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Daeron

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Messages by Daeron

    

Re: Balthazar's stuff

 May 02, 2014, 09:02:45 am View in topic context
 Posted by Daeron  in Balthazar's stuff (Started by Balthazar August 19, 2011, 11:02:45 am
 Board: Graphics

Lol that HD Lemongrab its totally ACCEEEEPTABLEEEEEEEEEEEEEEEEEHHH!!!!!!!!!!
    

Re: Super Smash Bros [3DS][Wii U]

 May 02, 2014, 08:54:44 am View in topic context
 Posted by Daeron  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Wow seeing him high detail makes me wanna see him playable instead of assist, never played Dillons, but i really like his design.
    

Re: What were you doing before you discovered mugen?

 April 30, 2014, 02:48:04 pm View in topic context
 Posted by Daeron  in What were you doing before you discovered mugen? (Started by The Answer April 01, 2014, 02:10:06 am
 Board: M.U.G.E.N Discussion

7 years back then i was playing roms and spriting and animating for Rpg Maker games that i could not code XD
    

Re: Billy, the Blue Mighty Morphin' Power Ranger (Movie version)!

 April 30, 2014, 12:27:58 pm View in topic context
 Posted by Daeron  in Billy, the Blue Mighty Morphin' Power Ranger (Movie version)! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

    

Re: Hyper Dragon Ball Z

 April 29, 2014, 11:27:38 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

    

Re: Hyper Dragon Ball Z

 April 29, 2014, 11:00:45 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Also, any plans for a little screenpack at some time ? Not necessarily something as complicated as the one from the trailer, but something displaying

I have no ideas  for a screenpack at the moment :/
Someone has something in mind?
I would like something like in the hyperdimension game (or HDBZ trailer) to show the character sprites facing eachother.


Btw color tests:


(omit these numbers quality XD )

Feel free to point out your favourite, i guess mine its 3 (i think its the most balanced, since the green scouter goes along with the green radar, having 3 primary colors, Green,  Greenish Yellow, and Orange, wich i think they work together)
Also the color green gives me that high tech/informatic/cyber feeling.

About red health bars... i dunno, i dont like them, maybe because i associate red with damage in fighting games...

So what do you think people?



    

Re: Hyper Dragon Ball Z

 April 29, 2014, 05:41:01 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Oh i see, sure, ill do more color samples later this day with the scouter/bars.
I guess ill have to come up with different color for the red damage on the red bar variant, maybe white?
Aniway lets see how it looks later.

Do you think the rainbowish tone of the health bar its fitting?
    

Re: Hyper Dragon Ball Z

 April 29, 2014, 05:24:49 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

    

Re: Hyper Dragon Ball Z

 April 29, 2014, 04:59:36 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Why don't you remove the name?
Or if you want it, there's space for it under the scouter (or under the portrait).
I also remade the dragon radar in pixels:

Great! i see you bring up the colors into the radar and did some little fixes on the grid, i really like it (Im gonna use your version if you dont mind)
Yeah i like the names there better :P
The number fonts for the timer were mostly a placeholder for now


I do like it, but why not just have one continuous super bar that represents one stock that also has a halfway indicator? You could also keep the dots to represent the number of stocks you have.

Humm i got the same idea when i was spriting the dots, but i think it would be kinda unpractic, since you would need to look to both things (bar, and dots) to estimate your power.

They way i imagined the dots its like an easier visual confirmation about a level being reached, instead of looking closely to the bar to see if you are one pixel or not from the levels. (This could be easily be represented with a number, as most lifebars seems to do, but i feel the dots are more visual)

Aniway glad you are liking this so far guys.
Ill wait for some more feedback and see if i can work in more details, and then we may be ready to start the coding NoZ?
    

Re: Hyper Dragon Ball Z

 April 29, 2014, 03:21:53 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion



New concept, i have to say i like this idea way more than the previous one.
The glass takes way less space, and i like the little hue on the health bars.

The dots beneath the meter bar are just a simple way to represent the amount of bars you completed. (i know this would class with chars with more than 3 levels, but well, this is designed specific for this)

I think its easier to see rather than searching for a number.
And the lil pixels above the meter bar helps you to see the half of the levels, so you can monitorize the use of Ex moves better.

Btw, i would like to see the glass of the scouter break when a player dies (i wont be to much fancy, just a shake effect and overlaying a texture of broken glass) That would be possible with coding?
    

Re: Hyper Dragon Ball Z

 April 28, 2014, 11:51:07 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Yeah, i was fearing about the lifebar being to much tall.
The power would look better aligned with the health bar i agree.

Another idea i will try its to make the scouters appear from the sides insted from the center, as if the camera was wearing dual scouters.
    

Re: Hyper Dragon Ball Z

 April 28, 2014, 11:36:28 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Here are some quick concepts, i would like to stick with a simple pixel style, to match the z2 styke and the stages.




I have not put much effort in the timer area for now, but one of the ideas was to sprite the radar dragon there in the middle, showing the timer numbers.
    

Re: Hyper Dragon Ball Z

 April 28, 2014, 08:44:29 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Sounds good to me NoZ!
Its ok if i post a little concept here later on?  to see if people like the ideaof the design.
    

Re: Billy, the Blue Mighty Morphin' Power Ranger (Movie version)!

 April 28, 2014, 08:39:26 pm View in topic context
 Posted by Daeron  in Billy, the Blue Mighty Morphin' Power Ranger (Movie version)! (Started by Balthazar April 16, 2014, 10:07:30 pm
 Board: Projects

wait... one of my fave spriters with one of my fave coders?  HELL YEAH!
Im sure it will look amazing :P
    

Re: Hyper Dragon Ball Z

 April 28, 2014, 08:28:28 pm View in topic context
 Posted by Daeron  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

Sorry if this has been talked earlier or something but...
Are those Lifebars (the dragon ones) intended as official?

I would like to try and design a lifebar, (old school, to mach with the z2 style)
But i dont know a damn thing about programing lifebars or how to implement them into Mugen.

Could someone show me the link to a nice tutorial about lifebars?
    

Re: Super Smash Bros [3DS][Wii U]

 April 25, 2014, 04:35:15 pm View in topic context
 Posted by Daeron  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Bad box megaman should stay forever in Sf X Tekken and nothing else...
    

Re: Z2 Inspired stages!

 April 25, 2014, 12:26:35 am View in topic context
 Posted by Daeron  in Z2 Inspired stages! (Started by Daeron December 11, 2012, 05:37:11 pm
 Board: Projects


The fight its so intense that the iceberg collapses...



...leaving us a clearer view at the background


    

Re: Z2 Inspired stages!

 April 24, 2014, 01:01:21 am View in topic context
 Posted by Daeron  in Z2 Inspired stages! (Started by Daeron December 11, 2012, 05:37:11 pm
 Board: Projects

Well i was more inspired by these old dragon ball z games, the butoden ones.

Like they just have a bunch of generic stages like desert, forest, artic, underwater.
But expect some Red Ribbon references.

Thou you cant notice by the screenshots, this is a traveling stage, so the main ice platform in wich the players fight moves along the sea.
    

Re: Super Smash Bros [3DS][Wii U]

 April 23, 2014, 02:41:06 am View in topic context
 Posted by Daeron  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

Yeah, ive seen now those supposed screenshots and they are obviusly fake.

Well look at what he answered on youtube when one user asked about the solo character:

"We are using the Training Mode in Super Smash Bros. for Nintendo 3DS.  Training Mode, like previous versions, allows a character to fight solo. "

Do this guy at least played smash brothers? at least he could have said it was a special feature for testing or something...

    

Re: Super Smash Bros [3DS][Wii U]

 April 23, 2014, 02:12:46 am View in topic context
 Posted by Daeron  in Super Smash Bros. for Nintendo 3DS / Wii U (Started by Titiln November 19, 2004, 06:28:24 pm
 Board: Fighting Games

As anyone proven this fake yet? i mean, with real evidences.

Because it seems weird to me that there is only one player on screen.