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Jerk McDouchebag

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Messages by Jerk McDouchebag

    

Re: Street Fighter IV's HUD Inspired LIFEBARS Remake Mugen 1.0 640x480

 September 12, 2011, 05:50:01 am View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects


Jerk, I have been following this and its great to see you advance so nimbly.

May I suggest you do RGB method for the menus as there is apparent color loss in all the menu screens you've posted.

Keep at it bro. This is a surefire download.

Don't worry, all that is going to be taken care of, that was a newb-ish mistake as am still learning as i go,

Thanks for pointing it out tho.
    

Re: Street Fighter IV's HUD Inspired LIFEBARS Remake Mugen 1.0 640x480

 September 12, 2011, 05:39:35 am View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

    

Re: Street Fighter IV's HUD Inspired LIFEBARS Remake Mugen 1.0 640x480

 September 12, 2011, 05:18:44 am View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

    

Re: Street Fighter IV's HUD Inspired LIFEBARS Remake Mugen 1.0 640x480

 September 10, 2011, 06:24:16 pm View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

jerk i like the menu and the lifebar its just like the sf4
This is what the menu looks like at this point. [still a wip]
I decided to remove the info box and added some of the profile info
[you'll need to play a lot to get your GP, PP higher xDDDDDD]

    

Re: Street Fighter IV's HUD Inspired LIFEBARS Remake Mugen 1.0 640x480

 September 10, 2011, 05:55:58 pm View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

finally someone who can properly use some rips , congrats. this looks mad awesome , looking forward to this  :sugoi: good luck
Thank you, am glad to hear that.
Spoiler, click to toggle visibilty
    

Re: SF4 Inspired HUD Remake 640x480

 September 02, 2011, 03:03:36 am View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

+ Super meter looks accurate. Hopefully it flashes and says SUPER when full. :) <-- IT DOES BOTH NOW

- The white outline on the characters health bars looks a bit to thick. <------------- THEY ARE 1 PIXEL THICK [nothing i can do]
- The health bars and the timer need to be bigger. <--------------------------------- I DON'T THINK SO [look at the guide am using]
- Portraits are too small. <-------------------------------------------------------------- FIXED
- Ryu and Ken's Super Bars look a little too high on the stage (although that may be an issue with the characters themselves.) <-- it's the character's

Nice first draft. Keep up the good work. :) <------------------------------------------ THANKS!
    

Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0

 September 01, 2011, 03:45:47 am View in topic context
 Posted by Jerk McDouchebag  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

Main Menu = 90%

Character Selection Screen = 80%
The image below shows the looks of the current Team Mode Selection Menu.

The image below shows the what the old Team Menu looked like.

Life-bars' elements 90%
The image below was taken to show the new font for the character names after i came up with different methods for making fonts.

The image below shows one of the different backgrounds that the Main Menu will feature as you highlight different Game Modes.

Option Screen = 75%
I have cool things in mind for the Option Screen but have not yet started work on them.

Video Previews
WARNING!
The content of the videos below may contain information progress depending on when you watch them, they were meant to show the current progress at specific points.

Street Fighter 4 Series Inspired Lifebars + W.I.P. Screenpack #1
Street Fighter 4 Series Inspired Lifebars + W.I.P. Screenpack #2
Street Fighter 4 Series Inspired Lifebars + W.I.P. Screenpack #3
Street Fighter 4 Series Inspired Lifebars + W.I.P. Screenpack #4
Street Fighter 4 Series Inspired Lifebars + W.I.P. Screenpack #5
SF4 / Street Fighter IV Main Menu TEST
    

Re: Guides on making lifebars?

 August 25, 2011, 11:26:42 pm View in topic context
 Posted by Jerk McDouchebag  in Guides on making lifebars? (Started by Zambaku August 23, 2011, 07:12:50 pm
 Board: M.U.G.E.N Development Help

After noticing our apparently permanent invisibility related to this topic i decided to look for shit on my own an so far I've been very, very successful if you send me a PM with your Yahoo messenger or Hotmail whatever is that you use to chat we can help each other and share info.
    

[SOLVED] Mods please delete this...Thanks!

 August 23, 2011, 11:32:58 pm View in topic context
 Posted by Jerk McDouchebag  in [SOLVED] Mods please delete this...Thanks! (Started by Jerk McDouchebag August 23, 2011, 11:32:58 pm
 Board: M.U.G.E.N Development Help

SOLVED
    

Re: Question related to the meaning of a digit on the = logo.def

 August 19, 2011, 11:07:07 am View in topic context

Thanks for the fast reply...

So all i have to do is just replace the 2s with 1s and ill get the 60fps like animation... right?

Am going to try it...
    

[SOLVED] Question related to the meaning of a digit on the = logo.def

 August 19, 2011, 10:55:08 am View in topic context

;-------------------------------
[SceneInfo]

[SceneDef]
spr = logo.sff
startscene = 0
;--------------------------------
[Scene 0]

bgm = logo.mp3
bgm.loop = 0
bgm.volume = 800
fadin.time = 1
fadout.time = 9000
clearcolor = 0, 0, 0
layeall.pos = 0, 0
layer0.offset = 0, 0
layer0.anim = 100
layer0.starttime = 1
end.time = 440
;-----------------------------------
[Begin Action 100]
0,0, 0,1, 2 <--------------------What's the exact duration time of the last digit(2)? / How many milliseconds or whatever it is...
0,1, 0,1, 2
0,2, 0,1, 2

I want to make a 60fps Logo soon but i need to know this 1st before i start working on it.
    

[Stage Request] = Nyan Cat Stage

 August 12, 2011, 06:16:53 am View in topic context
 Posted by Jerk McDouchebag  in [Stage Request] = Nyan Cat Stage (Started by Jerk McDouchebag August 12, 2011, 06:16:53 am
 Board: Requests

Chichence then.
    

Re: [SPANISH ONLY] Español solamente V2

 April 29, 2011, 02:59:30 pm View in topic context
 Posted by Jerk McDouchebag  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

No se pero yo ohi que PSN volveria en este Martes por si a alguien le importa.
    

Re: BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 06:41:57 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

Quote
Spoiler, click to toggle visibilty

RESPECTs to that work right there.

Out of curiosity... Wouldn't it be better to use the GreenToYellow Fade Sprite instead of the Full Green one?
Any plans on making them change once you get hit or something like that?
Is this even supported by MUGEN?
'man' Alpha channels are always an issue too =(
    

Re: BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 06:23:18 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

    

Re: BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 06:04:47 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

Blah Blah Blah...

'Primero que nada' mis respetos, se ven Kabronas las LIFEBARs esas.
Esta bien si te agrego en Hotmail?
Me gustaria discutir contigo varias cosas acerca la fidelidad de la idea de mi intento y de mas.
    

Re: BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 03:47:24 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

I was iffy on where to make this thread but if it's in the wrong section feel free to move it whoever, is cool.

Ill take a look at those links.

THANKS btw.
    

Re: BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 03:43:23 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

Yes sir everything is set up in Photoshop, aligned and everything.
    

BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project!

 March 30, 2011, 03:37:17 am View in topic context
 Posted by Jerk McDouchebag  in BLAZBLUE continuum shift [Lifebars] Photoshop Ready Project! (Started by Jerk McDouchebag March 30, 2011, 03:37:17 am
 Board: Projects

Who wants to make some LIFEBARS?
I already aligned everything in Photoshop using a 1280 x 720 Resolution image found using Google so everything is pretty much 99.9% Perfect position wise.
There was no resizing at all because the game conveniently runs in 1280 x 720 Resolution by default.
Now, am looking for someone with above averagae or GDLK LIFEBARS making skills xD to do the other half and translate it into Mugen.

So... who's up for the job?

Notes:
- Am aiming for ACCURACY and one of the things im planning to do is replace the 'BARRIER' text with  'PARTNER' or with the partner's name and use that small
   METER as the partners HEALTH BAR.
- For the SUPER BARs am still thinking on how to split it into a 3 slot Gauge or a 5 ones.
- I also want to keep all the HUD elements that wont be used for eye candy just to keep it as accurate as possible.
- In the POWERBARS use 3digit numbers instead of 1digit ones. i.e. Replace 'Lv.1' with '100' or 'Lv.3' with '300' and so on.
- I want it for MUGEN 1.0's 16:9 aspect ratio in 1280x720 Resolution. 4:3 it's pretty outdated imo but that's just me i guess,
   i seen some sick looking stuff in 4:3 tho.

This is what I have so far. [This preview doesn't look as crispy as the real thing tho.]


DOWNLOAD - PhotoShop Project File

http://www.megaupload.com/?d=D4ZGD3WX
    

Help Request with ARTIFICIAL TRANSPARENCY (Solved)

 November 01, 2010, 10:23:23 am View in topic context
 Posted by Jerk McDouchebag  in Help Request with ARTIFICIAL TRANSPARENCY (Solved) (Started by Jerk McDouchebag November 01, 2010, 10:23:23 am
 Board: M.U.G.E.N Development Help

My question has already been answered...This post may be deleted now.