QuoteI 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.
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...
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
I actually developed a way to scale diagonal lifebars with no problem 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
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.
SuitMan said, February 24, 2009, 02:22:43 pmHere is a little updatei like this design too it looks cool.
Pink shit should be removed. The name should be under the bars. K.O is mirrored. Missing some pixels on Power and Guard bar.
again ignore the backwordsness of the lifebars, and ignore the font, i stated this alreadythanks though for pointing out the stuff, i have to add some more pixels though to itedit - fixed the stray pixels
Lower the top bars down. they don't look right there. For the text, what about putting it under the circle.
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.
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.
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.
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.
your right about the fullgame stuffso here are some ideas i was talking to sean aboutQuotebtw i was thinking how bout us using the gethits for the portrait? like each third of the persons health, a different portrait would be displayedso instead of flashing people could use the the portraits to tell when the desp move can be pulled offsurvival tag team perhaps Quoteoh an idea for simul mode, we could use the secret code hidden in mugen depths and make a tag mode for peopleSome of Iced's ideaspart 1Quotechange the hit detection so that when two people dash at each other they enter throw lock automatically, with hands locked together