The BATTLECRY:Retribution Screenpack project.
(Commissioned by Grayfox/BigBoss/Solidus Snake, Crowd Funded by Lunalcard55, CancermanXIII, Oxocube)
Project will be accessible exclusively by our VIP/Donator/Sponsor community Members on completion
Previous Progress tracking threads for all completed work to date can be found via the links below:
- PREVIOUS COMPLETED WORK (AS OF 23.09.21):
INITIAL PLANNING THREAD
[You must be registered and logged in to see this link.]
INITIAL TRAINING STAGE REQUEST THREAD
[You must be registered and logged in to see this link.]
LOGO AND THEME CONCEPT CREATION THREAD
[You must be registered and logged in to see this link.]
FIGHT.DEF SIMUL/TAG MODE LIFEBAR TEMPLATE CREATION THREAD
[You must be registered and logged in to see this link.]
Add004 MODIFIED CUSTOM COMBO ANNOUNCER/COMBAT MESSAGE/STUN/GUARD BREAK SYSTEM CREATION THREAD
[You must be registered and logged in to see this link.]
Add004 MODIFIED RANKING TROPHY SYSTEM/END OF ROUND RESULTS SCREEN ANIMATION INTERFACE
[You must be registered and logged in to see this link.]
FIGHT.DEF SINGLES MODE & TURNS MODE CUSTOM LIFEBAR/PORTRAIT TEMPLATE SYSTEM INTERFACE
[You must be registered and logged in to see this link.]
Project PART 7 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.1
[You must be registered and logged in to see this link.]
All future information related to the project will be posted here.
Overview of BATTLECRY:RETRIBUTION
- Spoiler:
- BATTLECRY:RETRIBUTION is the brainchild of Veteran Mugen Screenpack creator/Infinity Mugen Forums administrator/Club syndicate Xtreme/PhantomGs/Newagemugen Co-Founder Grayfox AKA Big Boss, and Club syndicate Xtreme/Negative-Edge Founder Immortal Syn (Newagemugen's original name before Club Syndicate closed down in the late 2000s).
It is a long lost project from the beginning/mid 2010s that Grayfox would like to see resurrected, to showcase the now long lost style & flare of the golden days of our private and exclusive community, but remade to modern standards.
BATTLECRY: RETRIBUTION LORE & STORYLINE
- Spoiler:
- The Word B.A.T.T.L.E.C.R.Y Itself is an acronym for "Bio.Augmented.Tactical.Technology.Lifeform.Enhancement.CRYOgenesis"
It is a translation of the original Japanese Name "TOKI: SHINBATSU" or 閧:神罰 (War cry: Divine Punishment).
The meaning is very deep, as is the them and design of the entire screenpack, its stages and character mods.
The story goes as follows:
Since the beginning of Human civilization, we have pointed up to the stars and spoken of heavenly beings and gods.
Mankind has countless myths and legends of warrior gods, Dragons, powerful weapons like the thunderbolt of Zeus, the Trident of Poseidon,
the Vajra of Tibet, The legendary sword Excalibur, the Vimana flying ships of ancient India and more.
But what if all these legends were true and these Gods and weapons did exist?
Well the fact is, they do, and they always have, and since the beginning of Time, Good and evil forces of both Mankind and the gods have been locked in an eternal battle over control of the Universe!
These celestial beings we call "GODS", who had been at war for millions of years, unable to kill each other, found a way to create powerful god killing weapons and technology that if placed in our world and used by humans, could indeed be used to kill the Gods.
These became known as the CRYO weapons.
The Martial Arts, Ancient mystic teachings, Knowledge of Alchemy, Metals, weapon forging and more, all these things were taught to us by Ancient beings, through ancient relics sent to earth by the celestials.
So now, the Celestials of Good and evil are locked in a power struggle, choosing warriors to join them and arm with celestial weapons to use against each other in order to control the Universe.
These battles will be waged not only on earth, but also within the secret dimensions of the Celestials themselves.
The BATTLECRY
The screenpack itself is a living artificial intelligence weapon fused with ancient technology than was either from space, Gods, some otherworldly Celestial Beings, or something else, but we dont know because its too secret lol.
This is only a short summary of the Battlecry lore. More will be revealed in time......
Technical Info and Specifications
- Spoiler:
- Project Name: BATTLECRY: RETRIBUTION
Project type: Screenpack
Mugen Version: Mugen 1.1b1 4GB Patch NTCore
Rendering mode: Open GL
Resolution/Localcoord: 1280,720/1920,1080,3840,2160
Add004 support: Full customized tag/score/Camera/Combo/guard crush/announcer/dizzy system support will be added
Character slots: Minimum of 48 With additional slot options/Select screen variants to be included
Portraits: Custom HD portraits and custom templates to be added for VS, SELECT, WIN, Lifebars
Visual Stage Select: Visual stage select to be added
Lifebars: 100% Original Singe mode, Tag Mode, Turns Mode Bars will be included
Win system: Score and rank calculator with Animated win icons for Win type (IE super,special,perfect etc) to be added
Menu screens: Fully animated Main Menu, VS, Char select, transition screens, options menu, Game over, victory screens
IKEMEN GO Support: Port will be added if/when Ikemen Go offers 100% Backwards compatibility for MUGEN content and all 1.1 Engine features have been implemented. As of 19.02.22, Ikemen Go v0.98.2 lacks alternate resolution window mode resizing/had parallax z-axis zoom/delta issues.
Additional bonus: Original and exclusive HD Training stage also to be included (commissioned by Oxocube as a joint commission)
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 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation template design - Complete (3 hours)
PHASE026 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation portrait system template - Complete (2 hours)
PHASE027 - Fighttx.air/common/cns: Pre-Intro Fight sequence animation sprite import/coding (1.5 hours)
PHASE028 - Fighttx.air/common/cns: Pre-Intro Fight sequence Portrait template Tutorial video/documentation (1.5 hours)
PHASE029 - Fighttx.air Custom Light/Med/Hard/Block hitsparkfx System (2 hours)
PHASE030 - Fightfx.air Custom custom ADD004 Tag Mode K.O Animation+ Knockdown Soundfx/animation System - complete (2.5 hours)
PHASE031 - Fightfx.air/Common.cns: ADD004 Custom stock animation/Dizzy System coding & sfx - Complete (2.5 Hours)
PHASE032 - Fightfx.air/Common.cns: ADD004 Custom stock animation Guard crush system coding & sfx - Complete (2.5 Hours)
PHASE033- Fightfx.air/Common.cns: ADD004 combo Announcer System base code import - Complete (1 Hour)
PHASE034- Fightfx.air/Common.cns: ADD004 combo Announcer System base sprite template import - Complete (1 Hour)
PHASE035- Fightfx.air/Common.cns: ADD004 combat system/custom sound Announcer System concept/sound/sprite design - Complete (2.5 Hours)
PHASE036- Fightfx.air/Common.cns: ADD004 combat system/custom sound Announcer System coding/position/import - Complete (2 Hours)
PHASE037- Fightfx.air/Common.cns: ADD004 combat system/custom sound Announcer System pointer marker/Tag design - Complete (1 Hour)
PHASE038- Fightfx.air/Common.cns: ADD004 combat system/custom sound Announcer System pointer marker/Tag coding/testing - Complete (1 Hour)
PHASE039- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen Border Frame system design/concept - Complete (2.5 hours)
PHASE040- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen Border Frame system coding & Testing - Complete (1 hours)
PHASE041- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen statistics/attributes meter design/concept - Complete (2 hours)
PHASE042- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen statistics/attributes ATK/DEF/VIT testing/debug/coding - Complete (3.5 hours)
PHASE043- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen S/SS/SSS/SSS+ RANK Score Cards design/concept - Complete (4 hours)
PHASE044- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen A/AA/AAA RANK Score Cards design/concept - Complete (3 hours)
PHASE045- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen B/BB/BBB RANK Score Cards design/concept - Complete (3 hours)
PHASE046- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen C/CC/CCC RANK Score Cards design/concept - Complete (3 hours)
PHASE047- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen D RANK Score Card design/concept - Complete (1 hour)
PHASE048- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen E RANK Score Card design/concept - Complete (1 hour)
PHASE049- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen - Total Score Digits Update system - Complete (1 hour)
PHASE050- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen - special message "first attack/perfect" award trophy bonus system - Complete (1 hour)
PHASE051- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen - "RESULTS/CONGRATULATIONS" final text addon message - Complete (1 hour)
PHASE052- Fightfx.air/Common.cns: ADD004 Round End custom Ranking/score calculation screen - complete system final coding and texting/gfx importing - Complete (1.5 hours)
PHASE053- Fight.def - Single Mode Lifebar - Base graphics design and concept (1.5 hours)
PHASE054- Fight.def - Single Mode Lifebar - custom Portrait PSD template system concept & design (1 hour)
PHASE055- Fight.def - Single Mode Lifebar - Sprite import & coding/testing (1.5 hours)
PHASE056- Fight.def - Single Mode Lifebar -system.def portrait scale & coding implementation (1.5 hours)
PHASE057- Fight.def - Turns Mode Lifebar - Base graphics design and concept (1 hour)
PHASE058- Fight.def - Turns Mode Lifebar - custom Portrait PSD template system concept & design (1.5 hours)
PHASE059- Fight.def - Turns Mode Lifebar - Sprite import & coding/testing (1 hour)
PHASE060- Fight.def - Turns Mode Lifebar - system.def portrait scale & coding implementation (1 hours)
PHASE061- Fight.def - Turns Mode Lifebar - K.O Animation effect animation portrait system design and import (2 Hours)
PHASE062- Fight.def - Turns Mode Lifebar - Multiple Lifebar mode variables testing and debug (2 Hours)
PHASE063 - 4x CRYOGENESIS Character Skin Mods - Palette selector mod & planning/import/export/animation (2 Hours)
PHASE064 - 4x CRYOGENESIS Character Skin Mods - Character001-Hiryu mod-Mugen 1.1 HD .def Coding conversion (1 Hours)
PHASE065 - 4x CRYOGENESIS Character Skin Mods - Character001-Hiryu mod-ADD004 Patch/tag compatibility system checking (1 Hours)
PHASE066 - 4x CRYOGENESIS Character Skin Mods - Character001-Hiryu mod-12xPalette creation system Adjustment (4 Hours)
PHASE067 - 4x CRYOGENESIS Character Skin Mods - Character001-Hiryu mod-1.1 .cns Widescreen combat coding updates/bug removal (0.5 Hours)
PHASE068 - Character001-Hiryu mod-1.1 Palette Transparency Mods (2 hours)
PHASE069 - Character001- Custom hitspark mods-Hiryu Cyber Light Hitspark planning & animation layers (1 hour)
PHASE070 - Character001- Custom hitspark mods-Hiryu Cyber Light Hitspark import & coding (1 hour)
PHASE071 - Character001- Custom hitspark mods-extra dust effect mod Hitspark planning & animation layers(1 hour)
PHASE072 - Character001- Custom hitspark mods-extra dust effect mod Hitspark import & coding(1 hour)
PHASE073 - Character001- Custom hitspark mods-Hiryu Cyber Slash Hitspark planning & animation layers(1.5 hour)
PHASE074 - Character001- Custom hitspark mods-Hiryu Cyber Slash Hitspark import & coding (1.5 hour)
PHASE075 - CRYOGENESIS Character Skin Mods - Character001-Hiryu mod-Custom HD Hitspark/Guard spark Helpers system (1.5 hour)
PHASE076 - Custom character Minion system animation/coding & import template (1.5 hours)
PHASE077 - Custom character Minion system scaling/refining/tweaking (2 hours)
PHASE078 - Sample CHar Hiryu Mods - Special Slashing Hitsparks (1.5 hours)
PHASE079 - Sample CHar Hiryu Mods - Super Move Hitsparks (2 hours)
PHASE080 - Super HDSM move BG template - LEVEL 1 2 3 (1.5 hours)
PHASE081 - super combo finish move text. (1 hours)
PHASE082 - Custom Powerup charge Animation & coding FX (5.5 hours)
PHASE083 - Battlecry special character Aura & coding FX (1.5 hours)
PHASE084 - Cipher Dragon Guy Palette selector coding system import (0.5 hours)
PHASE084B - Cipher Dragon Guy 12 x Palette Mods creation (3.5 hours)
PHASE085 - Cipher Dragon Guy HD Guard sparks system import (0.5 hours)
PHASE086 - Cipher Dragon Guy HD Hitpsarks System Import (0.5 hours)
PHASE087 - Cipher Dragon Guy Powerup/Counter system Import (0.5 hours)
PHASE088 - Cipher Dragon Guy Cryo Bonji charge system Import (0.5 hours)
PHASE089 - Cipher Guy Dramatic KO BG animation system Import (0.5 hours)
PHASE090 - Cipher Guy Signature Move KO text animation creation (0.5 hours)
PHASE091 - Cipher guy Minion System Animation creation and coding import (2 hours)
PHASE092 - SUPER HDSM BG ANIMATION Creation and code import (0.5 hours)
PHASE093 - CIPHER GUY AURA SYSTEM CREATION AND CODING IMPORT (1 hours)
PHASE094 - CIPHER GUY Dragon Guy Style Intro Animation sprites creation (2.5 hours)
PHASE095 - Cipher Guy GRAYFOX Voice Mod requests (2 hours)
PHASE096 - Cipher Guy custom Portrait graphics/lifebar port generation (2 hours)
PHASE097 - Cipher Di Kong 12x Custom Palette system planning (0.5 hours)
PHASE098 - Cipher Di Kong Palette selector coding system import (0.5 hours)
PHASE099 - Cipher Di Kong 12 x Palette Mods creation (3.5 hours)
PHASE100 - Di Kong HD Guard sparks system import (0.5 hours)
PHASE101 - Di Kong HD Hitpsarks System Import (0.5 hours)
PHASE102 - Di Kong Powerup/Counter system Import (0.5 hours)
PHASE103 - Di Kong Cryo Bonji charge system Import (0.5 hours)
PHASE104 - Di Kong power up command coding and moveset edit (3 hours)
PHASE105 - Di Kong Projectile system update (12 hours)
PHASE106 - Di Kong Minion System Animation creation and coding import (2 hours)
PHASE107 - SUPER HDSM BG ANIMATION Creation and code import (1 hours)
PHASE108 - Di Kong AURA SYSTEM CREATION AND CODING IMPORT (1 hours)
PHASE109 - Di Kong Intro Animation sprites creation (2.5 hours)
PHASE111 - Cipher Guy custom Portrait graphics/lifebar port generation (2 hours)
PHASE112 - Cipher Guy Ice Shuriken projectile attack planning and concept design (2 hours)
PHASE113 - Cipher Guy Ice Shuriken projectile animation creation (1.5 hours)
PHASE114 - Cipher Guy Ice Shuriken projectile coding & testing (2 hours)
PHASE115 - Di Kong heavy attack HD fire flame effect upgrade/positioning (1 hours)
PHASE116 - Di Kong lvl3 final divine slash attack planning/concept (1 hours)
PHASE117 - Di Kong lvl3 final divine slash sword design (1 hours)
PHASE118 - Di Kong lvl3 final divine slash effects/explosion (1 hours)
PHASE119 - Di Kong lvl3 final divine slash clsn correction (1 hours)
PHASE120 - Di Kong lvl3 final divine slash finalization & testing (2 hours)
IN PROGRESS AS OF 02.08.23:
Phase121 - GX Cipher Psylocke Palette generation (xx hours)
PENDING PHASES TBA
to be advised in next thread
CURRENT BUILD: BCRv0.60a
PROJECT COMPLETION STATUS: 60% COMPLETE
Total Time/value investment as of 02.08.23: 220 Hours (@18.00/hr = Current project value @ 3960)
Last edited by Phant0mD on Wed Aug 02, 2023 4:21 am; edited 4 times in total