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[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM

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Shakti♥chu<3
xXEnchanter.ZuXx
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Phant0mD
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Phant0mD

Phant0mD

[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM 52697050446_f068e68a44_o
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This is the 2nd part of the official WIP Progress tracker thread for:

The BATTLECRY:Retribution Screenpack project (Commissioned by Grayfox/BigBoss/Solidus Snake)

Project will be accessible exclusively by our VIP/Donator/Sponsor community Members on completion

Original planning threads for both projects can be found here:
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This is a continuation of the Battlecry SP Logo/Advanced Training stage creation topic now complete as of 22.07.21.
The original link to the old topic regarding the logo and stage development can be found in our "completed commissions" section here:

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All future information related to the project will be posted here.


About BATTLECRY:RETRIBUTION
Spoiler:

Technical Info and Specifications
Spoiler:


PROGRESS TRACKER & COMPLETION STATUS

PHASE 00 - Concept & design discussion - complete (2 Hours)
PHASE 001 - Game Logo design - complete (6 Hours)
PHASE 002 - Mugen Engine patching & 1080p localcoord template setup - complete (1 Hour)
PHASE 003 - Training Stage parallax template design - complete (3 Hours)
PHASE 004 - Training Stage aesthetics design - complete (5 Hours)
PHASE 005 - Training Stage Template Variation sequence - complete(4 Hours)
PHASE 006 - Stage Animation (Object Glitches and coding/import) - complete (2 hours)
PHASE 007 - Stage Animation Template (Info Graphics Universal constants & coding/import) - Complete (2 Hours)
PHASE 008 - Stage Animation - Create & Code 8 unique custom HD animation digital info emitter sequences - complete (10 Hours)
PHASE009 - New ADD004 engine system base setup for August update - Complete (1 hour)
PHASE010 - Fight.def: Simul/Tag Mode Lifebar template concept/creation - complete (3 hours)
PHASE011 - Fight.def: Simul/Tag Mode Lifebar import and coding -  complete (1 hour)
PHASE012 - Fight.def: Powerbar and font template concept/creation - complete (2 hours)
PHASE013 - Fight.def: custom score system implementation - complete (2 hours)
PHASE014 - Fight.def: Powerbar Template import & coding - complete (2 hours)
PHASE015 - Fight.def: Powerbar meter soundfx creation/import (1 hours)
PHASE016 - Fight.def:simul/tag mode Custom Portrait design -complete (1 hour)
PHASE017 - Fight.def: Tag Mode Name Font design (1 hours)
PHASE018 - Fight.def: Tag Mode Name Font import/coding (2 hours)
PHASE019 - Fight.def: powerbar level Font import/coding -complete (1 hour)
PHASE020 - Fight.def: Round Wins Icon System design - complete (2 hours)
PHASE021 - Fight.def: Round Wins Icon System import/coding - Complete (1.5 hours)
PHASE022 - Fight.def: Round Timer font design - Complete (1 hour)
PHASE023 - Fight.def: Round Timer BG Animation -  Complete (3 hours)
PHASE024 - Fight.def: Round Timer font import/coding - Complete (1 hour)



PHASE025 - Fight.def: ADD004 Custom Combo System (Commences 04.10.21)

PROJECT COMPLETION STATUS: 24% COMPLETE
Total Commission Time Spent as of 27.09.21: 60.5 Hours labor (@18.00/hr = Current project value @ $1089.00 USD)



Last edited by Phant0mD on Mon Oct 04, 2021 6:59 pm; edited 11 times in total


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Phant0mD

Phant0mD

[COMPLETE COMMISSION][Mugen 1.1][1080p] BATTLECRY: RETRIBUTION SP part 2 - TAG MODE LIFEBAR TEMPLATE SYSTEM 52697050446_f068e68a44_o
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Alright lads. We made it this far.
Now that the Logo and Training stage is out of the way, the next step, which is the real tricky part (if not the trickiest) that we have to take care of, is the FIGHT.DEF system.

The FIGHT.DEF system will be using the shiyokakuge add004 system as a base, so to allow for tag mode when simul mode is selected, but also to implement various lifebar and counter/score related functions that are all basically standard additions in mugen these days.

The process from here is going to be very much the same as how we approached the training stage.
It will start with us creating a solid, stable FIGHT.DEF template, and also a solid common.cns Template to allow us to use all of the extra features with the life bars including:

- score system
- dizzy
- extra hit sparks
- Guard break bar/system
- off screen character marker (for during super jump)
- End of round results screen with score rank
- fullscreen KO effects
- extra lifebar powerbar eye candy stuff ecetera

From monday, we begin PHASE009.


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I got the popcorn and ready for another, awesome seminar to commence. Twisted Evil What a Face pirate


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Eating bubble gum and drinking green tea. Now!, who want some. Twisted Evil Twisted Evil


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Hey hey, I paid for a full show. I'ma need sum backup, to head over to them mountains. Lol


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Phant0mD

Phant0mD

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GRAYFOX wrote:Hey hey, I paid for a full show. I'ma need sum backup, to head over to them mountains. Lol

you did indeed.
It has been a touch and go week as i said it would be last time lol.
But now that things have settled down irl, and the initial coding setup is done which i wont post here since its pointless, the real show begins!
As we enter the next phase - the lifebars.

Now the most important factor that we keep in mind here as we continue with the creation of the Fight.Def elements,
Is the complexity and order of approach to the lifebar system.

You see, A lifebar system comprises of several elements - all of which need to be designed, coded and imported individually.
The components are as follows:

1.Single Mode Lifebar HP template
-P1 side
-P2 side

2. Simul/Tag Mode Lifebar HP Template
- p1 side
- p2 side
- p3 side
- p4 side

3.Turns Mode Lifebar HP Template
- p1 side
- p2 side
- p3 side
- p4 side

4.Single Mode portrait template
-P1 side
-P2 side

5. Simul/Tag Mode portrait Template
- p1 side
- p2 side
- p3 side
- p4 side

6.Turns Mode portrait Template
- p1 side
- p2 side
- p3 side
- p4 side

Then after that we have the basic font/counter systems:

7.round timer template

8.combo hits template

9.name fonts template
- p1 name
- p2 name
- p3 name (tag/simul)
- p4 name (tag/simul)
- Turns mode names

10.Power Bar Template
- Guage charge anims
- frame anims
-max lvl anims custom code

11. Round win counter template
- no of wins
- winner name display end of round

12.round animation template
- round 1
- round 2
- round 3
- round 4
- round 5
- ko
- draw
- final round etc


SO as you can see, here we have a minimum of 12 templates we must design, animate, import, code, and position into our fight.def/sff to enable the complete system to be operational!

12 designs, means at a bare minimum, we are looking at 12 hours work minimum ahead of us to get this next phase done.
And we need to be careful not to burn up all of our remaining funds before we even get to the screenpack menu screen stuff lol.

Fortunately, crowd funding had helped us with most of the stage,
So far, we have only actually used 6 hours of grayfox $$ on this commission which was for the logo,
and we have 6 hoursd worth of crowd funding still left, meaning we still have 20 hours left on the clock! Dat behind

So with that said, lets continue!
Now the way we are going to go at this, is by getting the most time consuming parts out of the way first - that being the Simul mode bars.
That is because simul/tag bars take more work than the latter mode bars which can be done last.

The first and most important thing that needs to be done to build a strong foundation for our lifebar design, is to create what is known as the
"universal HUD boundary".
The HUD boundary is a guideline that ensures that our designs do not in any way interfere with mugen fight screeb/correctly coded stages, so that it can work universally with all correctly coded assets.
The general rule of thumb is that HUDs with power bars on the BOTTOM of the screen (like SF) should NEVER overlap the zoffset of a stage set an 200 pixel increments.
For example:
correctly built 1.1 HIRES stages generally use/should use a 400-420 zoffset.
72op use 600, and 1080p HD use 800 etc.
This is because of where chjaracters appear on screen in traditional 2d commercial games.
You will notice they never stand on the edge of the screen.
They are always generally spaced out from the lower screen around this zoffset area within the 200x multiplier value.
So that will be step 1.


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GRAYFOX

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Man you have said a mouth full, good job on breaking that input down. Now, that your going to build a base foundation. Then it out with all the fancy tremings. Lol I can only imagine the round announcer voice, being engage for each round. Will you be using the announcer voice samples, I sent over or you have something else sinesster cook up. Just asking, do your thing master builder number one. Lol


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CancerManXIII

CancerManXIII

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GRAYFOX wrote:Man you have said a mouth full, good job on breaking that input down. Now, that your going to build a base foundation. Then it out with all the fancy tremings. Lol I can only imagine the round announcer voice, being engage for each round. Will you be using the announcer voice samples, I sent over or you have something else sinesster cook up. Just asking, do your thing master builder number one. Lol

I know from experience when i commissioned some lifebars and rnd.anim stuff a few months ago why it gets done like this.
as it was explained to me, The round animation part is last since its the simple part.
The meat and potatoes of the costs and time are the coding and placement and sprite creation of all the moving bars and stuff.


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Phant0mD

Phant0mD

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CancerManXIII wrote:
I know from experience when i commissioned some lifebars and rnd.anim stuff a few months ago why it gets done like this.
as it was explained to me, The round animation part is last since its the simple part.
The meat and potatoes of the costs and time are the coding and placement and sprite creation of all the moving bars and stuff.

yup. big facts.
The Round anims is just animation sequence and is the last thing to worry about.
The real mountain is the actual bars and fonts - so many components that are time consuming.
Thats why we always start with the fight.def and leave the actual system.def/sff of the SP till last aswell.
Following up on the template, this is how its gonna go down.
I have successfully created the base 1920,1080 localcoord space and added the boundary markers that we will be working within.
See example below:


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Nothing in the HUD should bleed outside of the yellow marked areas.
Thats not just for the simul tag mode bars, but ALL of the bars, the fonts, the wins counter, and portraits.


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Completely understand, great example now let’s put this puppy together.


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I noticed that problem with alot of stages now you mention it.
Especially after I came back to mugen and started downloading alot of new stages to test out in 16:9 resolution. That annoying problem with the bottom of the stage black bar showing up when you change the zoom or the character being too low below the power bar was annoying nut I had to put up with it because I prefer my powerbars at the bottom of the screen


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Yeah, you have tinker around with the coding to get everything position properly. Some creators look over minor universal coding and don't have a base, for others so you get stuff being misaligned or just not coded correctly.


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I ran out off original, so I got me seasoned popcorn. For the rest of the show if course, other folks have to wait their turn. Lol


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GRAYFOX wrote:I ran out off original, so I got me seasoned popcorn. For the rest of the show if course, other folks have to wait their turn. Lol

lol well there aint much of a show on during the lifebar phase to look at sadly lol. just alot of boring code and object placement on an a template lol. But to give u an idea whats going on atm, its sumthin like this. solids, decimals, templates, and spacing for the guages start/finish points in localcoord 1920,1080 etc

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these solids represent the guages and the counters for the powerbar system. these exact screen positions need to all be manually calculated because nobody makes 1080p screenpacks except us, so there is literally no reference template apart from our own lol.
We ARE the 1080p template for mugen 1.1 you could say lol.
Back to the mountains....


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Yes I'm not hard to entertain. I love all parts of the show, I'm a old goat when it comes to the source codes and foundation. That's pretty Kool, we get to make our on template for 1080p sp. The only other person, I can think of is presidentdavion. I know I butchered his name, but he has made many 1080 sp. Other than that, no one with originality like yours. This gone be real goood indeed.


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perfect timing.
Yu must have sensed my Ki as I returned from the mountain for a brief moment for some supplies.

So we have the first BG layer 0 of the Life Bar surround Frames, aka the surround frames.
The system I use to create the lifebars which has taken me many years to perfect a template, is a unique one that allows me to interchange, recolor, swap, and control every individual layer of the lifebar completely.
In other words, I create Lifebars the same way as a stage.
Layer upon layer.
Lifebars have many layers - not just HP, Damage, Frame, BG.
There can be alot more added if you know how.
Anyway this is not much to look at atm.
But the base frame is there which is just the thin lip accented aread where the actual HP will sit inside.
Needless to say, the Frame portion of ALL the Mode lifebars needs to be made and coded differently so they all work together incase one player chooses single and one chooses tag etc.

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Next, we will work on the actual HP, and then of course the damage


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I can digg it man, you have shown me how much out of sync I have become over time. Yet, seeing this pumps me up to get back into for real again. Lol I like how you have built your own design for making things sufficient and right. I like those colors, blends well starting off. Going to be crazy from here on out.💯😎


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Phant0mD

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GRAYFOX wrote:I can digg it man, you have shown me how much out of sync I have become over time. Yet, seeing this pumps me up to get back into for real again.

The whole community outside of us here are what really went out of sync after the exodus here. Creators never tried to reallt learn 1.1 properly because there is a old mugen 1.0 culture and those members who were young then are too old to learn something new lol.
We are the exception lolol.
But more importantly, we have DAMAGE Bars


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I wasnt sure when we would eventually use your favorite hexagons but I thought the HP energy would be a good start haha.
Next will be the HP energy.


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I like that look man, it's starting to grow. Lol look forward to the next part. Hehe Keep the film rolling man. Lol


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Yeah, this community is lost from the golden day's of Mugen. Just isn't the same, but that's why we are bless to have nam and the folks here. That make up our community, and understand the other side of pushing to a new level. To many joke stuff or things, I have no interest in. Just saying, Mugen is for expressing your take on it. Still, wish other forums would be more into what they do.lol


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Totally agree RE the old days.
There is a reason for this i noticed.
When mugen 1.1 released in 2013, it made alot of the older stuff that was once thought to be epic seem old and obsolete.
Ex Shadow stages for example. They were good 10 years ago but by todays standards with 720p and 1080p options, they can be made to look outdated very easy in 1.1 meaning to stay in the mugen kitchen means learning to turn up the heat. And most our retired OGs got out of the kitchen ant talk about what they "would/could" do instead of cooking anything lol.
But more importantly, we finally have LIFE HP:

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Obviously it goes without saying that these will all be animated energy eventually lol


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Great googly moogly, we have life now. Things are heating up for sure, I like the overall idea. Cool steal, with the green pimping out. Lol Yeah, if noz or ex and did the stuff they did on Magen 1.0. It would be so sick, would love to see, some of cvs2 and cvs1 stages altered in 720p.


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currently knees deep in building the backer frames in illustrator from the ground up. fiddly slow painful stuff, but well worth it in the end. and far more rewarding than using existing stuff because it will be 100% unique and fit to the theme we discussed.
Going for that semi pacific rim mech data flow look. Then oncce imported to photoshop I can start adding all the other effects and filters to the blank shapes to make them into steel and glass and sorts.


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Oh man, this be pimping like some crisply chicken. I like the look man, wonder how that dragon and blade going to like they new brother. Lol 😎


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the project is progressing very well the life bar is taking shape. I can't wait to see what happens next, my friend.


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