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[140504][MUGEN 1.1] MUGEN IIDX 20: tricoro (Read 4397 times)

Started by VanillaLucia, December 29, 2013, 10:55:18 am
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[140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#1  December 29, 2013, 10:55:18 am
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Original Opening Statement:
Spoiler, click to toggle visibilty


This motif is a Beatmania IIDX-inspired (obviously by Beatmania IIDX 20: tricoro) created for MUGEN in the hopes to deliver a rather fresh take on a fighting game that is intended to be relatively detached from an overabundance (in my opinion, anyways) of "<Name> x <Name>" motifs alongside the generally expectable fighting game-inspired motifs (such as Street Fighter-influenced motifs and the likes).

In the search of looking for a motif that isn't intended to bear some resemblance to a Street Fighter game or a Tekken game (for instance), my search has always fallen to something of pure obscurity of being something I've had to personally bring up to date with the current version of MUGEN for personal interests or even having to take to modify heavily for my personal liking. After some years of fussing around and not exactly finding what I wanted or getting the vision of what I would want from something "fresh" that stands out from the popular fighting games.

The reason for me wanting to step away from motifs that bear similarities to something like Street Fighter or Marvel vs Capcom simply comes from a philosophy of some sort that ended up greatly destroying Stepmania to the degree that diminishes its potential. Stepmania was created as a simulator of several music-related games and continues to expand in that field, but much of its early roots is connected to mimicking Dance Dance Revolution to the point where the community was fractured when players wanted "more" Dance Dance Revolution without the name but at the same time didn't want to delve into something like "Beat" mode in the newer versions.  I personally see it that MUGEN has a very similar situation where people have the ability to utilize a fighting game/engine together to create something of their own creativity for enjoyment, but far too much of it (from what I see, anyways) seems to be more of an attempt to recreate existing games rather than to utilize the potential to do something different. For instance, the possibility of doing something along the lines of seeing Ryu from Street Fighter face someone like Scorpion from Mortal Kombat would be something I wouldn't mind due to the potential MUGEN has, but seeing an entire roster of characters from something like Street Fighter IV recreated in MUGEN seems to be concerning to me that it's just another means to play existing games without having that existing game, much like what happened with Stepmania.

While I would come out with something more original than taking something from a music game, I really did like the potential that came out from taking something as obscure as Beatmania and making it work with MUGEN (people did it with games like Stepmania, despite that being rather "obvious" due to the nature of the game).  From what I have noticed and seen, seeing adaptations of games like Beatmania IIDX 13: DistorteD, Beatmania IIDX 15: DJ TROOPERS, and Beatmania IIDX 16: EMPRESS have inspired me to create this adaptation of tricoro, if only because I am quite a fan of the diversity in the styles the games have had while still holding the essence of the core gameplay despite having a different appearance.

Unfortunately due to the nature of MUGEN in comparison to the source games mentioned above, MUGEN lacks a great deal of "flexibility" to allow many of these features to be imitated, but that's really not Elecbyte's fault as much as it is mine for wanting to imitate specific features (tricoro's layered background music, for instance). Despite that, this motif aims to mimic as much of a tricoro experience as possible that goes beyond having the sound effects and the looks without the gameplay.

Media:

Screenshots:
Spoiler, click to toggle visibilty

Previews:
Spoiler, click to toggle visibilty


Current Notes:

Completed:
Spoiler, click to toggle visibilty

To-do List:
Spoiler, click to toggle visibilty

Potential To-do List:
Spoiler, click to toggle visibilty

Current Goals:
Spoiler, click to toggle visibilty

Note List:
Spoiler, click to toggle visibilty
Last Edit: May 04, 2014, 11:32:40 pm by VanillaLucia
Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#2  January 06, 2014, 02:29:51 am
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140104A & B look damn nice. I'll be keeping tabs on this. It looks promising.
Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#3  January 06, 2014, 02:45:32 am
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Looks promising.

Hope to see this one completed one day.
Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#4  January 06, 2014, 02:50:42 am
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That looks good, I can't wait til I can finally use openGL

Pal

Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#5  January 06, 2014, 03:42:47 am
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Oh ho? A tricoro screenpack?

This idea (along with a DJMAX TECHNIKA SP) is one I've shelved myself because
it is climbing well over a gigabyte worth of animations.

But I'm glad someone is carrying on with it. Here's a gift though: clean rip of the game's logo since looking at those screnshots I guess you had to photoshop it out of screenshots or promotional material.
Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#6  January 06, 2014, 03:48:57 am
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holy mother of mugen! it looks awesome hope you can make your vision true.it is simply amazing.keep up the exelent work!
Re: [131228][MUGEN 1.1] MUGEN IIDX 20: tricoro
#7  January 08, 2014, 06:37:36 am
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Coming with an early update, I have a quick update breaking the once-a-week update trend I've tried to follow. I am currently running into some issues particularly with the animated backgrounds because even compromising the quality of the backgrounds will result in the file still being over 100 MB (but now up to 450 MB from testing instead of 1 GB). Loading is much faster at this point, but I've ultimately decided to toss out the animated backgrounds for now until I can either "MUGEN-ize" the background video by redrawing aspects of the background or until I can find another viable method.

I've updated the first post with another screenshot depicting much more accuracy on elements of the menu screen (those bars will be placed onto almost every game like they are in the source game). While I'm missing the sliding bars on the top (because they're copy-pasted from the bottom), those are my next current work-in-progress for graphical elements before I start planning out the character-select screen. Also included on the new screenshot are the three blue lines along the top of the screen that run across the screen and what would normally be the "EFFECTOR" bar at the bottom simply being used as something of pure cosmetic value for the time being.

To a degree, making a motif seems to be far easier than I ever thought it would be, but at the same time, it seems to be fairly tricky due to my lack of knowledge with working on MUGEN. If it's possible, I'm currently aiming to fix the font as well because the text conflicted very heavily with the animated video (as visible in some early screenshots) where it could be difficult to read the text at specific moments. It would be nice to have a white outline around the text like many of the game's graphical elements do, but I'm not exactly sure how to pull that off with a true-type font.

In terms of file size, my current experimental build of this motif (all the main graphical elements with the exception of the animated backgrounds), the file ranges simply below 5 MB without the animated backgrounds, so I intend on trying to make this as small yet as sleek as possible.

I thank you all for the comments so far, and I see no reason to stop working with this just yet.

Also, an animated PNG sample:


- VanillaLucia
Last Edit: January 08, 2014, 07:11:55 am by VanillaLucia
Re: [140107][MUGEN 1.1] MUGEN IIDX 20: tricoro
#8  January 29, 2014, 05:41:11 am
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I love the select screen so far. I suppose it will be a full custom port right? It must be, because that select screen will be more fit and beautiful with custom port. Also, any chance you will add more slots? Maybe around 130-150? There are many great screenpack out there with full custom port that support this huge slots. Look good, keep it up!
Re: [140107][MUGEN 1.1] MUGEN IIDX 20: tricoro
#9  April 22, 2014, 01:11:39 am
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After some sidetracking with college and classes, I've gotten around to experimenting with some new features that MUGEN 1.1 brought to the table and found that I could actually simplify much of the animations I intended at the cost of losing the original tricoro background animations in favor of something that could be done with MUGEN's sprite manipulation methods.

I have updated the first post with the newest images as well, but I'll also drop them here.

[140421A] Title Screen Revamp:
Spoiler, click to toggle visibilty

[140421A]Character Select Revamp:
Spoiler, click to toggle visibilty

[140421A]Team Versus Menu:
Spoiler, click to toggle visibilty
Re: [140421][MUGEN 1.1] MUGEN IIDX 20: tricoro
#10  April 22, 2014, 05:46:31 am
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Looking very interesting, nize concept man.
Re: [140421][MUGEN 1.1] MUGEN IIDX 20: tricoro
#11  April 22, 2014, 09:50:03 am
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Welcome back man, I like the new update!
Re: [140421][MUGEN 1.1] MUGEN IIDX 20: tricoro
#12  April 28, 2014, 05:22:47 am
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I'm actually going very slow with these updates because I'm finding that rushing through the motif as I have in the past resulted in some troubles optimization issues (for the longest time, both of the player portraits were uneven because I was a bit stubborn in reorganizing the character icons.  At the moment, I actually am struggling with a method of keeping the custom portraits in a "nice" and "usable" fashion that is still relevant and true to tricoro's styling, but the execution so far seems very rough and iffy. Suggestions for the icons would be nice, as the 9000,0 portraits seem rather off to me alongside the 9000,1 portraits.  Though, that isn't to mention that the "stage select" option shouldn't be forgotten at the bottom as that still needs to be worked upon.

Also to notice, the right side of the screen is very crowded whereas the left isn't, but I do not want to crowd the left side with elements that weren't there in the original game.  I have also attached a screenshot of the original game just as a reference to those curious.

Other than that, there's a huge number of little tidbits that I'm missing (many little animated tidbits, that is).  However, thanks to studying and experimenting with MUGEN's files, the ability to manipulate the sprites without the need of rendering them via Photoshop (rotating, for instance) is a heavy godsend that has drastically decreased the size of this motif to a mere 15 MB so far with the sounds and music included.

I'm not certain that the next update will be done within the next week or if I will be able to sit down and try to get something done, but I'm personally feeling excited at how much progress has been made so far with much of the motif being usable.

[140427A] Team Versus Menu Update (Versus applies as well):
Spoiler, click to toggle visibilty

Beatmania IIDX 20: tricoro's music select screen:
Spoiler, click to toggle visibilty
Re: [140427][MUGEN 1.1] MUGEN IIDX 20: tricoro
#13  April 28, 2014, 01:39:14 pm
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Gosh, I love your new update select screen. Please don't rush on your project man, take the time doing it. It look great so far.
Re: [140427][MUGEN 1.1] MUGEN IIDX 20: tricoro
#14  April 28, 2014, 08:06:24 pm
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Spoiler, click to toggle visibilty
Re: [140427][MUGEN 1.1] MUGEN IIDX 20: tricoro
#15  May 04, 2014, 09:36:12 pm
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I have now added a video preview of the motif so far, but it is still very rough and incomplete.
As previously seen in screenshots, many of the shots are inconsistent because there are moving bits in the motif, and this video shows how many of those parts there actually are. Also alongside that, there were some bits of animations (especially the background in the character select) that bothers me because of the quality that had to be sacrificed.  Due to the fact that MUGEN cannot play videos as a background (what used to be a 20 MB video, honestly), exporting it as a PNG-stream was well over 1.4 GB in size alone. Cutting it down size by forcing the PNG images to lock down to 256 colors (resulting in some colorloss evident in the video) and by shrinking them by half, I was able to get it to take up a mere 70 MB in comparison.  The entire motif so far with this stands up to being 79.9 MB, in which I believe is a very fair size in comparison to the original 1.8 GB I had started with.

Re: [140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#16  May 05, 2014, 05:44:02 am
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Look fantastic Vanilla. I like the animation bg on the select screen.
Re: [140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#17  May 05, 2014, 08:29:44 am
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ok this looks really fantastic but i do have a question
im curious as to why the player one and player two gif you used (in the bottom left and right corners) is on the main menu and option screen?
I mean it looks perfect being on the just character select screen. but outside of that, looks rather pointless unless you use like other text besides "player one" on the main menu and option screens.

but as i said earlier........it looks freaking fantastic and keep up the amazing work your doing
Re: [140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#18  May 05, 2014, 09:00:34 am
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Quote
-Setting up the victory screen (I'm personally not a very big fan of this)
- Allow for the use of "regular" portraits (I'm not a very big fan of this either)

if you're not fan of thats. please at least give us option to enable above list. also victory screen must have winquote. then your chance to win screenpack of the year is bigger.


please visit my request thread. here
bad grammar is art
Re: [140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#19  May 05, 2014, 04:17:51 pm
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im curious as to why the player one and player two gif you used (in the bottom left and right corners) is on the main menu and option screen?
I mean it looks perfect being on the just character select screen. but outside of that, looks rather pointless unless you use like other text besides "player one" on the main menu and option screens.

I've mentioned in the opening post that my goal is to bring at least an authentic experience of something that at least follows what tricoro did. In tricoro's case, the player one and player two icons show up under the assumption that both players are present (otherwise only one or the other is present, or the "Double Play" icon shows instead).

Understandably, I could easily remove them from the menus and all that would be fine, but I intended on keeping it present because the menu in tricoro's case kept both the icons there after the players log in, but there is no way to manage profiles of the likes with MUGEN (not that I need it, anyways), so it's just there for looks. Otherwise, it's simply something of pure cosmetic value that a few edits of line code can remove.

On the side as well, I'm working on smoothing out more of the animations to make things transition in like they do in the attached video.



Quote
-Setting up the victory screen (I'm personally not a very big fan of this)
- Allow for the use of "regular" portraits (I'm not a very big fan of this either)

if you're not fan of thats. please at least give us option to enable above list. also victory screen must have winquote. then your chance to win screenpack of the year is bigger.

To be honest, my goals with this motif are not to win "screenpack of the year" or any other rewards other than to just create some entertainment for myself and the others who would be interested. As I've stated rather early on, much of the raw work on this motif has been settled enough that I would much rather work on making something that would at least look nice and spiffy before I streamline things for the end-user. Currently, the templates I have for the portraits and icons are a pain because of style inconsistencies and general inexperience.

Honestly, if the victory screen was able to track persistent variables from the characters in the previous fight (or even a global variable such as a score counter), I feel that it could easily employ elements of the tricoro result screen (playing specific sounds based on player performance, showing grades, and tracking specific parts of the player's performance). Though, one can always dream for that to come around eventually.

On top of that, this motif would serve as a general framework for Beatmania-styled motifs on my end because I feel that I could reuse some of the layout for potential future projects, such as the next video I have attached as an inspiration. Unfortunately, it only makes me wish there was more freedom in MUGEN's menu layouts.



- VanillaLucia
Last Edit: May 05, 2014, 04:22:20 pm by VanillaLucia
Re: [140504][MUGEN 1.1] MUGEN IIDX 20: tricoro
#20  May 05, 2014, 07:51:22 pm
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Oh I see. Through your aspect it makes more sense that way when going for authentic experience.........I can say as a person that tried to play one of these games, it has a really mean learning curve when you're trying to play but the visual effects always look amazing in each game. so with that being said.........

it looks freaking fantastic and keep up the amazing work your doing
I hope the animation transition goes really well