Not a big fan I feel they clash with the rest of the lifebars I tried somethingWould be cool if you could do something similar to that but not as simple as I did and may be bigger
Actually, that's much better than what I churned out, lol.Thanks, this is a great help. I should be able to show something soon after seeing these.
Huh, I may have looked at the pic you provided me in your thread wrong. should have double checked.Either way, thanks for the conseil, I'll get to work on it later this week. At a size like that, it shouldn't be long before I finish them.
City_Hunter said, 9 years agoHow does it look nowI think the bottom of the blue fonts needs to be a bit brighter, IMO.
@A$AP Buckus:I'll prob get to messing with stages on my days off.Any particular number of stages you want, or should the aim just be one per char?Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)
new update: I've implemented a training mode that allows you to train with teams. It's only accessible from versus(or watch mode by turning AI off for both characters). By pressing start during the select assist/vs screen, this message will pop up:Players won't die and life will refill during idle. Now I'll start updating the life bars.Demitri said, 9 years ago@A$AP Buckus:I'll prob get to messing with stages on my days off.Any particular number of stages you want, or should the aim just be one per char?Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)No more than 7-8 stages. For the beta, 2 + training stage would be enough. With the logo, I say go for it. I appreciate any help I can get. Thanks in advance.
Looking goodactually for the stage you could recycle some from the vs serie that fit with SFLike the iron fist temple or the Dead or alive show from Xmen vs SFAlso I updated (Again) the lifebars here the sheetI dont think I will updated it again
Bump. So I decided to get off my lazy ass and do something productive, actually forgot I was supposed to do these. Will let you and Hunter be the final judge of these.As for SP, any design ideas you have in mind for stuff like the select screen, and the like? I'm going to be working on some SP related designs for some full games in the works (DBZ All Stars, MSH:Reborn) and my own project, so if you want me to do anything for you, you can def hit me up. Just as long as you have clear ideas for what you want to go for (even examples), and I'll be more than happy to assist if you want.
^Superb.I think at this point, there is nothing else to be done for life bars, unless there is something else left to be done? Possibly the K.O and WIN animations, unless Shin finished those already.
Did some more editing to make the lifebars betteralso after looking at the hits font I feel they are to blandwill need something else help would be appreciated
Surprise!!! I'm still active and the game is still being worked on. Here are some updates:- All characters now share the same sff and cns files. Basically, the game is just 1 big, interchangeable character. I've eliminated the unused frames, animations and sounds. By trimming the unnecessary fat, the sff isn't as big as I thought it would be. I've added 10 characters so far, and have only half the amount of sprites as Doggiedoo's Leo. This actually works out well, as I have full control over the select screen, vs screen, lifebars- pretty much everything. Still working on fully implementing the rest of the lifebars made by City_Hunter.-How this works with character with scaled sprites: I used the same method as I used with Captain America's shield w/ mirroring anims. The actual character is invisible, and a helper is used to display the scaled sprites. I had to manually resize the clsn boxes. There's a common system helper that stores the scaling values for the specific character - With that being said, the final roster has been downsized. I can still add up to 60 chars the way the anim grouping and sff is set up, but I dont think that will be happening. I'll only be adding characters that I like and feel are essential to the game.- The beta roster will consist of 8 characters(pictured below). Pics of the tentative select screen:- Charlie is being updated to include SF5 stuff and separate him from Guile. It'll be a mixture of classic and 5: - No more charge commands - Moonsault will still be an air move - Adding Tragedy Assault and Sonic Scythe(Hard version will be Somersault Shell, as I don't want to see the need to sprite the genocide cutter version. I used sprites from SpecOp's Blaze Agent and frankensprites to create Tragedy Assault, and frankensprited the Light and Med versions of Sonic Scythe. I may commission someone to redo and color separate them in the future. Not cleaned up, but the grunt work is done and the move is coded, so if new anims are made, it'll be a matter of adjustments.More to come soon.