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Screenpack/ Visuals (Read 13880 times)

Started by Just No Point, April 13, 2014, 10:07:01 pm
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Re: Screenpack/ Visuals
#141  June 19, 2014, 01:32:35 am
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Re: Screenpack/ Visuals
#142  June 19, 2014, 11:54:36 am
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I'm glad you like it guys.

Here are the sprites:


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.
Re: Screenpack/ Visuals
#143  June 19, 2014, 12:17:07 pm
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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

Last Edit: June 19, 2014, 01:01:24 pm by Alex Sinigaglia
Re: Screenpack/ Visuals
#144  June 19, 2014, 02:09:31 pm
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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.
Re: Screenpack/ Visuals
#145  June 23, 2014, 02:31:11 am
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@Alex Sinigaglia: @ExL: I recently listed the config options for this game
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




SF4

ExL

Re: Screenpack/ Visuals
#146  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.
Last Edit: June 23, 2014, 07:20:28 pm by ExL
Re: Screenpack/ Visuals
#147  June 23, 2014, 07:47:01 pm
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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. :)

Last Edit: June 24, 2014, 10:04:12 pm by Alex Sinigaglia
Re: Screenpack/ Visuals
#148  June 24, 2014, 04:31:58 am
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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 :)

SNT

Re: Screenpack/ Visuals
#149  June 24, 2014, 06:32:57 am
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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.



Spoiler, click to toggle visibilty
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Last Edit: August 09, 2014, 02:54:05 pm by SNT
Re: Screenpack/ Visuals
#150  June 24, 2014, 02:18:18 pm
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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!
Re: Screenpack/ Visuals
#151  June 24, 2014, 10:09:41 pm
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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. :(

Re: Screenpack/ Visuals
#152  June 25, 2014, 05:56:48 pm
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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:!!

Re: Screenpack/ Visuals
#153  July 01, 2014, 09:51:16 pm
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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).

Re: Screenpack/ Visuals
#154  July 01, 2014, 09:56:11 pm
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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!
Re: Screenpack/ Visuals
#155  July 10, 2014, 11:12:53 am
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I'm continuing to work on the fonts.


Some days ago, I had some other ideas for a lifebar:


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.

Re: Screenpack/ Visuals
#156  July 10, 2014, 01:16:26 pm
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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)?

SNT

Re: Screenpack/ Visuals
#157  July 10, 2014, 01:39:30 pm
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A good idea might be to have different portrait styles to cater for the different lifebars people are making. For instance:





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.
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Last Edit: July 10, 2014, 11:32:57 pm by SNT
Re: Screenpack/ Visuals
#158  July 10, 2014, 02:09:55 pm
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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.

SNT

Re: Screenpack/ Visuals
#159  July 11, 2014, 12:47:03 am
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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?
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Re: Screenpack/ Visuals
#160  July 11, 2014, 01:35:16 am
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