit. Especially the new thunderdome stage. All I know about him is that he goes by "Aywhatsgoinoninhere" On our discord but he's helped elevate this to no longer using old assets and really standing out to be its own thing. Now yes, that is the same timer, but we're working on that too lol.

Hopefully in the coming days I will be able to showcase a ton of other changes because it's been quite a bit.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Noside on September 05, 2018, 05:59:47 pm
So I just tested this project and is very fun to play, now, dumb question, is your discord public to join and see some updates and stuff? cheers.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on September 05, 2018, 07:20:42 pm
it is public, its a subsidiary of a discord known as "TMNT Tournament Fighters CE + SNES Fighters". I have a channel there but it's largely about snes fighters of all kinds and the scenes around them. You can join it here https://discord.gg/PQJxe4 . Updates, such as stage wips by the guy who makes the assets as I put said stages together, are posted there as well as any balance changes before they happen. The only reason it's there is because it was their idea in the first place that I gave flesh lol.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Noside on September 06, 2018, 03:27:45 am
Oh cool thanks!
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on December 06, 2018, 04:16:58 pm
(http://kamekaze.trinitymugen.net/screens/cross/newscreen.png)

new title screen wip.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Noside on December 06, 2018, 04:45:04 pm
Wow! pretty cool indeed.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on December 10, 2018, 10:37:07 pm
(http://kamekaze.trinitymugen.net/screens/cross/vs.png)

new select screen. It has functioning stage tile select but I had to grayscale it due to how fonts work. Otherwise very effective!
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on December 21, 2018, 10:46:24 pm


Here's an updated vid to show everything new I guess. Yes im aware the combo counter acted weird.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on March 26, 2019, 05:19:17 pm
new win icons, they come in a few colors to symbolize how you won

(https://cdn.discordapp.com/attachments/342379222314254337/560133307527069706/mugen000.png)
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: DW on March 26, 2019, 05:25:34 pm
I'm really impressed with how this is all turning out. Everything is looking clean and crisp. Holding true to the 90's aesthetic while at the same time still looking fresh and new. Good job. I look forward to playing this when everything is ready.
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on June 12, 2019, 07:20:02 pm


Here we have her new voices, we also see the omega effects for both kirby and wonder woman that has only been shown off on streams prior I suppose. The new super sounds provided to me by one Rio Hashikawa (https://twitter.com/88_oz_sound) and the new Pirate ship stage with splash effects. A lot to take in but none the less indicative of this projects progress!
Title: Re: Assets discuession thread (art/graphics/hitsparks)
Post by: Kamekaze on August 06, 2019, 03:02:55 am


One of the last features this game has is intro dialogues. It allows even more context to be added to a game that can be a lot to take in. This system I wrote for it will be made available for anyone to put in their game as it uses exactly one helper period.