The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Another Blade => Topic started by: mr_bourrepalestick on May 07, 2017, 01:35:20 pm

Title: Credits & used ressources
Post by: mr_bourrepalestick on May 07, 2017, 01:35:20 pm
Here you'll find references to all the assets & tools I've been/I am using to produce the contents for Another Blade.


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VIRTUALLTEK SYSTEMS TOOLS

FighterFactory 3 (pretty obvious, for most mugen related stuff :D )
>>> MFG topic (http://mugenguild.com/forum/topics/fighter-factory-3-0-1-final-137126.0.html)

FontFactory (for font conversions from .pcx into .fnt format)
http://virtualltek-font-factory.software.informer.com/1.1/ (http://virtualltek-font-factory.software.informer.com/1.1/)

sprmake2 (for font conversions from .pcx into .sff format)
Usually in your mugen 1.0 default folder.

FREE / OPEN SOURCE SOFTWARES

Gimp : sprite & visual stuff
>>> https://www.gimp.org (https://www.gimp.org/)

Audacity : audio edits
http://www.audacityteam.org/ (http://www.audacityteam.org/)

Notepad++ :  text files editing &  .lua files (useful for some Ikemen main system files)
https://notepad-plus-plus.org/ (https://notepad-plus-plus.org/)

LibreCalc :  tablesheets and calculation stuff
https://www.libreoffice.org/ (https://www.libreoffice.org/)

yED Graph Editor :  graph diagrams & charts  (very useful for character moveset design)
https://www.yworks.com/products/yed (https://www.yworks.com/products/yed)

OBS Studio : video capture
https://obsproject.com/ (https://obsproject.com/)

OBS - fightstick motion  : capture joystick inputs in your gameplay videos
https://obsproject.com/forum/resources/display-fightstick-motions.344/ (https://obsproject.com/forum/resources/display-fightstick-motions.344/)

Tunngle : online gaming servers, I use this one for Ikemen online play. There are other plateforms too.
https://www.tunngle.net/en/ (https://www.tunngle.net/en/)

Title: Re: Credits & used ressources
Post by: mr_bourrepalestick on May 07, 2017, 02:09:10 pm
STAGES

I've been using the following stages as sources for sprite imports.
Mostly, I'm "simplifying" palettes with optimized palette tool for each sprite groups (sometimes refining hue/saturation values).
Then adjusting sprite (x,y) positions so they fit my personnal comfort/standard as they come from different authors. Finally, some basic adjustments in the stage.def files so all behave the same (edge position, camera movement etc.).
Still, those stages assets come from each author's work in the first place. They deserve credits for it.

Ryo2k5

JedahUK

OldGamer

Cirio/LeoPort91

(edits to come with future contents)
Title: Re: Credits & used ressources
Post by: mr_bourrepalestick on May 07, 2017, 02:47:40 pm
CHARACTERS - SPRITES & VOICES

General sources

All character packs I've been using as a source come from here
http://network.mugenguild.com/guild/mugenwiki_lb.html (http://network.mugenguild.com/guild/mugenwiki_lb.html)

For voices & soundtracks, the MFG wiki page redirects to :
https://downloads.khinsider.com/game-soundtracks/browse/%23 (https://downloads.khinsider.com/game-soundtracks/browse/%23)
Some voices (announcer) and special effects come from there.


Import process

First, I've started with a KFM edit to make my own "base character" : Haohmaru.
All other characters are basically Haohmaru edits.

So for the edits, I just basically import sprites from other author characters and start from there.

I always start with a single sprite to define my own palette with minimal palette spots and my own contrast preferences. (With time I realized some errors I've made concerning color separation, but that's specific to each character).
Exception made for smears, I prefer using separate palettes for characters and other special effects / projectiles. I use fightfx sprites as a common ressource in the fullgame project.
I'm not using all source's sprites, just those I need, replacing them in index/groups as they fit Another Blade's "standard".
All anims are reworked, and I admit I've been picking up some ideas from the sources in the beginning. :)

Same for character's voices.
They often come with various quality/amplitudes, so I'm always trying to keep it all consistent by tweaking them before assigning them into character's actions. Obviously, sounds rarely belong to the same actions as in the source character.


SOURCE CHARACTERS

(edits to come with future contents)