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Screenpack/ Visuals (Read 13853 times)

Started by Just No Point, April 13, 2014, 10:07:01 pm
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Re: Screenpack/ Visuals
#181  July 18, 2014, 01:07:22 am
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There's a yellow pixel on the U of GUARD.

Re: Screenpack/ Visuals
#182  July 18, 2014, 01:09:11 am
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Oops my bad fixing it right now
Done
Last Edit: July 18, 2014, 01:12:12 am by City_Hunter
Re: Screenpack/ Visuals
#183  July 18, 2014, 01:23:20 am
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If this can help, I thought about this for the portrait:


I also fixed the symbol a bit.

...
Hmmm, now that I look at it it's getting closer to SF3 2nd Impact. Not a good thing.

Re: Screenpack/ Visuals
#184  July 18, 2014, 01:44:07 am
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yeah maybe having the portraits at the side of the lifebars would work? something like sfa1
Last Edit: July 18, 2014, 01:49:07 am by City_Hunter
Re: Screenpack/ Visuals
#185  July 18, 2014, 03:10:30 pm
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I like the direction of this design. Nice and clean, not overworked and easily readable. I'd avoid the dither though, with no palette or other hardware restrictions, there's no real reason to use it. Otherwise I like Alex's idea of extending the trim outside the guard meters... a cropped closeup portrait in that section might work pretty well. I do like ink's approach to the portraits, but it could end up looking ugly if not all portraits can be cropped the same way (ie if any of them extend too far to the sides or top)

Don't forget there needs to be room for character names somewhere as well.

On another note, I would highly recommend putting the lifebars on top of a 640x480 screenshot to see what it will actually look like in-game (and help figure out placement of elements like names and portraits). Granted I think it would be a very good idea to be working in 640x480 resolution to begin with, but redoing the UI in higher resolution once the concept is more solidified wouldn't be too much trouble either. It would help to get a better sense of proportion though (for instance maybe the guard meter wouldn't necessarily have to be twice as thick to look good in double the resolution).

Amy

Re: Screenpack/ Visuals
#186  July 18, 2014, 05:08:11 pm
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I think maybe something like sf4 could work where the portrait is near the lifebars
Spoiler, click to toggle visibilty

Also here the timer font use the one from sfa2 on the snes


Looking great! I vote for this to be added.

But ofcourse we'd need some portraits just like in SFA1
Re: Screenpack/ Visuals
#187  July 18, 2014, 06:18:33 pm
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Added a quick template.
Adding to 1st post
Re: Screenpack/ Visuals
#188  July 18, 2014, 07:00:40 pm
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Here how it look still missing the name font and the portraits but I like how it look also missing the power bar

Sorry if the lifebars is not centered made it quick just to see how it look
Re: Screenpack/ Visuals
#189  July 18, 2014, 09:07:09 pm
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I do kinda like that simplictic design.
Re: Screenpack/ Visuals
#190  July 18, 2014, 09:16:30 pm
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well that was my idea mostly doing something simple like street fighter 3 2nd impact sf4 and sfa 1 and 2
thx for the comment
Re: Screenpack/ Visuals
#191  July 19, 2014, 01:11:32 am
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Guys do you have any idea for the font and for the power bars because i currently have nothing on my mind for that
Re: Screenpack/ Visuals
#192  July 19, 2014, 02:03:42 am
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Update change the timer font color and start working on the power bars

Amy

Re: Screenpack/ Visuals
#193  July 19, 2014, 09:30:25 am
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Update change the timer font color and start working on the power bars


They look great so far. Do you think of adding numbers (powerbar counters) to the powerbars?

Also I think they'd look nice if they're placed at the bottom. But that's a matter of personal taste

SNT

Re: Screenpack/ Visuals
#194  July 19, 2014, 11:25:43 am
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Because I play in widescreen
Hibernating.
Last Edit: July 19, 2014, 11:50:51 am by SNT
Re: Screenpack/ Visuals
#195  July 19, 2014, 06:57:36 pm
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those are pretty great snt better than mine
Re: Screenpack/ Visuals
#196  July 19, 2014, 08:02:41 pm
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still working on the power bar and searching for some font

Last Edit: July 19, 2014, 11:21:05 pm by City_Hunter
Re: Screenpack/ Visuals
#197  July 20, 2014, 01:00:51 am
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City_Hunter I think your design look great, but IMO the one thing that becomes apparent when put in the context of a 640x480 screenshot is that the white borders surrounding everything could stand to be thinner. (Which, granted, would likely be a natural consequence to redoing everything in higher resolution) But as far as design goes, It's still my favourite.

If you're not interested in doing it yourself, I'd love to take a stab at recreating a "high resolution" (640x480) version of it myself when I get the chance.

As far as screen placement goes, I think it could be placed a little lower, just to give it some space to "breathe" even if it doesn't need any score or other text above the bars, but there should be enough space outside the guard bars for both names and portraits. With the super meter, I think placing it at the bottom of the screen is a good call (this is how most SF games did it), but I'm unsure about dividing it so clearly. Making it clear just how much meter you have is one thing, but if the game is going to have a 3S-style dynamic-length bar, I'm not sure the dividing works very well.
Re: Screenpack/ Visuals
#198  July 20, 2014, 01:04:04 am
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well I add the idea of dividing the power bar from street fighter 4 but I might change and you can do anything you want with them
thx for the comment
Re: Screenpack/ Visuals
#199  July 20, 2014, 03:02:44 am
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how does the name font look
Re: Screenpack/ Visuals
#200  July 20, 2014, 03:21:23 am
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thought?