Infinity MUGEN Team
IMT Discussions => M.U.G.E.N Show & Tell => Topic started by: ClubSyN-X-TReME on May 17, 2008, 08:34:43 PM
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I used the last version for another project.
http://img260.imageshack.us/img260/2170/sxclifebarstf6.png
I want the ones for my CS3 screenpack to be unique.
I been on photoshop since 9 am and its 8:30 pm here and this is what I got done so far.
(http://img337.imageshack.us/img337/7109/newcs3lifebarswipvd4.png)
I know the image and stuff is big but when finished, everything will be scaled to its correct size.
Changes are being made as of now.
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FIRST!
No really, wow that looks absolutely amazing. PLEASE tell me the bars are going to be animated...
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yes. I haven't got to that part yet.
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o.O# it looks awesome, I didn't know it could get any more awesome than before :D
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how do u get animated sprites on ur life bar no one ever bothers to tell ppl that.
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I believe that in works in the same fashion as his interactive stages. To get the proper effect you have to add extra code into each character you plan on adding to the screenpack. SyN's creations are extremely amazing, but also extremely complexed.
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what G Lux said basically sums it up.
Its a custom feature, nothing by default.
But hey, I am just trying to live up to my sites Slogan.
"We don't Follow Normal Mugen Trends"
It's basically directed to those Elitist Hypocrites and the wanna be elitist that rides their "BEEP"!
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I forgot again, how many running projects do you have? You seem to be all over the place.
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6
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6
WWEFanNation: Holy $%#^!! Holy $%#^!! Holy $%#^!! Holy $%#^!! Holy $%#^!! Holy $%#^!! Holy $%#^!! Holy $%#^!!
Don't ask why I thought of that. It was the best thing to say. :D
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I used the last version for another project.
http://img260.imageshack.us/img260/2170/sxclifebarstf6.png
I want the ones for my CS3 screenpack to be unique.
I been on photoshop since 9 am and its 8:30 pm here and this is what I got done so far.
(http://img337.imageshack.us/img337/7109/newcs3lifebarswipvd4.png)
I know the image and stuff is big but when finished, everything will be scaled to its correct size.
Changes are being made as of now.
;*)) You never cease to amaze everyone man you are truly one of a kind, i mean i never thought you can go higher then your last lifebar but as it seems you have :w00t:
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Thanks Akeme.
I dont know if I would say the meters are completed but here is what I have done and you can plainly see what I am planing to animate.
(http://img353.imageshack.us/img353/2406/newcs3lifebarswipec1.png)
Hmm I think I will mess with this some more.
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Another update.
(http://img504.imageshack.us/img504/1432/15180252ur2.png)
I think I am going to shrink the power bars down a bit.
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Either way, those lifebars look too high tech to be in any screenpack. I am still :o that you're using the Fist of the North Star Announcer.
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They wont be in any screenpack, except for mines. :P
The CS 3 SP is geting a Major overhaul and the style is HighTech.
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looks amazing! I am sure his will be he best high-res screen pack available when it's released.
Keep up the good work! :thumbsup:
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Another update.
(http://img504.imageshack.us/img504/1432/15180252ur2.png)
I think I am going to shrink the power bars down a bit.
Whoa man even better this is really out ther stuff, i reall really look forward to your work ;)
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I love these life bars but just in case will there be a patch that will only display the small portrait sprites? :thumbsup:
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i dunno yet, but I started to code them in the characters, all i have to say is OMFG!
The animations and such I made are freakin Crazy!
I will reveal it in a hi quality Vid later.
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i dunno yet, but I started to code them in the characters, all i have to say is OMFG!
The animations and such I made are freakin Crazy!
I will reveal it in a hi quality Vid later.
OMG YES!, I sooo want to see this.
And you know what, female ninjas are definitely sexy! Awesome avi!
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(http://img503.imageshack.us/img503/602/mugen0gg0.png)
here is a teaser. Its moleboxed into regular low res mugen coded into KFM on player ones side.
This is just a visual teaser.
http://www.sendspace.com/file/qpbwny
I started to code them into the character. It's not fully coded but you can see where im going with this.
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OMG, that is unbelieveable. Even for just prototypes that looks amazing.
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(http://img503.imageshack.us/img503/602/mugen0gg0.png)
here is a teaser. Its moleboxed into regular low res mugen coded into KFM on player ones side.
This is just a visual teaser.
http://www.sendspace.com/file/qpbwny
I started to code them into the character. It's not fully coded but you can see where im going with this.
Yes indeed this is great man i like it, (I see your using the avi i made it really cool looking) ;*))
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I have been working on this for the past week and some damn good results are being produced.
I will say this, this screenpack will be over 50% coded using the mugen character language to allow interactivity and unthought of materials.
So far those features will consist of:
1. Vertical liquid filled lifebars that will change colors depending on the players life.
over half full = greenish, less than half, yellowish, less than a fourth, red, you get the idea...
2. My hurry up system will be put to use when the time is low....
3. Ill make patches for the last round BGM for ppl that plays mugen more than the average 3 rounds.
4. all characters will have my dramatic KO effect. I am debating if I should do special bgs for that but that might not be a good idea since this is a universal SP.
4. The survival mode will have a ranking scroe system similar to the CvS W project...
5. A killer instinct/DMC style in game Combo ranking system using some SFTS announcer voices to rate your combo hits.
6. Random round announcer quotes, no round 1, 2, etc and I am using the SFTS announcer voices because I like them and I made text phrases to match them and the will be chosen at random. That will be useful for survival mode and those who uses more than the average round in their mugen.
7. first attack, parry.tech hit detection, just defense, recovery systems are being implemented.
8. when I come up with something, this line will be replaced.
ok now for some eye candy.
(http://img155.imageshack.us/img155/2505/mugen4cr6.png)
The time and powerbars are being tweaked at this moment.
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...sniff... :'( omg... :'( :'( :'( :'( OMG OMG OMG!!!
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I have been working on this for the past week and some damn good results are being produced.
I will say this, this screenpack will be over 50% coded using the mugen character language to allow interactivity and unthought of materials.
So far those features will consist of:
1. Vertical liquid filled lifebars that will change colors depending on the players life.
over half full = greenish, less than half, yellowish, less than a fourth, red, you get the idea...
2. My hurry up system will be put to use when the time is low....
3. Ill make patches for the last round BGM for ppl that plays mugen more than the average 3 rounds.
4. all characters will have my dramatic KO effect. I am debating if I should do special bgs for that but that might not be a good idea since this is a universal SP.
4. The survival mode will have a ranking scroe system similar to the CvS W project...
5. A killer instinct/DMC style in game Combo ranking system using some SFTS announcer voices to rate your combo hits.
6. Random round announcer quotes, no round 1, 2, etc and I am using the SFTS announcer voices because I like them and I made text phrases to match them and the will be chosen at random. That will be useful for survival mode and those who uses more than the average round in their mugen.
7. first attack, parry.tech hit detection, just defense, recovery systems are being implemented.
8. when I come up with something, this line will be replaced.
ok now for some eye candy.
(http://img155.imageshack.us/img155/2505/mugen4cr6.png)
The time and powerbars are being tweaked at this moment.
Once again, Club SyNdicate proves their tagline correct!!! :w00t: :w00t:
(exhales heavily) ::salute:: to your screenpack.
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are you ever gonna decide on how these bars will look :-j
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umm where have you been, they were decided when this topic was made.
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:-j
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Another Teaser,
(http://img172.imageshack.us/img172/9478/demo2copycm3.png)
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dude thats sick :o omg u r man... u r the man :o
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umm where have you been, they were decided when this topic was made.
Ive been absent for a minute and I assumed these bars are for CVS:W. :-??
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I can only envy your creativeness. Could go great with Spiderman 3 Fonts.
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Another Teaser,
(http://img172.imageshack.us/img172/9478/demo2copycm3.png)
I agree this lifebar is too much it's just to amazing. Anyways on number 6. the announcer is going to be random for the entire game or just survival cause im alittle confused. Also i agree about the special bgs not being a good idea. ;)
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a work of art
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(http://img138.imageshack.us/img138/6243/randomannouncersmu3.th.jpg) (http://img138.imageshack.us/my.php?image=randomannouncersmu3.jpg)
More Eye Candy!
@ Akeme, the entire game.
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Oh ok, anyways im liking the new screens
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And its fully animated.
(http://img137.imageshack.us/img137/5479/winscreensp1.png)
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And its fully animated.
(http://img137.imageshack.us/img137/5479/winscreensp1.png)
=D> =D> =D> ^:)^
awesome syn...can`t wait to see this one out
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amazing!!
Looks realy Nice dude!
Wating For T Life bars!
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And its fully animated.
(http://img137.imageshack.us/img137/5479/winscreensp1.png)
=D> =D> =D> ^:)^
awesome syn...can`t wait to see this one out
^:)^ ^:)^ ^:)^ ^:)^
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Bow down to the amazing works that are SyN!!
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>:-(-| I don't know why... but it doesn't show on the forum.. so I had to quote it and watch it on youtube's site itself.. so.. idk what happened there... lol..
Anyways... your lifebar is very interesting. I appreciate how much time and effort you put in making it. Keep up the great work and I look forward to the release.
Oh, and is your CS3 Screenpack going to have both, lo-res and hi-res versions??
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awesome stuff :w00t:
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http://blip.tv/play/AwGLmyY
Now with blip TV support.
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=D>Amazing man amazing =D> Anyways i noticed that there isn't any first attack or ko sound announcer yet which i believe you haven't implemented yet plus the combe hit font. Also i wanted to point out i noticed on shin akuma and sakura their sprites didn't show sometimes during the fight in the green orb thing sometimes it would dissappear and reappear sometimes but besides all that this is truly wonderful stuff you are doing ^:)^
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http://blip.tv/play/AwGLmyY
Now with blip TV support.
=P~
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=D>Amazing man amazing =D> Anyways i noticed that there isn't any first attack or ko sound announcer yet which i believe you haven't implemented yet plus the combe hit font. Also i wanted to point out i noticed on shin akuma and sakura their sprites didn't show sometimes during the fight in the green orb thing sometimes it would dissappear and reappear sometimes but besides all that this is truly wonderful stuff you are doing ^:)^
Yeah im working on those features now, the lifebars are premature but I showed enough Eye Candy all through the forums and I wanted to get a live demo out before I go back to work on Tuesday which is ....tomorrow! :O
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=D>Amazing man amazing =D> Anyways i noticed that there isn't any first attack or ko sound announcer yet which i believe you haven't implemented yet plus the combe hit font. Also i wanted to point out i noticed on shin akuma and sakura their sprites didn't show sometimes during the fight in the green orb thing sometimes it would dissappear and reappear sometimes but besides all that this is truly wonderful stuff you are doing ^:)^
Yeah im working on those features now, the lifebars are premature but I showed enough Eye Candy all through the forums and I wanted to get a live demo out before I go back to work on Tuesday which is ....tomorrow! :O
Oh ok i figured you already noticed that stuff, anyways man your the best at what you do man ;*))
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Oh ok i figured you already noticed that stuff, anyways man your the best at blowing ppl away and i like it ;*))
Do me a favor, could you rephrase that please, I'm starting to get uncomfortable.
/Sarcasm
-Ontopic-
Glad you like my works. Ill try to have another update by next weekend.
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:o Huh, What the........... :-"
Anyways, back on topic, they look really extreme bro...
Im totally digging those round intros, they look boss man.
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Oh ok i figured you already noticed that stuff, anyways man your the best at blowing ppl away and i like it ;*))
Do me a favor, could you rephrase that please, I'm starting to get uncomfortable.
/Sarcasm
-Ontopic-
Glad you like my works. Ill try to have another update by next weekend.
:D Aw man i see what a phrase ;*)) Anyways i will look forward to the next update ;)
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I love it so far, but they're huge. I know it is a matter of a opinion, but the radar could be made smaller and everything would fit better. Basically the lifebars eat up more screen then lifebars should so it looks more condensed then it should be.
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Oh ok i figured you already noticed that stuff, anyways man your the best at blowing ppl away and i like it ;*))
Do me a favor, could you rephrase that please, I'm starting to get uncomfortable.
/Sarcasm
-Ontopic-
Glad you like my works. Ill try to have another update by next weekend.
:D Aw man i see what a phrase ;*)) Anyways i will look forward to the next update ;)
I get it too. :D
I look forward to the next update too.
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my goodness im sry but those lifebars are some of the most gorgeous ive seen in some time.... only thing well i can see its still a WIP but any font ideas? for instance not keeping the regular numbers for hit points (like when it says.....2hits etc) are you to change that or keep it the same? once again i do realize its just a WIP
and again excellence.....pure excellence ( XD|| lol)
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my goodness im sry but those lifebars are some of the most gorgeous ive seen in some time.... only thing well i can see its still a WIP but any font ideas? for instance not keeping the regular numbers for hit points (like when it says.....2hits etc) are you to change that or keep it the same? once again i do realize its just a WIP
and again excellence.....pure excellence ( XD|| lol)
Thanks for the compliment, and yes I am not keeping the default combo fonts, I am working on it as of now.
Also I developed a code for the arcade mode that will determine if you won or lost a match. This was done to give that real game feeling.
Some examples,
(http://img355.imageshack.us/img355/7415/mugen19hd0.png)
when you defeat a computer controlled character.
(http://img441.imageshack.us/img441/8096/mugen20xi0.png)
when a computer controlled character defeats you.
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my goodness im sry but those lifebars are some of the most gorgeous ive seen in some time.... only thing well i can see its still a WIP but any font ideas? for instance not keeping the regular numbers for hit points (like when it says.....2hits etc) are you to change that or keep it the same? once again i do realize its just a WIP
and again excellence.....pure excellence ( XD|| lol)
Thanks for the compliment, and yes I am not keeping the default combo fonts, I am working on it as of now.
Also I developed a code for the arcade mode that will determine if you won or lost a match. This was done to give that real game feeling.
Some examples,
(http://img355.imageshack.us/img355/7415/mugen19hd0.png)
when you defeat a computer controlled character.
(http://img441.imageshack.us/img441/8096/mugen20xi0.png)
when a computer controlled character defeats you.
Ohhh ok thats cool ;*))
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is that too much work or so to speak if you have the chars name winning....granted thats basically what ALOT of lifebars have you know
for instance gouki wins or something of that nature.....what you have there is cool as well but its just an idea
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If I did that by default then that will ruin the custom features implemented in my screenpack/lifebars.
The purpose of my lifebars anyway is to allow custom effects and such you might find in a real game that you normally cannot do in mugen by default, also, my lifebars announcer, etc are all character coded, not done normally through the fight def. So far the only thing in the fight.def that was done is the time logog in the time box, thats it.
With all of my custom codes in my coding archive and here in infinity's tutorial section, those are also added in the custom lifebars. The goal of my current project is to make mugen feel more like a real game with my custom features.
Anyway you will see the name of the character when you select him/her/it in the char select and the Vs screen, during the fight, I don't care for the names to show.
One final thing, my sites slogan, "We don't follow normal mugen trends", Thats not there for nothing you know.
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If I did that by default then that will ruin the custom features implemented in my screenpack/lifebars.
The purpose of my lifebars anyway is to allow custom effects and such you might find in a real game that you normally cannot do in mugen by default, also, my lifebars announcer, etc are all character coded, not done normally through the fight def. So far the only thing in the fight.def that was done is the time logog in the time box, thats it.
With all of my custom codes in my coding archive and here in infinity's tutorial section, those are also added in the custom lifebars. The goal of my current project is to make mugen feel more like a real game with my custom features.
Anyway you will see the name of the character when you select him/her/it in the char select and the Vs screen, during the fight, I don't care for the names to show.
One final thing, my sites slogan, "We don't follow normal mugen trends", Thats not there for nothing you know.
Alright thats cool im really interested ;*))
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Dunno about the numbers, Change them or leave as is?
I am definitely keeping my combo hit logo!
(http://img71.imageshack.us/img71/2341/mugen26ob3.png)
OH BTW.............
(http://img143.imageshack.us/img143/3315/mugen28ft4.png)
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........... <_<|...|
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As I have said on CS3, keep the numbers as is.
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If you guys don't mind, I need your help with this in reference to this thread below.
http://www.infinitymugenteam.com/Forum_345/index.php?topic=13415.0
Thanks.
-Update-
I am nearly finished with my custom Combo Ranking system similar to how it works from lets say a bit of killer instinct and devil may cry.
this is not official but this is just a sample,
5-10 hits = GOOD!
11-20 hits = EXCELLENT!
20-30 hits = HELL YEAH!
30-40 hits = OH poop!
etc.
You get the idea.
And you or the opponent after getting pounded on lets say 30+ hits, My screenpacks announcer will say "You need some practice!"
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If you guys don't mind, I need your help with this in reference to this thread below.
http://www.infinitymugenteam.com/Forum_345/index.php?topic=13415.0
Thanks.
-Update-
I am nearly finished with my custom Combo Ranking system similar to how it works from lets say a bit of killer instinct and devil may cry.
this is not official but this is just a sample,
5-10 hits = GOOD!
11-20 hits = EXCELLENT!
20-30 hits = HELL YEAH!
30-40 hits = OH poop!
etc.
You get the idea.
And you or the opponent after getting pounded on lets say 30+ hits, My screenpacks announcer will say "You need some practice!"
:D i like the you need some pratice part alot ;)
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(http://img221.imageshack.us/img221/5907/mugen29qp1.png)
(http://img505.imageshack.us/img505/3868/mugen30ws1.png)
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(http://img221.imageshack.us/img221/5907/mugen29qp1.png)
(http://img505.imageshack.us/img505/3868/mugen30ws1.png)
:D Are you done? ;)
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(http://img221.imageshack.us/img221/5907/mugen29qp1.png)
(http://img505.imageshack.us/img505/3868/mugen30ws1.png)
damn syn! you are a pro! :w00t: :thumbsup: XD||
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>:-(-|:
It's stuff like this that makes me forget ::fight:: that causes wars between the forums.
Back to business:
If this is what the battlefield woill look like, then I can already imagine the infirmary. (In case any of you didn't understand, I'm spaking military.)
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(http://img238.imageshack.us/img238/125/mugen34ar2.png)
I posted this in the screenshot section, this is just incase you didnt see it.
Now Rare Akuma Compatible. :P
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(http://img238.imageshack.us/img238/125/mugen34ar2.png)
I posted this in the screenshot section, this is just incase you didnt see it.
Now Rare Akuma Compatible. :P
;*))
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Btw New vid will be ready shortly.
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(http://img238.imageshack.us/img238/125/mugen34ar2.png)
I posted this in the screenshot section, this is just incase you didnt see it.
Now Rare Akuma Compatible. :P
:DxDie
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Btw New vid will be ready shortly.
Awesome can't wait ;)
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(http://img238.imageshack.us/img238/125/mugen34ar2.png)
I posted this in the screenshot section, this is just incase you didnt see it.
Now Rare Akuma Compatible. :P
:D :DxDie
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&fmt=18
Ok, in this vid here I updated alot of things prior to the last one.
The most noticeable thing is my combo fonts. They really needed the attention after viewing the first vid. It was accidentally neglected.
I added my own custom combo ranking phrases which will change the higher your combo hits will go. There is one flaw I should mention, If a character is in a grab like state where a hitadd is used in the attack, the combo fonts will not register. Known attacks are common ones like the Shun Goku Satsu aka Raging demon. There is nothing I can do about that so....Sorry!
My First attack logos are better and shorter! I like the way they look personally.
Alot of things was fixed from the last vid in terms of sound. Forgive the distorted BGM at play, thats due to me using Vista and I need to get a better soundcard. The default recording features on Vista Sux butt.
The very last round is a glimpse of my character and it's in the arcade mode. I have a cpu detection where the game will notice if you are a human or a cpu player. If you win against the Cpu, the announcer will say you win. If you lose against the cpu, the announcer will say you lose.
Also I have a custom BGM at play when you fight on the last round of the match. I love the SFA3 Last Round BGM and I chose to use that.
Anyway thats all I can think of now and I know there are more goodies I added and updated but Can't remember what all I did at the moment.
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awesome work there my friend...i ::salute:: you