The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => MFG Presents Street Fighter => Topic started by: Just No Point on April 13, 2014, 10:07:01 pm

Title: Screenpack/ Visuals
Post by: Just No Point on April 13, 2014, 10:07:01 pm
Screenpack, Game Fonts, Lifebars, Possible Covers or any other possible Game Branding (such as signatures)- talk here.

Keep in mind this is a tribute to the Street Fighter franchise so use SF1-4, SF Alpha, and SF EX series for your primary influences.

Reference Material can be found here:
http://www.sfgalleries.net/art/logos/gallery/ (http://www.sfgalleries.net/art/logos/gallery/)

The Screen Size is 640x480 pixel

                                   Screen Template
(http://justnopoint.com/mugen/screentemplate.png)
The Name of the Game will be "Street Fighter" (you can somehow incorporate Mugen Fighters Guild or MFG)
Big Portraits are going to be designed & sprited by FeLo_Llop
Take these two for your select screen mock up:
(http://oi57.tinypic.com/2cru6h1.jpg)(http://oi60.tinypic.com/9v8izd.jpg)

Current Design Proposals

Logos
Spoiler, click to toggle visibilty

Select Screen
Spoiler, click to toggle visibilty

Lifebars
Spoiler, click to toggle visibilty

Covers
Spoiler, click to toggle visibilty

Game Branding
Spoiler, click to toggle visibilty




@carlvic2: I really like your graphics you've shown in the sign up thread. Could you make some logo designs and other screenpack concepts? This is open to everyone but carlvic specified this area of expertise. @[Judas]: may be interested in this as well.

We'll be needing the super bars the soonest but we can always use stand in bars till something is finalized.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Memo on April 13, 2014, 10:14:18 pm
Animated select screen?
Intros like red's kof.nc game
Where the camera is on top
Of the stage and moves down
To the fighters.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: FeLo_Llop on April 13, 2014, 10:47:06 pm
I have two suggestions for the select roster:
- This concept is AWESOME. I would just say, putting the stage selector where the line "CHARACTER SELECT" appears, and between time number and characters, an animated world(if possible).
http://fc00.deviantart.net/fs71/i/2013/150/8/0/fake_street_fighter_4_ae_2013_character_select_by_kaiyuss-d674l8n.png
(credits goes to Kaiyuss)

- The second is a more simple thing:
(http://i59.tinypic.com/2ib11xh.png)

I thought in putting the roster squares in the hole of a broken wall, while the characters' would remain in the bricks.

Also, do you people like, characters big portraits like these? I'm saying, just because not all characters comes from the same sagas, so the artwork lines could be different from SFZ to SF4(for example).
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Memo on April 13, 2014, 11:15:22 pm
Felo that art is awesome looks real good for ports.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: FrozenDelight on April 13, 2014, 11:36:20 pm
FeLo_Llop, when you posted that image originally, I meant to ask, is it your art work? Who did it? The Viper and Rose artwork, that is.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 03:07:34 am
I think we should remake the good old SF1 select screen. With a world map on the BG and all.
With a more modern rendition ofcourse. : )
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 14, 2014, 03:16:05 am
Make a few beta looking designs. We're in no hurry on this =)

Will probably be put to a vote or something after a decent amount of concept work is presented.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 03:19:43 am
Quick Question. What resolution are we using?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 14, 2014, 03:34:33 am
I'm pretty sure 640x480. Even Felo's is of that resolution. @Balthazar: @Alex Sinigaglia: You guys agree with that res?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 04:44:04 am
Too over the edge?
(http://i618.photobucket.com/albums/tt270/carlvic/Concept_zps602e70b8.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: A$AP Buckus on April 14, 2014, 05:03:15 am
Just know any design that doesn't get used, I may steal use with the proper credit given of course.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 14, 2014, 05:53:44 am
@carlvic2: try to make it use Felo's art from the screenpack he showed earlier. I think he'll be the portrait/art guy for the project to keep all the in game art in the same look and style
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 06:07:29 am
Those are SF4 ports right?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 14, 2014, 06:18:52 am
These kind

(http://i60.tinypic.com/9v8izd.png)
(http://i57.tinypic.com/2cru6h1.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 06:21:58 am
Where can I get those? D:
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 14, 2014, 06:24:55 am
Most are still a wip. I mean like use these 2 for your examples. Felo needs to hurry up and finish Ryu's. he has started almost everyone's but I couldn't find the image that he showed them all in. I'm sure he will when he comes back on.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: HQ on April 14, 2014, 07:00:36 am
btw. what is the game title?

I do logos for companies worldwide as a graphic freelancer, so I could make some logos for the game that somebody then maybe pixelates if wanted ;)

Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 07:29:33 am
(http://i618.photobucket.com/albums/tt270/carlvic/concept2_zpsedb91947.png)
I think a Font change would be good. But yeah. Any comments?
Ports would look like this:
(http://i618.photobucket.com/albums/tt270/carlvic/Rose_zps9137d10b.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: FeLo_Llop on April 14, 2014, 09:16:25 am
FeLo_Llop, when you posted that image originally, I meant to ask, is it your art work? Who did it? The Viper and Rose artwork, that is.

I converted some artworks into pixels, for having an homogeneus style for everyone. SF3 ports doesn't fits with SFZ, for example, that's why I decided to make pixel-based big ports as those.

Also,
(http://i618.photobucket.com/albums/tt270/carlvic/concept2_zpsedb91947.png)

I'm totally in love with you *o*...
(Just put Rose a bit more centered, scarf is a bit cut in the side)

Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 09:25:57 am

I'm totally in love with you *o*...
(Just put Rose a bit more centered, scarf is a bit cut in the side)


Aww. Shucks.
Anyways It's just a design so I think It's understood that Rose would be more in the center in the SP.

I'm currently stuck with the logo tho.

Progress:
(http://i618.photobucket.com/albums/tt270/carlvic/watlogo_zps8b93d7ab.png)

If only I can get hold of the PSD file of the Main Page Logo of MFG.
:whistle:
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: FeLo_Llop on April 14, 2014, 10:08:38 am
Even I like the CLASSIC SF2 logo(as you put there), what about this?
http://www.accesoxbox.com/img/articulos/2009/02/308/logo.jpg

Or this:
http://streetfighterhd.files.wordpress.com/2013/05/street-fighter-tribute-artbook1.jpg?w=645&h=119

with white borders?

EDIT: Did my version of it, still, without white borders:
(http://i57.tinypic.com/2wg56o1.png)

Maybe we can fill the black inside with flame-ish or a yellow-orange degradation as in classic logo?
(http://i58.tinypic.com/5oum1y.png)
I did a terrible attempt at it D:!
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 10:20:25 am
I don't really like the first logo. TBH. It's too messy in my point of view.

The second one will do I guess. I might need to tweak it around and maybe enlarge it.

Though I still prefer the SF2 logo since it's very clean but the quality is kinda low.
I'll try making one out of scratch too.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Balthazar on April 14, 2014, 10:42:57 am
I'm also REALLY digging that select screen concept so far, carlvic2!
640 x 480 is ok for me.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Alex Sinigaglia on April 14, 2014, 10:51:44 am
The select screen looks superb.
About the logo,
(http://i57.tinypic.com/2wg56o1.png)(http://i58.tinypic.com/5oum1y.png)
there could be a transition from black to yellow/orange. Not only for Felo's converted logo, but also for new logos that carlvic2 can find and make/remake.
JNP, I was sleeping when you notified me! :XD: 640 x 480 is ok.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 11:34:37 am
(http://i618.photobucket.com/albums/tt270/carlvic/StreetFighterLogo_zps7beb1950.png)

How's This?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: HQ on April 14, 2014, 12:35:07 pm
just in case you guys have overread my post: what is the game title?


btw. this should be good reference material:
http://www.sfgalleries.net/art/logos/gallery/ (http://www.sfgalleries.net/art/logos/gallery/)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Alex Sinigaglia on April 14, 2014, 12:35:58 pm
^
Street Fighter.
---
The "r" in Street is a bit too red on the top.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: HQ on April 14, 2014, 01:01:09 pm
just a fast mock up - idea
(http://s1.postimg.org/i4hi18jtb/g3023.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 01:07:02 pm
2nd one is awesome...
Though I guess we are looking for something more "modern"...

I'll try to incorporate that second logo w/ my SF logo.

le Edit:

(http://i618.photobucket.com/albums/tt270/carlvic/StreetFighterLogo2_zps71f01574.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Alex Sinigaglia on April 14, 2014, 01:41:10 pm
Spoiler, click to toggle visibilty
These could be used in some parts of the screenpack (options, select screen etc.), while this:
Spoiler, click to toggle visibilty
could be used in the mode select, intro etc.


Spoiler, click to toggle visibilty
Can you make the shadow in the first one too?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: HQ on April 14, 2014, 01:47:30 pm
(http://s2.postimg.org/4dfwztyhl/SF_Logo.png)
(http://s3.postimg.org/y8efnr5tf/SF_Logo6.png)
(http://s4.postimg.org/6p3nwz2gd/SF_Logo2.png)
(http://s4.postimg.org/9kgr3u6gd/SF_Logo3.png)
(http://s17.postimg.org/fz0isbggv/SF_Logo7.png)
(http://s11.postimg.org/7kb0js0yb/SF_Logo4.png)
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 02:29:40 pm
(http://s11.postimg.org/7kb0js0yb/SF_Logo4.png)
This is pretty good.

(http://s2.postimg.org/4dfwztyhl/SF_Logo.png)
This also.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Balthazar on April 14, 2014, 02:35:34 pm
Wow, they're all awesome!
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: [Judas] on April 14, 2014, 04:54:33 pm
That last batch is indeed quite incredible.

Copied from my thread:
(http://img.photobucket.com/albums/v471/ruinsofeden/sf-copy_zps67d4d77f.png)
Black trim around white trim around black trim looks shitty, now that I've sat back and looked at it. Forever WIP. Intended to be animated similarly to the Toshinden logo I cooked up a bit back.

The other logos I've been seeing here look much more fitting than my own, honestly. I'm open for input, and can always get with Buckus and cook something up for SF Duo using this one should the majority like the ones already on display.
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: carlvic on April 14, 2014, 04:58:38 pm
Did you do that from scratch? coz it looks awesome.
I think that would be the best choice for the SP. (If we're going for a grungy type ofc.)

Do you have one with higher quality/resolution?
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: FeLo_Llop on April 14, 2014, 10:59:29 pm
Evem Carlvic's logos are supernice, I fell in love with Judas'

People, I'm jealous of your superawesome skills at this!!
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Just No Point on April 15, 2014, 01:58:13 am
I am loving what I'm seeing in this thread! Great work everybody!
Title: Re: Screenpack/ Visuals
Post by: HQ on April 15, 2014, 01:35:13 pm
Mock Ups

(http://s29.postimg.org/fkax969xz/image.gif)
(http://s29.postimg.org/ji2scbm53/image.gif)
(http://s29.postimg.org/q9t7f6b4n/image.gif)
Title: Re: Screenpack/ Visuals
Post by: Balthazar on April 15, 2014, 01:40:50 pm
Second is the best for me, the white outlines on the 3rd aren't that appealing, nor are they on the 1st one.
Title: Re: Screenpack/ Visuals
Post by: HQ on April 15, 2014, 02:00:21 pm
Also I thought for the Credits we could use this in reference to that:

(http://s11.postimg.org/725sx78n7/street_fighter_01.png)


so this is just a small fast test of what it could look like (I do graffiti so that would be no problem, but everybody contributing could make his/her own tag/piece for the wall)
Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Omega on April 15, 2014, 02:07:16 pm
I see some awesome work around but, I think the second one is the best too.

A grey or blue colored logo wich is similiar like the Street Fighter EX series could work aswell.
 
Title: Re: Screenpack/ Visuals
Post by: Watta on April 15, 2014, 02:08:49 pm
I like that idea, although I hope the outcome is more classic SF looking with the gritty pixelation and whatnot
Title: Re: Screen pack, aesthetics, hud, etc talk
Post by: Loona on April 16, 2014, 12:44:41 am
(http://s2.postimg.org/4dfwztyhl/SF_Logo.png)
(http://s3.postimg.org/y8efnr5tf/SF_Logo6.png)
(http://s4.postimg.org/6p3nwz2gd/SF_Logo2.png)

I personally favor these - I don't like the thick black outline (or the ink theme) SF4 went it, nor overly pixelated looks, so this bunch strikes a nice balance for me.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on April 16, 2014, 05:04:22 am
Hey, you guys should make some banners using your logos so users can advertise the game in their sig if they like. And they can have options. I don't know which I prefer more.

Voidednumb's look more classic.
Carlvic2's look like it goes better with the art style Felo is using for the portraits.

Dimensions should probably be 600x100
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 16, 2014, 10:36:31 am
^I'll try doing a banner...

Also which char should we feature in the main menu? Or should I keep it simple?
Title: Re: Screenpack/ Visuals
Post by: Reverse Yu on April 16, 2014, 11:50:51 am
I have no idea for the bg as of now though this is what I only thought up so far ._.
(http://i441.photobucket.com/albums/qq135/Trytowin9/f.png) (http://s441.photobucket.com/user/Trytowin9/media/f.png.html)
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 16, 2014, 12:16:35 pm
I have no idea for the bg as of now though this is what I only thought up so far ._.
(http://i441.photobucket.com/albums/qq135/Trytowin9/f.png) (http://s441.photobucket.com/user/Trytowin9/media/f.png.html)

I think it would look good with a Funky Club-like BG. And I guess two flags are a bit awkward? IDK that's just me.
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on April 16, 2014, 12:38:58 pm
Don't take me bad, but I prefer Carlvic's design:

(http://i618.photobucket.com/albums/tt270/carlvic/concept2_zpsedb91947.png)

Title: Re: Screenpack/ Visuals
Post by: SNT on April 16, 2014, 12:40:30 pm
Something I was working on for the stage selection.  Playing around with different versions.
Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Hephaistos31 on April 16, 2014, 12:41:03 pm
Same here! ;)
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 16, 2014, 12:47:17 pm
Something I was working on for the stage selection.  Playing around with different versions.
Spoiler, click to toggle visibilty

Awesomesauce.

Don't take me bad, but I prefer Carlvic's design:

you can never be sure if he's not finished yet FeLo.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on April 16, 2014, 01:18:31 pm
Why not combining all?
Spoiler: Terrible Mock-up of my idea (click to see content)

SNT, we could definitely use those; have you got a template?
Title: Re: Screenpack/ Visuals
Post by: Hephaistos31 on April 16, 2014, 01:24:50 pm
Wow, the suggestion of Alex is huge! It's a monster!
I love it!!
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 16, 2014, 01:37:44 pm
Possible SIG banners?

(http://i618.photobucket.com/albums/tt270/carlvic/Judasversion_zpsc49af053.png)

(http://i618.photobucket.com/albums/tt270/carlvic/carlvic2version_zps22f281ff.png)

(http://i618.photobucket.com/albums/tt270/carlvic/Voidednumbversion_zps67afd6c0.png)

:whistle whistle:
Title: Re: Screenpack/ Visuals
Post by: Omega on April 16, 2014, 05:08:29 pm
Those are excellent you guys. The first two sig banners are great. The 3th one looks a little off without the lines on the name.

Also, the combination idea is something I support. That brings many styles together there.
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 16, 2014, 07:06:10 pm
Loving Alex's Idea. I'm now trying to merge all SP select screen ideas into one.
But before that here's a start screen concept:
(http://i618.photobucket.com/albums/tt270/carlvic/concept3_zps2eacb73e.png)

I decide to use [Judas]'s logo (w/ a little revamp) coz it looks pretty bad-ass.

Now working on:
~Revamping the select screen
~Main Menu. (I need suggestions)
Title: Re: Screenpack/ Visuals
Post by: A$AP Buckus on April 16, 2014, 09:23:45 pm
^ If this one is passed on, I'm using it. I really like judas' logo.
Title: Re: Screenpack/ Visuals
Post by: Mgbenz on April 16, 2014, 09:53:26 pm
Something I was working on for the stage selection.  Playing around with different versions.
Spoiler, click to toggle visibilty

It would be really awesome if this was somehow incorporated into the background. Like on the upper right of the screen. Of course they'll have to be bigger to properly fit. Of course this would mean a smaller space to fit everything else w/o overlapping since you can't lower the stage select's layer .
Title: Re: Screenpack/ Visuals
Post by: SNT on April 17, 2014, 03:43:43 am
SNT, we could definitely use those; have you got a template?
Yes I do.  Once we finalize what stages get in I'll churn em out.

It would be really awesome if this was somehow incorporated into the background. Like on the upper right of the screen. Of course they'll have to be bigger to properly fit. Of course this would mean a smaller space to fit everything else w/o overlapping since you can't lower the stage select's layer .
What I had in mind was for it to appear bottom-center, over the character grid after the characters had been chosen.
(http://i.imgur.com/PBcY7bV.jpg)
Also about naming conventions.  Using country names is good for Jamaica or England which are likely to have only one stage, but Japan and the US will probably get a lot of doubling up.  Should we consider city or regional names instead?
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 17, 2014, 04:49:03 am
Howabout instead of over the character grid,
we should give it a wider sprite covering the select icons and making it look like a completely different screen.

(http://i618.photobucket.com/albums/tt270/carlvic/concept6_zpse04b845c.png)
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on April 17, 2014, 10:01:36 am
(http://i618.photobucket.com/albums/tt270/carlvic/concept6_zpse04b845c.png)

This may sound stupid(and it sounds), but, what if instead that black square, we put a MAP showing the area that's gonna be the stage of the next fight? Not the WHOLE world map, just the area(East Asia, Europe, etc). I don't know if it's possible in mugen, though :s
Title: Re: Screenpack/ Visuals
Post by: DKDC on April 17, 2014, 10:25:12 am
It's possible to make it part of the stage's icon the same way we replace the letters of the name by these images. It'll all appear at the same time though, no scrolling or fancy animation or displaying one and then the other.
Title: Re: Screenpack/ Visuals
Post by: Pre-Teen Music Maker on April 17, 2014, 01:24:15 pm
SNT, we could definitely use those; have you got a template?
Yes I do.  Once we finalize what stages get in I'll churn em out.

It would be really awesome if this was somehow incorporated into the background. Like on the upper right of the screen. Of course they'll have to be bigger to properly fit. Of course this would mean a smaller space to fit everything else w/o overlapping since you can't lower the stage select's layer .
What I had in mind was for it to appear bottom-center, over the character grid after the characters had been chosen.
(http://i.imgur.com/PBcY7bV.jpg)
Also about naming conventions.  Using country names is good for Jamaica or England which are likely to have only one stage, but Japan and the US will probably get a lot of doubling up.  Should we consider city or regional names instead?

Oh!

This just inspired some good music!
Title: Re: Screenpack/ Visuals
Post by: [Judas] on April 17, 2014, 01:58:16 pm
I wonder what it would look like if the "shadow" ink were replaced with the flag of the country in which the stage is set. Preview in the front, glimpse of the flag in back. Maybe a wide black ink blob behind the whole thing and the arrows to make the whole thing pop.
Title: Re: Screenpack/ Visuals
Post by: Loona on April 17, 2014, 05:45:54 pm
Possible SIG banners?

(http://i618.photobucket.com/albums/tt270/carlvic/Judasversion_zpsc49af053.png)

(http://i618.photobucket.com/albums/tt270/carlvic/carlvic2version_zps22f281ff.png)

(http://i618.photobucket.com/albums/tt270/carlvic/Voidednumbversion_zps67afd6c0.png)

:whistle whistle:

From most to least preferred: 3 > 1 > 2

This is going to be sprite based, I think the less it attaches itself to SF4's specific aesthetic the better - the project can still reference it in things like cast, moves, mechanics and stages...
Title: Re: Screenpack/ Visuals
Post by: Just No Point on April 17, 2014, 05:47:23 pm
I think it's more so people can have options to choose one for their sig if they like. Not an "officially" endorsed version :P
Title: Re: Screenpack/ Visuals
Post by: Omega on April 17, 2014, 06:27:54 pm
Also once a stage is selected, their should be a announcer announcing in wich stage the next fight takes place there. Just like in the CVS game.
Title: Re: Screenpack/ Visuals
Post by: WooshaQ on April 17, 2014, 06:28:57 pm
Perhaps whoever will do the screenpack could use mine unrealeased KOS as an inspiration or even as a source, on a video below there is a visible Select and versus screen (eg. 2:15) featuring pseudo animated character names, it's a kind of interactivity that mugen alows in a section like vs, all available on the video, I have 720p source material somehere there as well if somebody would be interested. Heck, I could even work on it myself.

https://www.youtube.com/watch?v=BbxOElCu88k (https://www.youtube.com/watch?v=BbxOElCu88k)
Title: Re: Screenpack/ Visuals
Post by: SNT on April 18, 2014, 02:56:21 am
This may sound stupid(and it sounds), but, what if instead that black square, we put a MAP showing the area that's gonna be the stage of the next fight? Not the WHOLE world map, just the area(East Asia, Europe, etc). I don't know if it's possible in mugen, though :s
(http://i.imgur.com/g1z2OIW.png)
*FSHHHHHHHEWWWWWWWWW*  USA
Title: Re: Screenpack/ Visuals
Post by: WooshaQ on April 18, 2014, 02:07:22 pm
Since its going to be a full game we could always add this interaction into a charter, perhaps disable the versus screen in the screenpack just leaving a loading sign and code a custom vs screen into p1 that would at the beginning of the first round trigger a super pause with all sorts of interaction and goodines like a plane anim, stage and character preview or whatever, its just a matter of making a template and later copying it to each character. Just the downside would be the fact that only p1 could be able to skip this screen... I love this kind of interactions and would gladly help if you would find it interesting.
Title: Re: Screenpack/ Visuals
Post by: Omega on April 18, 2014, 03:16:52 pm
Maybe visuals for the player wich shows how many opponents he fought and how much is left till the final boss.

Something like the Street Fighter Alpha/Zero series.

(http://img.brothersoft.com/screenshots/softimage/s/street_fighter_alpha-158585-3.jpeg)
Title: Re: Screenpack/ Visuals
Post by: carlvic on April 23, 2014, 01:06:17 pm
About the select stage thing. Forget about my suggestion turning it into an entirely new screen.
Because if 1 player has finished selecting his/her character the second player will not be able to see the select grid.

:D
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on April 23, 2014, 01:30:30 pm
What I had in mind was for it to appear bottom-center, over the character grid after the characters had been chosen.
Is this possible? When one player chooses the character, the stage select automatically appears, so it would overlap the grid and the other player (that hasn't chosen the char) can't see which one he is selecting.
About the select stage thing. Forget about my suggestion turning it into an entirely new screen. Because if 1 player has finished selecting his/her character the second player will not be able to see the select grid. :D
I was getting to that.
Maybe visuals for the player wich shows how many opponents he fought and how much is left till the final boss.
(http://img.brothersoft.com/screenshots/softimage/s/street_fighter_alpha-158585-3.jpeg)
I don't know if it is possible, but in Mugen 1.0 when you do Arcade mode there is written Match 1 (against the first opponent), Match 2 (second opponent), Match 3 (third opponent) and so on. I think it's the best thing the engine can provide at the moment in regards to this subject.
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on April 25, 2014, 05:24:24 pm
I don't know if this is possible:

(http://24.media.tumblr.com/tumblr_lmlmkbxIX01qh433do1_500.jpg)

Win/Defeat pose. MAYBE coding them INSIDE the character so when round 2 is over, they appear like this. Defeated, in front, winner in the second layer. Not sure if it would also allow the Colour Separation, and also the stage in a third layer with gray/whatever colour but is dark.

I do't know where to post this, I just supposed it had to go inside the screenpack.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on April 25, 2014, 05:53:27 pm
well it could work like descolor slam masters character
Title: Re: Screenpack/ Visuals
Post by: DKDC on April 25, 2014, 06:03:19 pm
I don't know if this is possible:
Yes, it's pretty easy, especially in a full game.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on April 25, 2014, 07:26:39 pm
Kaz characters have it.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 06, 2014, 05:57:33 am
Ryu's basics and specials are almost completely finished. Will be moving to supers soon. We need to start coming up with how the Lifebars, superbars, dizzy, and guard meter s going to look. Thee should be 4 different lengths for the super bar.
Title: Re: Screenpack/ Visuals
Post by: Omega on June 07, 2014, 06:21:24 pm
We could make some lifebars suggestions here. Lifebars that capture half of the screen won't fit a Street Fighter game.
I prefer some simple but, good looking ones for the game. If lifebars are big, characters and stages would be pushed back and they would be noticed less there. A twist between classic and modern could work out for sure.
Title: Re: Screenpack/ Visuals
Post by: BIG BOSS on June 07, 2014, 10:56:53 pm
I would agree but, just to much talent here to keep simple. How about go for broke with crazy ideas, then put in the simple. Good luck fellas, I wish I had the time and space.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 08, 2014, 10:56:03 am
About the lifebars code, should they be on top of everything (layerno = 2)?

In SF3 3rd Strike they were; I actually don't remember a game where they were behind the characters/effects/etc. .
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 09, 2014, 06:44:03 am
In CVS2 and SFA the bars are behind the characters. Though this is probably a cosmetic thing we'll want to look at as the motif is finished up.

I'll probably use SF3 super bars till we get some new super bar mock up ideas. I have some ideas for the screen myself but I have way too much on my plate and would like to focus on finishing Ryu's basics this coming week.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 10, 2014, 11:38:28 am
My concept is probably bad:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/lifebarsconcept.png~original)

What do you think anyway?
The second was an experiment and has a definite amount of colours (I indexed it at 64 colours).
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on June 10, 2014, 04:55:41 pm
Not bad, it's just simple. I guess with some touching here and there will be awesome.

I did these loooong ago(thought for a LR screenpack):
(http://i58.tinypic.com/atr80w.png)
With the character's face:
(http://i59.tinypic.com/hstfgk.png)
Doubled(now terrible D: ):
(http://i57.tinypic.com/9iu2w5.png)
Title: Re: Screenpack/ Visuals
Post by: SageHarpuiaJDJ on June 10, 2014, 05:27:50 pm
I like designing lifebars. I may not be able to code them, but they are fun to make. Can I try something?

Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on June 10, 2014, 05:52:44 pm
I like designing lifebars. I may not be able to code them, but they are fun to make. Can I try something?

Of course!! Be our guest! :D
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 10, 2014, 05:59:42 pm
Yes! Everyone can design them! I'll be the one coding them up. I'll need the super bar before the lifebars. That's not saying the super bar I use here will be the final one. It'll be a placeholder till the community decides the final outlook.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 10, 2014, 07:25:26 pm
I am remaking the lifebar Felo posted before. I'll show a preview later, I have to go now. See you later.
Title: Re: Screenpack/ Visuals
Post by: Omega on June 10, 2014, 08:08:11 pm
Looks good there man. If you remake those in HD, it would fit with the design of the game.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on June 10, 2014, 08:47:24 pm
well im not in expert in lifebars did some like the castleevania one or the jojo one but i could try something
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 10, 2014, 10:02:51 pm
Preview:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Lifebarsremakepreview.png~original)

I scaled Felo's lifebar and worked from there.
Some things are changed and are not like Felo first intended. I might change things, just give feedback.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 11, 2014, 03:01:59 pm
No one complained or anything so I continued.
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Lifebarsremakeworkandideas.png~original)

What resolution are we going to use? Because these look good in 1280x720. I haven't finished "coding" them but here's a preview:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/mugen000-4.png~original)

Just say something! :D
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on June 11, 2014, 03:10:14 pm
look pretty good so far alex
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 11, 2014, 03:39:35 pm
640x480 resolution.

Looking good to me! What is the small bar below the lifebar? Keep in mind we'll need 2 bars below the life bar. Guard and dizzy.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 11, 2014, 05:01:48 pm
640x480 resolution.
I got to edit the lifebars again...

The screenshot above is how you see them in 1280x720;
the screenshot below is how you see them in 640x480 pixels:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/mugen000-5.png~original)

See? It doesn't look good.

What is the small bar below the lifebar?
It's the power bar.

I have no idea for the guard and the dizzy bars (the size, the shape), help me on that.

Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 11, 2014, 05:15:50 pm
Well the resolution is told on the 1st post of this thread!!! =p

I would make the super bar be at the bottom of the screen like in all other SF games.
As for the guard and dizzy you should make your current super bar almost as long as the life bar. Have it do the same curve upwards as the lifebar as well. Split it in half and make each half a different color. The one closer to the middle should be the Guard. I'd make it blue. And the other would be the dizzy gauge. I'd make it green.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 11, 2014, 05:39:53 pm
Well the resolution is told on the 1st post of this thread!!! =p
I'm so stupid! >_<

Have it do the same curve upwards as the lifebar as well.
Wouldn't that cause problems for coding the two features?

Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 11, 2014, 05:48:22 pm
Why would it cause problems? No seriously, I've never coded a bar into a character but I would think you could code one to be practically any shape you wanted =p
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 11, 2014, 05:55:51 pm
You can draw the images however you want, but the decrease will always be vertical. You could shape it like an S, and it will still look like an S vertically cut in half when only half full, instead of following the shape of the S. It looks like shit, that's why no one does it. A bar curving up a bit is okay, though, even if the "cut" is vertical and doesn't follow the curve.

... Well, since it's a full game, it's actually piss easy to code everything in the characters in a common helper, and then you can always make it do whatever the hell you want (provided you spend the necessary time to code something crazy like an S of course), but yeah. Not to mention that dizzy and guard bars will have to be coded in the characters no matter what.

Not to be a naysayer but I'm not exactly fond of that design. And no, I don't have any constructive suggestion, I suck at designing stuff, sorry. Maybe... The "water level"-like lines in the shading (light yellow on top, intermediate in the middle, darker orange at the bottom), it looks weird IMO.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 11, 2014, 06:28:02 pm
That's what I figured. I'd have to code the super bar, the dizzy, and the guard into the characters so they could have all the features we are wanting.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 13, 2014, 11:19:38 am
Not to be a naysayer but I'm not exactly fond of that design. And no, I don't have any constructive suggestion, I suck at designing stuff, sorry. Maybe... The "water level"-like lines in the shading (light yellow on top, intermediate in the middle, darker orange at the bottom), it looks weird IMO.
Don't worry. That's still feedback and it's well accepted.
To be honest, I'm not convinced about the design either (it might be because I'm bad at coding them and I used the wrong resolution), but I have an idea: I could use the lifebar as a powerbar. And we would need a new concept for the lifebar. What do you say?*

@Just No Point: are you fine with that?*

*Actually wait a second, I'm going to show another concept, even though it is all in black.

@Felo_Llop: do you have any other ideas for the lifebars? I'm quite bad at designing them.**
@SageHarpuiaJDJ:  @City_Hunter: same. Have you got an idea for the lifebars?**

** If you read "*" don't let that stop you from creating your idea.



---
New concept for the lifebars like I said before:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Anotherlifebarconcept.png~original)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 13, 2014, 03:13:08 pm
That does look pretty good in silhouette form. Perhaps we should take screen shots of the motifs from the other SF games to get some better ideas on common aesthetics?
Title: Re: Screenpack/ Visuals
Post by: SageHarpuiaJDJ on June 13, 2014, 03:13:39 pm
I can make some concepts. Just need to get my creative muscles working. I really like that concept Alex.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 13, 2014, 03:28:09 pm
Worked a bit on the Guard and Dizzy/Stun bars:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Anotherlifebarconcept2.png~original)
The Time Counter silhouette isn't there because it was too large.

JNP, good idea.
Sage, thanks.

Here, let's see how they look (don't mind the grey and green stuff)
(http://i1066.photobucket.com/albums/u402/GodofDeath94/mugen001-1.png~original)
Not too bad if you ask me, although I can't see the pixels perfectly and some things get scaled. :-\
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 13, 2014, 03:39:38 pm
I'm not too much into all squares, but the guard and dizzy are better, and for the powerbar, the oblique thing isn't bad. Try rounding up a little the down-left and up-right corners of the life bar a little more, or make them more angled like the powerbar, and maybe the same for the down-right corner of the powerbar to fit the oblique square ?
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on June 13, 2014, 04:22:44 pm
looking good so far i dont have any idea for the moment but ill try to help you guys
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 13, 2014, 04:51:03 pm
Spoiler: lots of images (click to see content)
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on June 13, 2014, 05:00:59 pm
^Last image is hilarious, xDDDD!!

@Alex Sinigaglia: I would keep them as simple as possible. SF's lifebars hasn't been in the complicated area, so maybe putting them simpler, would be a good thing to us all.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 13, 2014, 06:20:43 pm
Thanks JNP, those images will help me decide what route to follow.

While I'm here:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/mugen001-2.png~original)
Everything looks good (for now).
Don't worry for the other two bars, they're in the .sff.

@Byakko: I tried to follow your advice, tell me if I did something wrong.
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 13, 2014, 07:31:34 pm
That looks good to me.
Considering the shots JNP posted shows that SF usually has simple bars, those lines that pop out of the lifebar on opposite corners look a little much, how does it look with a portrait and with the lines thinner ?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 14, 2014, 06:14:38 pm
Enough sitting on ears, time for some meat :devil:
Here:
Spoiler, click to toggle visibilty
It's second attempt, first one wasn't successful:
Spoiler, click to toggle visibilty
With so many bars it's hard to find place for them and not get cramped.
Well, I've tried to make those as much SF-ish as I could, might be not the best choice of colors and there's no font, but I don't have a clue on those matters. So I'm giving you the right to use 'em, edit 'em or tear 'em apart. No copyright or anything, but I don't know, if posting those in thread will discourage other people from making own versions, then don't post, that's all.
I'm on lunch so I don't have a lot of time for a full reply but Exl sent this fantastic pm! I'm sure if anything it would encourage others to try. More ideas the better and it creates more options for customization!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 14, 2014, 06:17:10 pm
@ExL: you have to post here!! :P
Good work you showed us (indirectly).
Title: Re: Screenpack/ Visuals
Post by: Lost_Avenger on June 15, 2014, 01:48:12 am
2Nd impact probably had the best bars imo(I really should play it sometime). You could maybe compress guard and dizzy so that they are side by side and take up less space? I thought it looked good.

Do you have preset power bars for super selection in mind? Limiting it to like 5 possible bar sizes would cut down dramatically on coding time imo. I don't remember the number of bar sizes in 3s.
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 15, 2014, 01:55:51 am
If the big bulk in the center is for the portrait, I really recommend against having the lifebars so much pushed away from the center. If the portraits stay at the center, at least they should be moved a little higher and the lifebars should cover the bottom and reach the timer. There was this whole study of HUD designs in games like Street fighter that pointed out how the center was the most important part of a fight, especially near the end, you only have to look in one spot -the center- to see the timer and how much life remains for each player at once, when both players start running low on life and the timer is running out it's very important to quickly see who has the advantage. If the bars are too far away (or if they empty to the outside instead of emptying toward the center) then it's harder because you have to look left then right to see where both players are at, and that's bad when it's tight.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 15, 2014, 02:29:47 am
2Nd impact probably had the best bars imo(I really should play it sometime). You could maybe compress guard and dizzy so that they are side by side and take up less space? I thought it looked good.
That was what I thought too. Basically 1 bar split in half with 2 colors. 1 half guard 1 half dizzy. Though ExL's version looks very nice too!

Quote
Do you have preset power bars for super selection in mind? Limiting it to like 5 possible bar sizes would cut down dramatically on coding time imo. I don't remember the number of bar sizes in 3s.

For simplicity's sake I was going to have 4 different sizes.

@ExL: you have to post here!! :P
Good work you showed us (indirectly).
Yes, he should definitely post! But if he's not comfortable with it I can keep being the messenger.
Title: Re: Screenpack/ Visuals
Post by: Lost_Avenger on June 15, 2014, 02:59:48 am
The Shadowloo skull would look nice around the timer on his bars(didn't see the spoiler). Imo. They look good
Title: Re: Screenpack/ Visuals
Post by: ExL on June 15, 2014, 02:04:13 pm
OK, OK, I'm giving up, I'll talk ;D But only this time, as I have something to show.
Lost_Avenger, I like the way you thinking! You just untied my hands actually :devilish:
Now it's time to spread some wings 8) :
Spoiler, click to toggle visibilty
Jaw is open for timer in it, but if it's too narrow, timer could be placed on top between wings.
Also hope it follows advice of DKDC as central part now tighter.
Alex Sinigaglia, you definitely have to complete yours, it looks interesting :thumbsup:
Title: Re: Screenpack/ Visuals
Post by: Watta on June 15, 2014, 02:06:59 pm
Damn those look badass
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 15, 2014, 02:09:49 pm
Also hope it follows advice of DKDC as central part now tighter.
It's better. I'd still advise that the bar is over the Shadaloo symbol and ends in a square shape, currently it would be hard to see if there's actually something remaining if it's covered by the wings - and it doesn't seem like a problem if a little bit of the wings of the symbol are covered.
Title: Re: Screenpack/ Visuals
Post by: XGargoyle on June 15, 2014, 03:13:48 pm
To all the lifebar designers out there:

Guys, forget about diagonal lifebars unless you want to code them embedded within the characters.
Title: Re: Screenpack/ Visuals
Post by: ExL on June 15, 2014, 03:45:21 pm
Well, if you guys saying it should be square... :brood:
Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on June 15, 2014, 04:42:55 pm
Close those jaws, it's like : O !!! Aside that, those are awesome!
Title: Re: Screenpack/ Visuals
Post by: ExL on June 15, 2014, 05:35:40 pm
Closed, tweaked:
Spoiler, click to toggle visibilty
Thanks for advising and supporting, everyone :thumbsup:
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 16, 2014, 12:57:18 am
Wow, I love it! I still need to submit the one I have in my head too!

My only issue with the final look is the excessive amount of wings. This is merely a personal preference critique on my behalf and nothing that has to be adjusted!

I think I prefer the straight super bars as well.
Title: Re: Screenpack/ Visuals
Post by: ExL on June 16, 2014, 08:34:56 am
Now it have longest filename I wrote ever - mfgsflb2shadsquareclosedjawslesswings.png
Spoiler, click to toggle visibilty
But to be honest, I like previous one more... :blank:
---
Tried different colors...
Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Lost_Avenger on June 16, 2014, 09:59:40 am
Are the last couple of pixels of health going to be an issue? Maybe move the bars like... a pixel or 2 away from the skull. I prefer the wings tbh
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 16, 2014, 11:16:59 am
Yeah, the wing ones will probably end up being the best. I agree with you. I like the previous ones better. I was trying to think of any other iconic symbols that SF has that could be used. The only other one I can think of (besides Akuma's "heaven" symbol which isn't useful here) is the globe.
Are the last couple of pixels of health going to be an issue? Maybe move the bars like... a pixel or 2 away from the skull. I prefer the wings tbh
I really don't think 1 or 2 piels would be that detrimental. In most SF games you can get down to 0 pixels of health and the opponent could sneeze and kill you. Basically the last 1 or 2 pixels would be about the same as 0. The next hit would kill you. Unless it's just a taunt maybe.
Title: Re: Screenpack/ Visuals
Post by: Lost_Avenger on June 16, 2014, 01:39:51 pm
The only iconic symbols are the skull and Chun-Li's thighs. Good work btw
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 16, 2014, 02:24:46 pm
Nice ones ExL. I'll keep working on my concept although I doubt I'll beat you! :D
Title: Re: Screenpack/ Visuals
Post by: ExL on June 16, 2014, 03:54:17 pm
There's no way that I'll make Chun-Li's tights inspired lifebars, don't even think about it! ;D
Alex, don't worry about beating, the strongest point of my lifebars is also it's weakest. It's Shadaloo's symbol of course, if plot won't be set around Shadaloo - in trash can it goes. The skull could be replaced with neutral square box from early version, but that would not only damage coolness of lifebars, but will remove whole reason those wings are in and it falls apart right there. So do what you think is best with yours and those might end up being in game, unless some pro-designer will beat us both of course :smile:
Title: Re: Screenpack/ Visuals
Post by: ShinZankuro on June 17, 2014, 03:07:45 am
If I can collaborate with anything... There's a logo made by me:

(http://i.imgur.com/BurMGQp.png)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 17, 2014, 04:42:25 am
Pretty cool. Reminds me of SFA1
Title: Re: Screenpack/ Visuals
Post by: ShinZankuro on June 18, 2014, 06:26:08 am
Thanks :D

SF Zero arc was the best SF saga in my opinion :D
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 18, 2014, 11:11:48 am
Why does the "f" have that blue bar?
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 18, 2014, 04:20:31 pm
Anyway,
(http://i1066.photobucket.com/albums/u402/GodofDeath94/mugen002.png~original)

I'll post the single images later. It's a mock up, meaning that the bars are not coded yet (they're single sprites).
Too bad I have to make them pixelated. :(

I can tell you they look "different", but that's how I made them. :P
Title: Re: Screenpack/ Visuals
Post by: DKDC on June 18, 2014, 04:25:09 pm
That looks good. It makes me feel a little more of some KoF-like design (at least the later ones, after XI) but it's good either way.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 18, 2014, 04:27:14 pm
That's a really intriguing bars set up at the bottom. It reminds me of a side scrolling space shooter's bar set ups. I like it!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 18, 2014, 05:42:44 pm
I'm glad you like it guys.

Here are the sprites:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Newlifebarconcept.png~original)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 18, 2014, 05:52:30 pm
I don't know if you read about my idea in the brainstorming thread but the basic idea was to make sub games as well as the big game. The sub games would be easier to have the endings/stories, etc and make it quicker to have them. Like MFG presents SF1, SF2, SFA, etc

All that would change is the screenpack. Default music. Default stages if more than 1 stage per character is submitted. And the characters would have their config files altered to be unique to each game by default.

The only extra work I'd have to do template wise is to create a few templates for the gauges. Like your guard gauge is vertical. ExL's is more curved, mine will be more horizontal. Basically, I'll code a few default gauges so we can just change out the coding/graphics as needed for customization.
Title: Re: Screenpack/ Visuals
Post by: Omega on June 18, 2014, 09:12:15 pm
Those lifebars are great man. Are you going to animate them like give them blinkings?
Title: Re: Screenpack/ Visuals
Post by: ShinZankuro on June 19, 2014, 01:32:35 am
Why does the "f" have that blue bar?

A reference to "Zero" logo in Japan :)

Also, a aesthetical choice :P
Title: Re: Screenpack/ Visuals
Post by: Amy on June 19, 2014, 11:54:36 am
I'm glad you like it guys.

Here are the sprites:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Newlifebarconcept.png~original)

The styling is great! I loved it. I just didn't like the way it's "metalish", I don't know how to express it. I mean, it doesn't give me that "Street Fighter" feel, y'know? :/
Aside that, the work is great.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 19, 2014, 12:17:07 pm
Yes, I understand. But I think that we could try something new for once. And if in the end these are not used then ExL are good candidates. But hey,
it's not like mine are the first choice either.

If someone else wants to present other concepts or improve the existing ones feel free to do so.
---
Am I the only one who codes the lifebars? Is there somebody else? I just want to make sure.

Replying to old comments:
Those lifebars are great man. Are you going to animate them like give them blinkings?
Perhaps, I'm not sure.

I don't know if you read about my idea in the brainstorming thread but the basic idea was to make sub games as well as the big game. The sub games would be easier to have the endings/stories, etc and make it quicker to have them. Like MFG presents SF1, SF2, SFA, etc

All that would change is the screenpack. Default music. Default stages if more than 1 stage per character is submitted. And the characters would have their config files altered to be unique to each game by default.

The only extra work I'd have to do template wise is to create a few templates for the gauges. Like your guard gauge is vertical. ExL's is more curved, mine will be more horizontal. Basically, I'll code a few default gauges so we can just change out the coding/graphics as needed for customization.
So different gauges for different styles, huh? Sure, no problem.
Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 19, 2014, 02:09:31 pm
No, not different bars per character. What I meant is that there will be the big throw everyone into it game. And there will be smaller roster games that just use tweaked config files for their unique system mechanics. So if we created Street Fighter 1 it would have it's own gauges/screenpack, SF2 would have it's own, etc

If you need more details on what I meant by coding 4-5 guard/dizzy gauges by default I meant that as just options for users to customize.

The more I think about what we're making the more I think it'd be better to have preset options so people can customize their games how they want. Replace graphics and need minimum coding knowledge if they need to tweak their gauges for example.

Does all this make sense and clarify my intent?

Quote
Am I the only one coding the lifebars?
Well, for now I guess. You only have to hardcode the lifebars and timer and stuff like that on top. Super, dizzy, and guard will all be coded in the character unless you just want to convert anything for universal mugen.

I mean I'll help out on coding the screenpack too. I'm just focusing on the template and the occasional Joe.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 23, 2014, 02:31:11 am
@Alex Sinigaglia: @ExL: I recently listed the config options for this game (http://mugenguild.com/forum/topics/config-discussion-160297.0.html)
I realize that we'll need a few extra kinds of super bars. At least 2.

The config allows a person to have SF2's single bar, SF3 bar, SFA bar, and SF4 bar w Ultra, and a bar that doesn't even need supers

The bars you guys made work for all those except SFA3 and SF4's bars.
SFA examples
(http://3.bp.blogspot.com/-UcinV9AT2Fk/TWS7Z-kJNZI/AAAAAAAAAFk/i-82apgs8Qs/s1600/sfalpha.jpg)
(http://ps2media.ign.com/ps2/image/article/712/712358/street-fighter-alpha-anthology-20060613091119973-000.jpg)
(http://www.arcade-museum.com/images/118/118124217371.jpg)

SF4
(http://images.vg247.com/current//2013/10/Ultra-Street-Fighter-4-focus.png)
Title: Re: Screenpack/ Visuals
Post by: ExL on June 23, 2014, 07:06:57 pm
@Just No Point: Sorry, but that's too much unification, I won't squeeze it there, I don't even like the idea of everything customizable. One good balanced system was more pleasant for me.
I'm giving you last version(don't want to change it anymore) I made today and if anyone want to edit it to fit requirements - you are free to do it.
Spoiler, click to toggle visibilty
Also big thanks to my friend @O Ilusionista, who pushed me to right direction in solving my dissatisfaction with colors.
@Alex Sinigaglia as I said your bars would be interesting, they are. I like minimalistic stuff taking less space on screen more, but they are cool and stylish, well done :thumbsup:

P.S. Yeah, I know that font is more in theme of SkullGirls rather than StreetFighter, but I so liked the look of it there, that I couldn't resist putting it there. As always you're free to change it and everything else.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 23, 2014, 07:47:01 pm
For the SFA3 one:
- I just have to divide the powerbar in 3 parts, right? I don't have to edit the whole thing. Is that correct?

For the SFIV one:
- I have to make the Revenge bar and divide the powerbar in 4 parts. The problem is, where do I put the Revenge/Ultra bar? And how can I make it (actual concept)?

I kind of agree with ExL, there are too many ideas to work with.
I can try working on my concept and the screenshots you posted, but I'm not really sure I can do it in a good way.

Quote
Alex Sinigaglia, as I said your bars would be interesting, they are. I like minimalistic stuff taking less space on screen more, but they are cool and stylish, well done :thumbsup:
Thanks. :)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 24, 2014, 04:31:58 am
Just to clarify there is still just going to be 1 balanced game with a universal system. The config options have always been talked about since the beginning. Aside from helping to fully decide the fighting system in practice they will not be used when discussing game balance. There will be a default set in the config for the full game.

Now that I'm further into coding more of this stuff is being seen clearer in my mind. I'm seeing the blue print of how to implement it all and it doesn't look that daunting considering all the gauges already have tutorials.

There are 2 reasons I want the extra options. One is so that we can easily make a new default config and make a SF1 game using only the SF1 cast. It'll make it much easier to make these sub games. As we release more characters we can branch out into SF2 and so on and so on. No new coding needed. Just by tweaking the config files.

The other reason is that I envision people creating their own full sub games. Adding new moves, and basically making a SF based MUGEN where anything and anyone goes. That is the stretch goal. It would not influence the full game. It'd just be a means to get people interested in coding and playing.

Anyway, neither of you have to make any new gauges if you don't wish to do so. When I get to coding those gauges for the options I can just use the source gauges or edit what has already been presented myself. And if it does seem to daunting once I finally get to these areas I won't delay the project by trying to figure them out too much. They can be added later or not at all. No big deal really.

The updated gauges and fonts look sweet ExL! Thank you for your continued assistance! I hope I can prove I'm still dedicated to the original idea you signed up for :)
Title: Re: Screenpack/ Visuals
Post by: SNT on June 24, 2014, 06:32:57 am
So if I'm understanding all this right, you're looking for multiple screen packs for these different versions?

Just asking because I got bored and started a more minimalist one to suit the Alpha 2 / SF4 style.

(http://i.imgur.com/xYhdIwF.png)

Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Just No Point on June 24, 2014, 02:18:18 pm
Maybe this time the server move won't eat my post!

As I said, that looks really rad! I love it! This is one of the other reasons I like the idea of sub games. We have multiple submissions happening and so far all3 have been spectacular! The gauges that do not win the poll for the main full game can be used in sub games as as customized options for the main game. Everyone can keep submitting gauges and anything screenpack related! I still have my own idea to attempt to make. And if anyone wants to go ahead and make any of these for universal MUGEN or use them for anything else you do not have to wait till they have been used for the game! Have fun creating!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on June 24, 2014, 10:09:41 pm
Wow! SNT, you've done well.

Oh, watching ExL and SNT posts reminds me I have to make the fonts too. And I have no idea about that. :(
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on June 25, 2014, 05:56:48 pm
I don't know if you know about what SF4 was going to be. Its lifebars are nice, tho.

Spoiler, click to toggle visibilty

Beware of nearly bald Ryu D:!!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 01, 2014, 09:51:16 pm
Is there going to be simul mode? Just asking.

Actually, I think my lifebars are not that "Street Fighter"-ish (is that even a word?), I don't know if I continue with my lifebars or not. The font also looks strange.
Perhaps I'll release them as a different release. Nothing is decided though, I may change my mind, but I'm 80% convinced about not using mine for the project, for the reason that was explained above.

I might make new ones inspired from Felo's post (read "inspired" as "redraw the same lifebars" :P).
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 01, 2014, 09:56:11 pm
Later on I hope to have simul as an option. But it'll be much later. I'm not worrying about it right now at all.

Also, I've already begun coding the super bars so you better not back out now!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 10, 2014, 11:12:53 am
I'm continuing to work on the fonts.
(http://i1066.photobucket.com/albums/u402/GodofDeath94/progressonfonts.png~original)

Some days ago, I had some other ideas for a lifebar:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Otherconcept4-7-2014.png~original)

I got some inspiration from Felo's image, but I like this style more actually (there's even one for simul): they would need some fixes, but I like the concept I came up with; on the right there are also the steps of my process that can be used as ideas for other lifebars.

I'll still continue with the old one though, don't worry abouy that.
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on July 10, 2014, 01:16:26 pm
Awesome bars, Alex!!
I've got a question; are we going to put the whole face of th character there(above or under, as in SF) or just the eyes(as in VF)?
Title: Re: Screenpack/ Visuals
Post by: SNT on July 10, 2014, 01:39:30 pm
A good idea might be to have different portrait styles to cater for the different lifebars people are making. For instance:

(http://i.imgur.com/VjkviK1.png)



Spoiler: Lifebar Character Names font (click to see content)

Spoiler: Lifebar Timer font (click to see content)

They're saved as PNGs but there's no antialiasing there, so that's more or less how they'll look as a mugen font.
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 10, 2014, 02:09:55 pm
Yep there will be different portraits coded into the characters for the life bars. The lifebars win icons and timer are the only things that won't be coded into the character.
Title: Re: Screenpack/ Visuals
Post by: SNT on July 11, 2014, 12:47:03 am
So, um, pause screen. Were you planning on drawing up overlay images to make that work, or have Mugen generate them on the fly with fonts?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 11, 2014, 01:35:16 am
I think overlay images would be easier. We were given code by WooshaQ earlier and I think it looks pretty good.  (http://mugenguild.com/forum/msg.1947525)Feel free to improve on it though!
Title: Re: Screenpack/ Visuals
Post by: SNT on July 11, 2014, 02:58:13 am
Quote
(http://oi61.tinypic.com/2nin1xd.jpg)

How feasible would it be to load up the same interface for the other player as well?  Just seems a bit rude that one player get to check out their moves while the other waits.

(http://i.imgur.com/GxH5t7Q.png)
Title: Re: Screenpack/ Visuals
Post by: ink on July 11, 2014, 03:01:57 am
Made this quick mock of of some ideas I had. Super simple and mostly pieces from other SF games.

If you guys like this direction I can finish the concept completely.

(http://i236.photobucket.com/albums/ff271/inktrebuchet/SLOPPYMOCKUP_zpsc465ca4c.png)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 11, 2014, 03:13:56 am
SNT, well IIRC all SF games that let you look up moves while paused only allow for 1 player.

Though it should be feasible for both players. The screen would have to be adjusted so that it will show the second player. And that should only work for 2 player mode like that.

TBH that's something I'd have to look into when I actually start coding it. I don't think it'd be a big deal as long as I can use the ai triggers to tell it not to display the 2P option.

Ink
Oh man, I really like this! Agh there are so many great motif designs! I don't know which I'll vote for come time to implement in the main game. But glad we get options for the sub games!

Don't forget that our native resolution we are working in is 640x480 if you want some extra detail. Otherwise I'll just scale them up x2 in the coding.
Title: Re: Screenpack/ Visuals
Post by: Shao_kun on July 16, 2014, 05:19:49 pm
ExL lifebars are perfect! i was editing around and i thought this
(http://sim1.subirimagenes.net/img/2014/07/16//140716052447284338.png) (http://www.subirimagenes.net/i/140716052447284338.png)
it fits very well
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 16, 2014, 06:54:50 pm
i personnaly prefer Ink version wich look like a fusion of sf3 2nd impact and sf4 only need a powerbars
keep it up guys
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 16, 2014, 06:57:32 pm
(http://i.imgur.com/GxH5t7Q.png)
Posting because I did not see this image last time. The day you posted this I was having a DNS issue with imgur and nothing from there was showing up. So I had no idea it was even posted.

This is really nice.
Can you upload the template you made for it?

Shao Kun
It really does fit well. Did you make that FIGHT font? Be sure to share it and any animations you have for them too!
In your mock up you have the name where the small portrait should be though. But it's a very nice looking mock up!

Also the super bars are not shown.

I'm very excited to get to work on these!!!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 16, 2014, 08:06:38 pm
Shao Kun
It really does fit well. Did you make that FIGHT font? Be sure to share it and any animations you have for them too!
In your mock up you have the name where the small portrait should be though. But it's a very nice looking mock up!

I would just want to have a mock up of what they would like in-game...
Don't ask me, I stopped coding the lifebars for a while.
Title: Re: Screenpack/ Visuals
Post by: SNT on July 17, 2014, 02:21:56 am
This is really nice.
Can you upload the template you made for it?
(http://i.imgur.com/BJQ7Qkj.png)
Spoiler: Pieces (click to see content)
Spoiler: Ryu's moves (click to see content)

The portraits using this template I posted earlier will fit this as well, but the fighter's name is different to that of the character select.

So long as they're just going to be flat images, it'll be easier if I hold onto the PSD, as it has the font and layer options for the fighters' names and the movesets themselves. As the movesets get nailed down I can produce those files.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 06:01:45 am
how does this look use ink idea as a base

(http://i.imgur.com/1avTZpc.png)
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 06:43:47 pm
Double post again here the new version
(http://i.imgur.com/VmlG285.png)

took inspiration from sfa 1 and sf4
credit to ink for the original version
Feedback are welcome
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 10:09:01 pm
Fixed it again
(http://i.imgur.com/ASMMQ5T.png)

Feedback are welcome
Title: Re: Screenpack/ Visuals
Post by: DKDC on July 17, 2014, 10:30:27 pm
The green and yellow are way too much contrasted IMO. Either the previous version (it was good), or something like yellow and orange, or a much lighter green, maybe, I'd suggest.
... Unless the right one is just to show the background when the bar is empty.
For the powerbar I like the previous version better, the one where the frame grows thicker. Though the bar itself could get a little thicker too.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 10:57:52 pm
well the red bar is the stun bar did not do the power bar yet also the right one is only to show the background
Title: Re: Screenpack/ Visuals
Post by: DKDC on July 17, 2014, 11:17:38 pm
Oh, the stun bar ! Okay, version 3 for that then. It shouldn't stand out too much.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 11:37:43 pm
would like to have some opinion on the guard font
(http://i.imgur.com/8thawRe.png)
they are from sfa3
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 17, 2014, 11:49:41 pm
so I thought about changing the black border for something else
(http://i.imgur.com/40QxuO2.png)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 18, 2014, 12:11:38 am
I like it better than the one with the black outlines! Looking good!

And just in case you didn't see it, the game will be running in 640 x 480. That doesn't mean you have to do anything to it at all. But if you wanted to add more details you could. If not I'll scale them 2x in game.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 12:20:12 am
thx here the final look now I only need to do the power bar and to find some good font

(http://i.imgur.com/rzq4uqu.png)

also are the lifebars going to have portraits?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 18, 2014, 12:25:04 am
Yes there will be portraits. You can make your own template standard for them. They will be programmed into the characters.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 01:00:27 am
I think maybe something like sf4 could work where the portrait is near the lifebars
Spoiler, click to toggle visibilty

Also here the timer font use the one from sfa2 on the snes
(http://i.imgur.com/d7Okikb.png)
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 18, 2014, 01:07:22 am
There's a yellow pixel on the U of GUARD.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 01:09:11 am
Oops my bad fixing it right now
Done
(http://i.imgur.com/ENg3Ioq.png)
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 18, 2014, 01:23:20 am
If this can help, I thought about this for the portrait:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/BlHyrZf1.png~original)

I also fixed the symbol a bit.

...
Hmmm, now that I look at it it's getting closer to SF3 2nd Impact. Not a good thing.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 01:44:07 am
yeah maybe having the portraits at the side of the lifebars would work? something like sfa1
(http://fightingstreet.com/folders/variousinfofolder/ehondasbath/sfz1ehondasbath.png)
Title: Re: Screenpack/ Visuals
Post by: Jiggeh on July 18, 2014, 03:10:30 pm
I like the direction of this design. Nice and clean, not overworked and easily readable. I'd avoid the dither though, with no palette or other hardware restrictions, there's no real reason to use it. Otherwise I like Alex's idea of extending the trim outside the guard meters... a cropped closeup portrait in that section might work pretty well. I do like ink's approach to the portraits, but it could end up looking ugly if not all portraits can be cropped the same way (ie if any of them extend too far to the sides or top)

Don't forget there needs to be room for character names somewhere as well.

On another note, I would highly recommend putting the lifebars on top of a 640x480 screenshot to see what it will actually look like in-game (and help figure out placement of elements like names and portraits). Granted I think it would be a very good idea to be working in 640x480 resolution to begin with, but redoing the UI in higher resolution once the concept is more solidified wouldn't be too much trouble either. It would help to get a better sense of proportion though (for instance maybe the guard meter wouldn't necessarily have to be twice as thick to look good in double the resolution).
Title: Re: Screenpack/ Visuals
Post by: Amy on July 18, 2014, 05:08:11 pm
I think maybe something like sf4 could work where the portrait is near the lifebars
Spoiler, click to toggle visibilty

Also here the timer font use the one from sfa2 on the snes
(http://i.imgur.com/d7Okikb.png)

Looking great! I vote for this to be added.

But ofcourse we'd need some portraits just like in SFA1
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 18, 2014, 06:18:33 pm
(http://justnopoint.com/mugen/screentemplate.png)
Added a quick template.
Adding to 1st post
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 07:00:40 pm
Here how it look still missing the name font and the portraits but I like how it look also missing the power bar
(http://i.imgur.com/Y8sPnOZ.png)
Sorry if the lifebars is not centered made it quick just to see how it look
Title: Re: Screenpack/ Visuals
Post by: Balthazar on July 18, 2014, 09:07:09 pm
I do kinda like that simplictic design.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 18, 2014, 09:16:30 pm
well that was my idea mostly doing something simple like street fighter 3 2nd impact sf4 and sfa 1 and 2
thx for the comment
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 19, 2014, 01:11:32 am
Guys do you have any idea for the font and for the power bars because i currently have nothing on my mind for that
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 19, 2014, 02:03:42 am
Update change the timer font color and start working on the power bars
(http://i.imgur.com/AxrbZEB.png)
Title: Re: Screenpack/ Visuals
Post by: Amy on July 19, 2014, 09:30:25 am
Update change the timer font color and start working on the power bars
(http://i.imgur.com/AxrbZEB.png)

They look great so far. Do you think of adding numbers (powerbar counters) to the powerbars?

Also I think they'd look nice if they're placed at the bottom. But that's a matter of personal taste
Title: Re: Screenpack/ Visuals
Post by: SNT on July 19, 2014, 11:25:43 am
(http://i.imgur.com/5ryCCTh.png)

(http://i.imgur.com/yQOrdKJ.png)
Because I play in widescreen
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 19, 2014, 06:57:36 pm
those are pretty great snt better than mine
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 19, 2014, 08:02:41 pm
still working on the power bar and searching for some font

(http://i.imgur.com/193mF0d.png)
Title: Re: Screenpack/ Visuals
Post by: Jiggeh on July 20, 2014, 01:00:51 am
City_Hunter I think your design look great, but IMO the one thing that becomes apparent when put in the context of a 640x480 screenshot is that the white borders surrounding everything could stand to be thinner. (Which, granted, would likely be a natural consequence to redoing everything in higher resolution) But as far as design goes, It's still my favourite.

If you're not interested in doing it yourself, I'd love to take a stab at recreating a "high resolution" (640x480) version of it myself when I get the chance.

As far as screen placement goes, I think it could be placed a little lower, just to give it some space to "breathe" even if it doesn't need any score or other text above the bars, but there should be enough space outside the guard bars for both names and portraits. With the super meter, I think placing it at the bottom of the screen is a good call (this is how most SF games did it), but I'm unsure about dividing it so clearly. Making it clear just how much meter you have is one thing, but if the game is going to have a 3S-style dynamic-length bar, I'm not sure the dividing works very well.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 01:04:04 am
well I add the idea of dividing the power bar from street fighter 4 but I might change and you can do anything you want with them
thx for the comment
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 03:02:44 am
how does the name font look
(http://i.imgur.com/alPtOCj.png)
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 03:21:23 am
(http://i.imgur.com/FCR7w7H.png)
thought?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 20, 2014, 04:00:28 am
I think it's an improvement over the last super bar design!
Title: Re: Screenpack/ Visuals
Post by: Memo on July 20, 2014, 04:06:31 am
(http://i.imgur.com/FCR7w7H.png)
thought?

That looks great,  its got a sf vibe to it.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 04:09:06 am
thx for the comment guys
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on July 20, 2014, 10:15:09 am
Small things:

Joe's sketchful portrait. His face ended being at somepoint between Calvin Harris and Macklemore D:
(http://i58.tinypic.com/muzu6h.png)
Of course, the pose is taken from his SF1 artwork(just changed head's position)

...Heeeelloooooo...(cammy's base comes from Steve Mack-Kandoken). Of course, she's SUPER sketchful ATM.
(http://i61.tinypic.com/bjh2cl.png)
(http://i57.tinypic.com/2z7quq8.png)

...And definitively, Kinu Nishimura's Chun Li is the pose I'm going to use. Lively, Dinamic...
(http://i62.tinypic.com/2jea5mp.png)

Have a nice day!
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 20, 2014, 11:12:21 am
Wow these look really great!
Title: Re: Screenpack/ Visuals
Post by: Jiggeh on July 20, 2014, 12:47:58 pm
Great work on the portraits so far. I like the choice of pose for Cammy, but I'm not so sure about the facial expression. It feels a little too coy or playful to fit her personality, IMO.

I also think her legs and feet need some work. The feet are disproportionately large, but the bigger issue I think is that the thickness and shape of her legs is so homogenous. There's not enough variance in thickness between the thighs, calves and ankles, so they kinda look more like straight tubes than shapely legs. I think the impression is made stronger by the fact that the feet are so big, and the ankles so thick - having the lower legs taper off more into thinner ankles and daintier feet would probably help a lot, but probably the shape of the thighs and calves could be tweaked a bit as well.

I dunno if you find this to be a helpful reference, but I feel like something like this (http://media-cache-cd0.pinimg.com/736x/d9/2a/45/d92a45aa7f5385818d41fa8f1a53493c.jpg) is what you should be aiming for. Notice how thin the ankles are, and how much volume the thighs have compared to the calves. (though in the service of stylization you should probably exaggerate it even further) Another example (http://www.girlswithmuscle.com/images/full/640392984.jpg) because why not.

Great choice of pose for Chun-Li as well. She looks promising so far, but be careful with those cankles for her too...


All in all great work. Keep it up! :)
Title: Re: Screenpack/ Visuals
Post by: Amy on July 20, 2014, 01:53:47 pm
(Image)
thought?

Looking good!

Will you add meters (markers) to the powerbars? I mean, it'll get pretty hard when you're in a hurry to get a power level and you don't know where the "limit" lies.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 07:21:24 pm
Great job on those port felo would like to know if you could make the lifebars port?
also thx for the comment amy il try to think about it
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 20, 2014, 10:05:50 pm
how does this look?
(http://i.imgur.com/hANTcce.png)
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on July 20, 2014, 11:14:03 pm
Great job on those port felo would like to know if you could make the lifebars port?
also thx for the comment amy il try to think about it
I would like to try(even I'm not that good at it U_U). Send me the squares or tell me the square size for the portraits :)

Also, nice looking lifebars :D Simple, yet effective. Loving those!
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 21, 2014, 12:20:03 am
thx For the port I was thinking of something like sf4 and sfa1
like this
(http://jogorama.com.br/arquivos/telas/2635/2635_59.jpg)

thx for the comment guys just wanted to contribute to this awesome project
Title: Re: Screenpack/ Visuals
Post by: Just No Point on July 21, 2014, 12:55:30 am
I'll make a size template for the portraits so we can have a 1 size fits all small portrait.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on July 21, 2014, 02:22:45 am
(http://i1066.photobucket.com/albums/u402/GodofDeath94/screenidea.png~original)

Two Joes instead of one to show the idea.
How can I make the fonts more interesting?
No timer and powerbars yet, I don't know where to place the timer.

Also, I've completely given up the first idea of lifebar I made before. I won't work on them anymore.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on July 21, 2014, 02:24:54 am
pretty cool idea alex cant to see the final result
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 08, 2014, 02:33:44 pm
Hey guys. We need to make some transition screens.

After you choose your character you go to the select super art and select palette screen. Then go to the map showing where you are fighting next is, then versus screen, then fight.

I kinda think we can combine the map and super art/pal selection screens. That doesn't mean they HAVE to be combined. I'm just thinking the map could be in the BG when you are selecting your options. Maybe with a filtered sprite slightly obscuring it to make the screen look more of a solid color.

Besides the back ground we also need to make the icons and stuff for the actual pal selection and the super selection. I think pal select should be by pressing left and right. Super selection should be up and down. I can make a custom animation displaying the super arts in action. Name of the super and motion should be displayed. Should the super bar be displayed as well so you know how many bars and how long the bar will be?

I'm going to try and work on some of this myself. Can't wait to see what you guys come up with!
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 08, 2014, 05:11:15 pm
(http://www.justnopoint.com/mugen/guild/mfg-sf/SSF2THDglobe.png) sprites  from axel_blazes SSF2THD screenpack  (http://mugenfreeforall.com/index.php?/topic/264-super-street-fighter-ii-hd-remix/)
(http://www.justnopoint.com/mugen/guild/mfg-sf/Ssf2t-globe.gif) from http://tcrf.net/The_Cutting_Room_Floor

feel free to submit more maps/globes!
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on August 08, 2014, 06:35:10 pm
After you choose your character you go to the select super art and select palette screen. Then go to the map showing where you are fighting next is, then versus screen, then fight.
Is it really possible to do?

I mean, normally you would decide the character, select the stage, versus screen, then fight; but before fighting it could be possible to make the palette selection and super art.

By the way, is there someone able to use/create 3D models? If there is, he/she could make a 3d globe and rotate it. Then the only thing needed to do would be to resprite it.
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on August 08, 2014, 07:03:23 pm
By the way, is there someone able to use/create 3D models? If there is, he/she could make a 3d globe and rotate it. Then the only thing needed to do would be to resprite it.
We don't really need to create a rotating globe. There's a lot of rotating Earth's...GIFs. I had one timeago, so I'll look for it.

Just tell me if you want it as it is(with greens, desert, ices, etc) or kinda more like in neon.

(http://upload.wikimedia.org/wikipedia/commons/2/2c/Rotating_earth_%28large%29.gif)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 08, 2014, 07:17:23 pm
After you choose your character you go to the select super art and select palette screen. Then go to the map showing where you are fighting next is, then versus screen, then fight.
Is it really possible to do?

I mean, normally you would decide the character, select the stage, versus screen, then fight; but before fighting it could be possible to make the palette selection and super art.

By the way, is there someone able to use/create 3D models? If there is, he/she could make a 3d globe and rotate it. Then the only thing needed to do would be to resprite it.

I must have not been clear enough, sorry.

You will still choose the stage on the character select screen. Then instead of going to the VS screen (you can skip that and prevent the fade) it'll go straight to the match. But it'll look like a different screen because we'll have the stage covered up/not displayed and instead we'll display the select super/pal screen which will then become the map showing the next location (it'll know the location because it's already been loaded) then the vs screen then the normal round intros etc.

Everything after the character select screen will be programmed in the characters/system.
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on August 08, 2014, 09:16:51 pm
I remembered you can do that while I was swimming. :P

Yes, you're right.

We don't really need to create a rotating globe. There's a lot of rotating Earth's...GIFs. I had one timeago, so I'll look for it.
Just tell me if you want it as it is(with greens, desert, ices, etc) or kinda more like in neon.
(http://upload.wikimedia.org/wikipedia/commons/2/2c/Rotating_earth_%28large%29.gif)
This is good, but if you find a political one (one that shows the countries/states) instead of a physical globe it would be better. But it's already good, so don't take it the wrong way.

Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 08, 2014, 10:38:55 pm
WIP of mine. I think I need to have a floor, maybe have the SF logo scrolling from left to right. Or just a long word "STREET FIGHTER"

(http://justnopoint.com/mugen/guild/mfg-sf/map.png)

BG would have this color but would be animated from this (http://i12.photobucket.com/albums/a210/chop22/supercombofinish.gif)
Title: Re: Screenpack/ Visuals
Post by: Amy on August 09, 2014, 01:34:51 am
Will this be some sort of HD Mugen?

Or just High Resolution?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 09, 2014, 02:19:18 am
Game is HR 640x480
Title: Re: Screenpack/ Visuals
Post by: Saikoro on August 09, 2014, 02:37:26 am
Would you guys want me to make some portraits based off of Capcom's original art, like this??

(http://i9.photobucket.com/albums/a95/SA1K0R0/Portrait%20Collections/SF1GekiLee_zps235b8d5d.png)

Of course I could resize them to whatever format you need (This here is 240x280 scaled down to 120x140). Let me know so I know what to do next after both SvC Chaos sets are complete. ;D
Title: Re: Screenpack/ Visuals
Post by: 【MFG】gui0007 on August 09, 2014, 02:43:40 am
WIP of mine. I think I need to have a floor, maybe have the SF logo scrolling from left to right. Or just a long word "STREET FIGHTER"

My opinion: a STREET FIGHTER long word.

And a suggestion of world map:
(http://hdwallpaperia.com/wp-content/uploads/2013/11/World-Map-Background-640x480.jpg)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 09, 2014, 04:13:57 am
@saikoro: Is that only for SF1/2 characters?

That does remind me that I said I'd make the size template for large and small portraits and I forgot to do so.

@gui0007: That looks really cool too!
Title: Re: Screenpack/ Visuals
Post by: 【MFG】gui0007 on August 09, 2014, 05:24:18 am
@gui0007: That looks really cool too!

Thanks JNP. :)
Title: Re: Screenpack/ Visuals
Post by: SNT on August 09, 2014, 12:11:10 pm
(http://i.imgur.com/KxvEPDg.png)

Spoiler: Base World Map (click to see content)
Spoiler: The Plane (click to see content)
Spoiler: Stage Display (click to see content)

And while I'm at it, some more stuff for my lifebars (http://mugenguild.com/forum/topics/screenpack-visuals-158855.msg1980589.html#msg1980589).
(http://i.imgur.com/P9M2ed6.png)

Spoiler, click to toggle visibilty
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 10, 2014, 01:16:09 am
I agree. The airplane is mandatory and REQUIRED.

I really like this. I was hoping you'd post here!!! I always love what you contribute so much!
And I think you gave me a better idea. I think I should just combine the stage being shown like you have here with the super select and pal select. So while you are selecting your options the plane moves to the next stage.

Where should the plane start at when it's your 1st fight? Each stage will have to save a variable value so the next stage will know what stage you had fought in previously and the plane can fly from there to the new location.

Don't forget to make the super art selection and pal selection icons. Super arts should be chosen with up and down. Palettes chosen by left and right. Make them in a way that the super art part could be replaced with "Ultra" or no super at all depending on the config file options set.
Title: Re: Screenpack/ Visuals
Post by: SNT on August 10, 2014, 03:11:38 am
Again, the supers/ultra names are in a template, as more characters are created I can create assets for them.

I've quickly realized I'm going to have to change some of these to fit all of that in, especially if I want to have it for widescreen too.  I've changed up the stage element a little so it can work for either size, with the bulk of it just off the bottom for the widescreen.

(http://i.imgur.com/Z9eCXr6.png)(http://i.imgur.com/AhJw6aX.png)

Spoiler: Parts (click to see content)
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 10, 2014, 03:54:34 am
Keep in mind there won't be versus screen pics here. It'll be the actual sprites doing their super moves and changing colors. I wonder if I should reduce the size of the sprites using the scale parameter here so they take up less room. Since by default everything is scaled 2x already. Scaling them down to 1x may look pretty neat here. Or something a bit bigger.

I'll have to test it out. This will be the next thing I'll code this coming week since you have all the parts for a good template made :)

Now we just need to come up with the versus screen! (more of these screens can be submitted of course. I'm going to finish mine too)
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on August 10, 2014, 04:02:36 am
looking good also did the lifebars design was already chose?
Title: Re: Screenpack/ Visuals
Post by: Just No Point on August 10, 2014, 04:52:28 am
Official life bars won't be polled till it's getting closer to time for Ryu's finish. So not yet.
Title: Re: Screenpack/ Visuals
Post by: SNT on August 10, 2014, 01:14:48 pm
This will be the next thing I'll code this coming week since you have all the parts for a good template made :)
If the Ryu move set is final:

(http://i.imgur.com/7Kav4qZ.png)

Had to improvise with the Fatal Denjin, it's too long.  "Kanden" suggests shocking or electrocution.
Title: Re: Screenpack/ Visuals
Post by: Amy on August 25, 2014, 02:20:06 am
I've got an idea.

Why don't we like, do it SF2 style?

For example, have every stage location flags on the map (with grayscale) and put a coloured version of the flag from where the char is coming from (and its exact location)

So basically that would result in having the country "highlighted" while choosing a character. I know this may sound complicated but it's a neat workaround in my opinion.

Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on August 25, 2014, 08:20:47 pm
It's a good idea.
That would require the portrait image to be edited so that it has two character portraits + the flags placed in the right spot. It's a bit of work, but it is feasible.
Title: Re: Screenpack/ Visuals
Post by: Amy on August 26, 2014, 12:55:25 am
It's a good idea.
That would require the portrait image to be edited so that it has two character portraits + the flags placed in the right spot. It's a bit of work, but it is feasible.

That's exactly what I mean. It would make it look really neat.
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on September 06, 2014, 06:48:15 pm
Bored while spriting stuff for Ryu, so decided to move on his portrait. As TvC's evrsion I did looked TERRIBLE, I decided to try with one of his SF3 artworks...

(http://i62.tinypic.com/103beb5.png)

I just need to finish the gloves, right forearm&hand, pants and feet to finish it :D!!

Have a nice day!

EDIT: Also, I resized Alex's portrait for making him bigger. It will surelly end in redoing the whole thing D: !!
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 16, 2014, 02:00:00 am
Sorry for the necro but ive been working on my lifebars concept and how should the lifebar portrait should be placed here something i maded using the sfa1 port i personnaly think that it look good but I would like to know your opinion and your idea since this is a team project
(http://i.imgur.com/pydhp8v.png)
also since i very dont know how to code them if anyone want to do it well you are welcome
sorry again for the necro and I hope the project is still going
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 25, 2014, 02:51:19 am
Bump again just to show the progress so I change the timer font color to white also scarp the name font i add will use these for the moment
(http://i.imgur.com/24pA3FR.png)
I also tried something else for the lifebars port i do like that one to but i would like to have people opinion on it
thx
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 28, 2014, 10:37:23 pm
bump yet again still working on the lifebars but i changed alot of stuff for better or worst depend on you feedback would be welcome
(http://i.imgur.com/NVPgYXB.png)
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on November 28, 2014, 11:04:35 pm
Simple, yet effective :) I like them. Do you mind if I add my design here too?
Title: Re: Screenpack/ Visuals
Post by: DKDC on November 28, 2014, 11:13:00 pm
(http://i.imgur.com/NVPgYXB.png)
I like the lifebars, but I'm not fond of the big thick separations between the 4 parts of the powerbar. Maybe make it thinner, like the border of the lifebar ?
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 29, 2014, 03:45:42 am
thx now that you say it it does look a little to big will try to fix them
Felo: yeah go ahead
thx for the comment
Title: Re: Screenpack/ Visuals
Post by: Black Hatter on November 29, 2014, 04:31:47 am
Like the lifebar samples you've made Hunter. Aside from DKDC's feedback, why not edit the super bar to make it a bit similar to SF3's? Other than that, I like it! ;)
Title: Re: Screenpack/ Visuals
Post by: Omega on November 29, 2014, 11:49:38 pm
Those are some Great lifebars. Is it just Me or does it resemble SNK style lifebars a little?
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 30, 2014, 12:10:50 am
thx here the updated power bar i decided to get rid of the idea of separation in the power bar
(http://i.imgur.com/WuXbG0s.png)
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on November 30, 2014, 12:40:21 am
If you raise the lifebars (just the lifebars) a little , it would look better (in my opinion).

Felo, what about your design?
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 30, 2014, 12:57:18 am
I was thinking about doing this but i did not know if the player score would be show
Title: Re: Screenpack/ Visuals
Post by: FeLo_Llop on November 30, 2014, 11:24:46 pm
I forgot I put them time ago , xD!!
Not bad, it's just simple. I guess with some touching here and there will be awesome.

I did these loooong ago(thought for a LR screenpack):
(http://i58.tinypic.com/atr80w.png)
With the character's face:
(http://i59.tinypic.com/hstfgk.png)
Doubled(now terrible D: ):
(http://i57.tinypic.com/9iu2w5.png)
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on November 30, 2014, 11:50:00 pm
cool i actually use your color for mine also could anyone see how they look in game for me
thx
Title: Re: Screenpack/ Visuals
Post by: Black Hatter on December 01, 2014, 12:24:20 am
Oh shiz. Hunter, try employing Felo's designs into your bars, and show us the results. Anyhoo, awesome work right here :D
Title: Re: Screenpack/ Visuals
Post by: Dan Mt. on December 01, 2014, 01:06:00 am
Hunter... In my opinion the previous concept is away better.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on December 01, 2014, 01:17:41 am
you mean the one with the separated power bar or the one felo just show?
Title: Re: Screenpack/ Visuals
Post by: Alex Sinigaglia on December 01, 2014, 01:26:51 am
He meant this one:
(http://i.imgur.com/NVPgYXB.png)

Title: Re: Screenpack/ Visuals
Post by: City_Hunter on December 01, 2014, 01:38:08 am
Maybe i could do a fusion of both of them?
Title: Re: Screenpack/ Visuals
Post by: Dan Mt. on December 03, 2014, 03:17:20 am
Spoiler, click to toggle visibilty
Well, for me that concept is perfect. It's basic but beautiful and pleasant.
Anyway the last word it's up to you.
Title: Re: Screenpack/ Visuals
Post by: City_Hunter on December 03, 2014, 08:25:02 pm
dont worry i am only doing some small change but the final result would pretty much be the same as this one
thx for the comment