Being a full game, as said, it's "easily" possible to go beyond Mugen's normal limitations, and build something not possible out a full game, especially in stuff such as lifebars, powerbars, screenpack, etc.The kind of things which could really make it look more like a full game (although being only aesthetical stuff) would be interactive portraits for example. Something like : when character is in stance, crouch, you display the normal portrait. When he's attacking, display an angry portrait, and when he's getting hit, display a portrait where he's getting hurt. Stuff like that isn't very hard to do via state-2, and would add more "life" to the game I guess.I personally prefer powerbars on the bottom of the screen.
what would they look like?since we already have a good set right now being made, ill take a look at yours and decide, hey if you wanted you could even seperately release em and we could have interchangable lifebars XD
Sean, I haven't forgot about posting the updated bars. I have been under the weather and had something for breakfast that really didnt agree with me. Sorry about the delay but ill need probably a day or two extra before I can show something. I told Laxxe over msn as well.* Ninno -29- lays back down in bed and watches a movie.
Iori Fue said, July 07, 2008, 01:01:34 am???Despite them not fitting the game's theme, I think they're quite nice.Good going, Good sir.
Updated the bars a bit, We were on msn talking about having custom meters implemented and we came to the conclusion of having a guard crush so I did a small tweak and combined both the powerbars and guard crush meter as one.From my understanding, when Sean's chars reaches a level of power, an afterimage appears as that lvl's color, so since we are making the bottom meter as a helper/explod, the power meter will fill up and when fill it will be one lvl of power, and the level name will change from power lvl 1 to power lvl 2 a it increases. Its only going to be three levels from what I was told, anyway that was just to give you an idea.Dunno about the name fonts though, Sean likes them but I am not to happy with them, its his call anyway.
Quotewhen Sean's chars reaches a level of power, an afterimage appears as that lvl's color,Well, that's not exactly what I meant. I meant that the afterimage that appears during the super move is a different color depending on the level of super move being done. Still works though, and I can't wait to see those lifebars in our game.
The main title screen makes me imagine that at any moment the chars will start passing by , walking casually in blue tint.
The title header IMO can use some work, it looks too plain to me. "The text part"The menu selection still looks "Mugen-ish"Just my Opinion.If needed I am off from work Sunday, Gotta work all Saturday morning and afternoon , I can take a crack at it possibly graphic but mostly text wise.
Suggestion, put the options to the left, together with the title, scale up some sprites of your main characters strolling, tint them blue and place them walking on the side of the screen, waist up only, have them shifting out of view after some seconds being replaced by other characters, perpetually.
hehehehe, you just gave me an idea for the menu Iced. Perhaps if Laxxe or Sean is online now, im logging on to msn, Ill ask for a walking sprite from one of his chars with his city bg and I think I can whip up a photoshopped demo image.
Here's a link to a slideshow of all the new character portraits:http://s21.photobucket.com/albums/b293/seanaltly/?action=view¤t=aec0b8c6.pbwThe actual in-game portraits look smoother than these.