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Old Screenpack Threads (Read 79179 times)

Started by Laxxe23, July 02, 2008, 06:56:21 PM
Re: Wip Lifebars for shades 2.0 updated
#61  February 23, 2009, 10:45:46 PM
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I also made a bar code which changes the color of the bar.
But it looked a weird with diagonal lifebars (even the little diagonal thing in the end of the bar fucked it up).

that's because the bar shrinks as any other explod, goes to the axis of origin, so the diagonal side with get flatter while getting closer to 0 life, it's way more complicated to code a diagonal lifebar that doesnt have that problem actually (well, requires some math : P)

just make a rectangle to keep the fullgame interactive things on them.
Re: Wip Lifebars for shades 2.0 updated
#62  February 23, 2009, 10:52:52 PM
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No shit sherlock. That is why it is called scale. And not cut or something (the MUGEN lifebars "cut" of the lifes of the sprite).
I recoded them. With a rectangle shape.

I'll let the rest to laxxe, because I just did it as impulse move (I was bored).

Back to Shermie...
My shitty mugen stuff:
Re: Wip Lifebars for shades 2.0 updated
#63  February 23, 2009, 11:42:08 PM
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I fiddled around with Anjel's design, and came up with this.



I'm not a fan of in your face lifebars, so I did something simple
Re: Wip Lifebars for shades 2.0 updated
#64  February 24, 2009, 12:25:49 AM
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I actually developed a way to scale diagonal lifebars with no problem  :-X

ok, there's actually one problem, the diagonal side is jagged, my way is to use one explod per horizontal pixel and then arrange thier x pos and blah blah, that's not useful unless u fix the jagged edges in that way.

also I had another way which was displaying a diagonal edge at the end of the lifebars (with them coded as horizontal ones) and make it move depending of your life... , man that's hard to explain actually O_0
Re: Wip Lifebars for shades 2.0 updated
#65  February 24, 2009, 12:34:53 AM
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Actually, the gray thing in the middle could be ontop so the liedbars could be rectangular.
Rednavi, yeah, you could code diagonal lifebars, it would be to much of a hassle though.
My shitty mugen stuff:
Re: Wip Lifebars for shades 2.0 updated
#66  February 24, 2009, 02:22:43 PM
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Here is a little update

Re: Wip Lifebars for shades 2.0 updated
#67  February 26, 2009, 04:36:33 AM
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I really, really like that.

Download Last Bout now!

BC

Re: Wip Lifebars for shades 2.0 updated
#68  February 28, 2009, 09:49:44 AM
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Re: Wip Lifebars for shades 2.0 updated again
#69  March 03, 2009, 12:48:22 PM
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updated with newness
Shades 2 site:Shades of Manhattan
Re: Wip Lifebars for shades 2.0 updated again
#70  March 03, 2009, 12:52:38 PM
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Pink shit should be removed. The name should be under the bars. K.O is mirrored. Missing some pixels on Power and Guard bar.
My shitty mugen stuff:
Re: Wip Lifebars for shades 2.0 updated again
#71  March 03, 2009, 12:55:51 PM
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again ignore the backwordsness of the lifebars, and ignore the font, i stated this already
thanks though for pointing out the stuff, i have to add some more pixels though to it

edit - fixed the stray pixels
Shades 2 site:Shades of Manhattan
Last Edit: March 03, 2009, 01:12:06 PM by Shades team
Re: Wip Lifebars for shades 2.0 updated again
#72  March 03, 2009, 03:21:52 PM
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I dunno, I'm kinda digging the font placement.

Download Last Bout now!
Re: Wip Lifebars for shades 2.0 updated again
#73  March 03, 2009, 07:41:14 PM
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Lower the top bars down. they don't look right there.

For the text, what about putting it under the circle.

Re: Wip Lifebars for shades 2.0 updated again
#74  March 03, 2009, 11:36:21 PM
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That's a good idea as well. Also, ignore the pink stuff, I plan on making the circles a part of the small portrait for each character.

Download Last Bout now!
Re: Wip Lifebars for shades 2.0 updated again
#75  March 05, 2009, 12:37:13 AM
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Here is an idea for the Tag lifebars

Re: Wip Lifebars for shades 2.0 updated again
#76  March 05, 2009, 01:44:55 AM
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Re: Wip Lifebars for shades 2.0 updated again
#77  March 05, 2009, 02:00:23 AM
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Am I the only one looking at the obvious problem here? of course the color combination looks sexy, the portrait sample is neat, but we need to see it in an actual screenshot with Transparent NON SEXY Pink background to realize the simplicity of the thing, and how much it will look like KOFXI. The squre-ish font is pretty cool though.

Now, the good thing about a closed game is features and shared code or new standards can be added easily. Why conform to the pretty standard boring circular portrait idea? You have the original artist being able to generate new art for the a new portrait standard in closed game! That circumstance should be exploited.
Re: Wip Lifebars for shades 2.0 updated again
#78  March 05, 2009, 03:40:20 AM
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I like the simple design. On the last game, everyone said the lifebars were too big and garish, so this time we're going with a smaller, simpler design. Besides, the focus should be on characters and playability, not on lifebars.

If we didn't do circles, I'd do triangles that fit perfectly into the corners of the screen. Which sounds better? I don't care either way.

Download Last Bout now!
Re: Wip Lifebars for shades 2.0 updated again
#79  March 05, 2009, 10:44:41 AM
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What he's saying is that a full-game feels much more like a full-game if it features things you cannot see outside of a full-game.
For example, something easy to code which wouldn't require so much work is code the portrait as a helper, and change the image depending on the action the char is doing. When he hits, make it display an angry portrait, when he's getting hit, make it display a portrait where the char is in pain, and use the normal portrait in any other case.

This is something simple IMO, which was featured in some games, and which really adds to the game a specific atmosphere and makes it even more unique.
Re: Wip Lifebars for shades 2.0 updated again
#80  March 05, 2009, 12:11:05 PM
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your right about the fullgame stuff
so here are some ideas i was talking to sean about
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btw i was thinking how bout us using the gethits for the portrait? like each third of the persons health, a different portrait would be displayed
so instead of flashing people could use the the portraits to tell when the desp move can be pulled off

survival tag team perhaps
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oh an idea for simul mode, we could use the secret code hidden in mugen depths and make a tag mode for people

Some of Iced's ideas
part 1
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change the hit detection so that when two people dash at each other they enter throw lock automatically, with hands locked together
Shades 2 site:Shades of Manhattan
Last Edit: March 05, 2009, 12:17:58 PM by Shades team