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Author Topic: character select screen  (Read 3557 times)

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Offline Tenspeed

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character select screen
« on: February 27, 2010, 03:11:06 AM »
I was playing a little bit with some cutting and pasting and came up with something that might be a cool idea...







Offline moonmaster1

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Re: character select screen
« Reply #1 on: February 28, 2010, 10:28:35 PM »
I think that is an awesome idea. Looks very possible to pull off as well.

My name is moonmaster and i approve this idea.  ^^(PM)^ 
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Offline -Whiplash-

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Re: character select screen
« Reply #2 on: February 28, 2010, 10:33:51 PM »
Didn't Sic graphics do this already with their amalgem Charecters?

Offline I_Burner

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Re: character select screen
« Reply #3 on: March 01, 2010, 12:06:02 AM »
Didn't Sic graphics do this already with their amalgem Charecters?

They were hardly the first ones to do something like that. Regardless of originality, this still looks pretty cool.

I'm not 100% that the stage previews would be able to work quite like that, though. They have to be added as a single font file, which IIRC limits the number of colors that can be displayed. You might end up with something really terrible looking due to color loss there. No way to know how it would look without trying it, though.

Offline Tenspeed

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Re: character select screen
« Reply #4 on: March 01, 2010, 01:03:05 AM »
As far as the stage select goes: That's just a random stage pic that I grabbed off of google. I literally googled "capcom stage". I didn't mean to show off using high rez thumbnails so much as I wanted to show off having the stage name on the image. theoretically you could put the same text with the same color over each image before making a font out of it, and it should have minimum color loss, considering they're all using that one color for the font.

Talking about the character stats: I just figured having stats like that would help to fill up some of that "empty space" that was previously being filled with a second big portrait. I mean, if we didn't want to use the stats idea, we could always put a move list in that space too. Or hell, we could have stats on the character select screen, and then put the movelist on the vs screen. It's all on the same 90000,1 sprite, it's just a matter of where you put the different "pieces" and then where you tell the game to place the portrait on each screen. ;-) I don't think color loss is going to be too much of a problem either, assuming you use the same colors for the stats and movelists on each portrait.

Offline Acey

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Re: character select screen
« Reply #5 on: March 01, 2010, 02:47:00 AM »
Or even better, take the statistics and put them in the black box that already exists at the bottom of the screen. that was an idea once but the roster is just too big to impliment it at the moment.

Offline Tenspeed

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Re: character select screen
« Reply #6 on: March 01, 2010, 04:00:23 PM »
you could always do that too!

I just figured that moving things around a bit looked a little better. It's all personal preference, I suppose.

If you wanna tell me where to position stuff and give me the 9000,1 portraits, I can try to add the stats in photoshop for you guys.

EDIT - Now that I think more about it, I guess without the actual numbers, the stats would be more speculation than anything, but at least it would look rad.

Offline Acey

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Re: character select screen
« Reply #7 on: March 01, 2010, 04:06:38 PM »
sending...

Offline Tenspeed

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Re: character select screen
« Reply #8 on: March 02, 2010, 02:40:44 AM »
 :thumbsup:

Offline ZVitor

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Re: character select screen
« Reply #9 on: March 02, 2010, 07:29:32 AM »
i love char stats, and i can imagine the huge discussions "He is more fast! [insert a name] is more stronger then [insert another name]??!!!!"

Offline Acey

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Re: character select screen
« Reply #10 on: March 02, 2010, 10:43:13 AM »
Project Admin gets the final decision.  ;D

Offline Tenspeed

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Re: character select screen
« Reply #11 on: March 02, 2010, 10:29:26 PM »
well like I said, considering I don't really have hard numbers to go on, I'll probably just play around with each character and then speculate.

It's more for aesthetics than statistics anyway.

Offline Acey

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Re: character select screen
« Reply #12 on: March 02, 2010, 11:44:59 PM »
well like I said, considering I don't really have hard numbers to go on, I'll probably just play around with each character and then speculate.

It's more for aesthetics than statistics anyway.

I agree, and then if there are any that are really off I can do the minor edits. BTW, which catgories did you decide on?

Offline DizzyTheConquer

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Re: character select screen
« Reply #13 on: March 02, 2010, 11:49:53 PM »
They were hardly the first ones to do something like that. Regardless of originality, this still looks pretty cool.

I'm not 100% that the stage previews would be able to work quite like that, though. They have to be added as a single font file, which IIRC limits the number of colors that can be displayed. You might end up with something really terrible looking due to color loss there. No way to know how it would look without trying it, though.
If it worked with Saturday Morning Mayhem, it can work with this too.

Offline Tenspeed

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Re: character select screen
« Reply #14 on: March 03, 2010, 02:59:43 AM »
I agree, and then if there are any that are really off I can do the minor edits. BTW, which catgories did you decide on?

The same four that I used in the mockup. Vitality (HP), Speed (mobility), Power (Damage output), and range (reach with attacks). I'm going to PM one to you tomorrow so you can put it in the game and see how it looks, before I make a bunch. this way If I have to fix anything or make any adjustments It will be less backtracking.

It's funny, actually. I already found a weird bug and an insane combo with amingo by doing this "playing and speculating."  :D
« Last Edit: March 03, 2010, 03:19:02 AM by Tenspeed »

Offline Acey

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Re: character select screen
« Reply #15 on: March 03, 2010, 03:14:49 AM »
The same four that I used in the mockup. Vitality (HP), Speed (mobility), Power (Damage output), and range (reach with attacks). I'm going to PM one to you tomorrow so you can put it in the game and see how it looks, before I make a bunch. this way If I have to fix anything or make any adjustments It will be less backtracking.

Cool, sounds like the right idea.

Offline zombiejerky

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Re: character select screen
« Reply #16 on: March 21, 2010, 08:32:49 PM »
this doesnt help the wip. its not pointless but it does show who is unbalanced  lol sentinel  is in all those categories

Offline Tenspeed

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Re: character select screen
« Reply #17 on: March 24, 2010, 12:33:50 AM »
thank you for your input?

Offline Jelux Da Casual

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Re: character select screen
« Reply #18 on: March 24, 2010, 12:37:11 PM »
thank you for your input?

Yeah, he lost me too.
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Offline B-5

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Re: character select screen
« Reply #19 on: April 01, 2010, 11:17:29 AM »
This is great. But Acey banned WOAH!

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