Original Opening Statement :Spoiler, click to toggle visibilty
I really don't know what I can say about this so far beyond the fact that it is climbing well over a gigabyte worth of animations. So far, this is my very first motif/screenpack made for MUGEN 1.1 out of my personal boredom and free time. Given that I have barely any experience in terms of creating these screenpacks or creating content in general for MUGEN in a usable sense, this is possibly either much easier than I assume it is or I'm going about this the completely wrong way. Either way, this is simply a very large work-in-progress of mine at the current moment. Due to the very large file size and my lack of personal experience with setting up the layout of MUGEN screenpacks in particular, I believe some pointers and some answers would be nice for some questions I have in the long run. I suppose that if this was a 640x480 motif instead, this would've been far easier than a 720p motif in terms of file size management. I personally do not know if this is a work-in-progress that will ever be finished or even released, but I do hope that it at least gets towards a point of reasonable completion.
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
December (2013):
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[131228] Title Screen :
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January (2014):
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[140104A] Title Screen :
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[140104B] Title Screen II :
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[140107A] Title Screen :
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[140107A] Animated Sample :
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[140113A] Title Screen :
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[140113A] Select Screen Work-in-Progress :
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April (2014):
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[140421A] Title Screen Revamp :
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[140421A]Character Select Revamp :
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[140421A]Team Versus Menu :
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[140427A] Team Versus Menu Update (Versus applies as well) :
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Previews :Spoiler, click to toggle visibilty
[140504A] MUGEN IIDX 20: tricoro Video Preview :
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VIDEO
Current Notes :Completed :Spoiler, click to toggle visibilty
- Music - Sound Effects - Title Screen - Animated backgrounds* * (Currently being experimented with)
To-do List :Spoiler, click to toggle visibilty
- Setting up the character select screen - Setting up the options screen (if possible) - Setting up the versus screen - Setting up the game over screen - Setting up the life bars - Reducing the file size
Potential To-do List :Spoiler, click to toggle visibilty
- 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) - Accuracy to the original arcade game (I don't have much of the source material, honestly) - Create a standard-definition version (I am pushing onto 720p for personal reasons)
Current Goals :Spoiler, click to toggle visibilty
- Find an acceptable format for the background animations (character select) - Find an acceptable format for the versus screen (tricoro's default or Limit Burst selection) - Create a reasonable template for custom portraits (ideas are greatly appreciated) - Plan the lifebars and how things will flow and work
Note List :Spoiler, click to toggle visibilty
- This might not be seeing the light in regards to back-porting this motif towards MUGEN 1.0. The biggest reason for this is interpolation, a new function in MUGEN 1.1 that streamlines and simplifies much of the work I've put into this motif so I don't have to create 1440 frames of animation to animate a single spinning wheel. (If anyone is willing to put up with the work to repeat that process twelve times, they're free to be my guest at taking up the offer) - Working on this has made me realize that I would particularly love it if the menu's functionality was much more flexible and fleshed out. For instance, having a slight difference in character selection menus to differentiate between "Versus" and "Team Versus" would be neat in terms of having potentially different music or using completely different elements if desired. Even further with this would be the ability to detect whether or not a player is still running a battle (for instance, switching characters after getting a "Continue?" screen so the elements (video and audio) could be different to indicate that much of a difference. I really could imagine some use of tricoro's "Limit Burst" in a case like that, but due to MUGEN's limitations, that doesn't exactly apply. - Working on the motif and trying to structure around getting its accuracy has become enough of a hassle that I've come to realize that I should also go forth and make some kind of lifebar to go with the game to keep it uniform. I've taken some inspiration from earlier motifs I've spotted (particularly the Beatmania IIDX 15: DJ TROOPERS motif by ExShadow) and have attempted to model some of this motif after that alongside trying to bring in more of an "authentic" feel to the motif rather than the fast-paced motifs that I've seen elsewhere in MUGEN. - Further clarifying some of this, I've never made anything in MUGEN to this scale as I have very little experience in coding characters, but I feel that for what little I know, this is something that's coming along very nicely for me in the hopes that I could potentially be doing more with MUGEN as it always was a fun past-time hobby for me.