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Screenpack/ Visuals (Read 13854 times)

Started by Just No Point, April 13, 2014, 10:07:01 pm
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Re: Screenpack/ Visuals
#81  June 08, 2014, 10:56:03 am
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About the lifebars code, should they be on top of everything (layerno = 2)?

In SF3 3rd Strike they were; I actually don't remember a game where they were behind the characters/effects/etc. .

Re: Screenpack/ Visuals
#82  June 09, 2014, 06:44:03 am
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In CVS2 and SFA the bars are behind the characters. Though this is probably a cosmetic thing we'll want to look at as the motif is finished up.

I'll probably use SF3 super bars till we get some new super bar mock up ideas. I have some ideas for the screen myself but I have way too much on my plate and would like to focus on finishing Ryu's basics this coming week.
Re: Screenpack/ Visuals
#83  June 10, 2014, 11:38:28 am
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My concept is probably bad:


What do you think anyway?
The second was an experiment and has a definite amount of colours (I indexed it at 64 colours).

Re: Screenpack/ Visuals
#84  June 10, 2014, 04:55:41 pm
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Not bad, it's just simple. I guess with some touching here and there will be awesome.

I did these loooong ago(thought for a LR screenpack):

With the character's face:

Doubled(now terrible D: ):


Re: Screenpack/ Visuals
#85  June 10, 2014, 05:27:50 pm
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I like designing lifebars. I may not be able to code them, but they are fun to make. Can I try something?

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Re: Screenpack/ Visuals
#86  June 10, 2014, 05:52:44 pm
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Re: Screenpack/ Visuals
#87  June 10, 2014, 05:59:42 pm
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Yes! Everyone can design them! I'll be the one coding them up. I'll need the super bar before the lifebars. That's not saying the super bar I use here will be the final one. It'll be a placeholder till the community decides the final outlook.
Re: Screenpack/ Visuals
#88  June 10, 2014, 07:25:26 pm
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I am remaking the lifebar Felo posted before. I'll show a preview later, I have to go now. See you later.

Re: Screenpack/ Visuals
#89  June 10, 2014, 08:08:11 pm
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Looks good there man. If you remake those in HD, it would fit with the design of the game.
Re: Screenpack/ Visuals
#90  June 10, 2014, 08:47:24 pm
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well im not in expert in lifebars did some like the castleevania one or the jojo one but i could try something
Last Edit: June 10, 2014, 10:19:01 pm by City_Hunter
Re: Screenpack/ Visuals
#91  June 10, 2014, 10:02:51 pm
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Preview:


I scaled Felo's lifebar and worked from there.
Some things are changed and are not like Felo first intended. I might change things, just give feedback.

Last Edit: June 10, 2014, 10:07:37 pm by Alex Sinigaglia
Re: Screenpack/ Visuals
#92  June 11, 2014, 03:01:59 pm
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No one complained or anything so I continued.


What resolution are we going to use? Because these look good in 1280x720. I haven't finished "coding" them but here's a preview:


Just say something! :D

Re: Screenpack/ Visuals
#93  June 11, 2014, 03:10:14 pm
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look pretty good so far alex
Re: Screenpack/ Visuals
#94  June 11, 2014, 03:39:35 pm
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640x480 resolution.

Looking good to me! What is the small bar below the lifebar? Keep in mind we'll need 2 bars below the life bar. Guard and dizzy.
Re: Screenpack/ Visuals
#95  June 11, 2014, 05:01:48 pm
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Re: Screenpack/ Visuals
#96  June 11, 2014, 05:15:50 pm
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Well the resolution is told on the 1st post of this thread!!! =p

I would make the super bar be at the bottom of the screen like in all other SF games.
As for the guard and dizzy you should make your current super bar almost as long as the life bar. Have it do the same curve upwards as the lifebar as well. Split it in half and make each half a different color. The one closer to the middle should be the Guard. I'd make it blue. And the other would be the dizzy gauge. I'd make it green.
Re: Screenpack/ Visuals
#97  June 11, 2014, 05:39:53 pm
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Re: Screenpack/ Visuals
#98  June 11, 2014, 05:48:22 pm
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Why would it cause problems? No seriously, I've never coded a bar into a character but I would think you could code one to be practically any shape you wanted =p
Re: Screenpack/ Visuals
#99  June 11, 2014, 05:55:51 pm
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You can draw the images however you want, but the decrease will always be vertical. You could shape it like an S, and it will still look like an S vertically cut in half when only half full, instead of following the shape of the S. It looks like shit, that's why no one does it. A bar curving up a bit is okay, though, even if the "cut" is vertical and doesn't follow the curve.

... Well, since it's a full game, it's actually piss easy to code everything in the characters in a common helper, and then you can always make it do whatever the hell you want (provided you spend the necessary time to code something crazy like an S of course), but yeah. Not to mention that dizzy and guard bars will have to be coded in the characters no matter what.

Not to be a naysayer but I'm not exactly fond of that design. And no, I don't have any constructive suggestion, I suck at designing stuff, sorry. Maybe... The "water level"-like lines in the shading (light yellow on top, intermediate in the middle, darker orange at the bottom), it looks weird IMO.
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Last Edit: June 11, 2014, 06:04:00 pm by DKDC
Re: Screenpack/ Visuals
#100  June 11, 2014, 06:28:02 pm
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That's what I figured. I'd have to code the super bar, the dizzy, and the guard into the characters so they could have all the features we are wanting.