| Wall and floor break bars concepts | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Wall and floor break bars concepts Sun Apr 07, 2013 11:20 pm | |
| well i wanted to start this real quick before i head to work. I did a quick paint sample of what some custom bars will or can be like at the bottom of certain stages that will have floor and wall breakthrough effect. this just a quick ehhhh thing i did. i am going to fully hand draw it and then scan in and then color. it will look much different than this and if anyone has any other ideas for how they could look , hit up in here. I think as well at the end of the meter will be the workds in a bubble or something saying "BREAK" and thats when if either the floor or the side wall will allow for a character to be knocked through into new stage section. I am gonna work on Gon stage to see about having that feature as well there will be others that will have it like spike speigal stage, Scryed stage and Adam Arclight stage...Rob Lucci stage will have one of them as well. I have in mind for a design that can go along with how our bars are . will see as well what V- nix thinks. Cyanide and Dark Valentine laced me in how to achieve this effect and there are several stages around ( need to find ) that have the floor version in code. | |
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Shadman C.R.O.M. Spriter
Posts : 51 CROM Points : 73 Join date : 2013-03-02 Age : 34 Location : Iowa
| Subject: Re: Wall and floor break bars concepts Mon Apr 08, 2013 12:04 am | |
| As the damage gets worse you should add cracks to the bar and the more damage there is the more cracks until it hits full damage and shatters. | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Re: Wall and floor break bars concepts Mon Apr 08, 2013 5:31 pm | |
| - Shadman wrote:
- As the damage gets worse you should add cracks to the bar and the more damage there is the more cracks until it hits full damage and shatters.
I LIKE THAT! hmmm i wonder how difficult would it be to create a code for that thop to function with lthe bars doing that. my idea was adding that "BREAK at the end of the bar so as the wall takes damage the energy gauge depletes and when hits BREAK.. it glows letting you know you can or you will get knocked through the wall or floor if get hit with a hard enough attack that will either send you flying into the wall or breaking the ground. i got off for the next 3 days so i will be working on alot of things, this new bars will be one of them. most bars are mabe in photoshop but i have gimp so i will try to see what i can cook up...or.. mayube get V-nix input on how to flow with the idea cause he makes bars and Screenpacks. | |
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Shadman C.R.O.M. Spriter
Posts : 51 CROM Points : 73 Join date : 2013-03-02 Age : 34 Location : Iowa
| Subject: Re: Wall and floor break bars concepts Mon Apr 08, 2013 7:49 pm | |
| If you can get my idea to work that would be great lol but anyways the idea hit me right when I seen that bar. | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Re: Wall and floor break bars concepts Wed Apr 24, 2013 9:58 am | |
| Yo i been working fopr 14 hours straight damn near on ABR content. I need some damn sleep! lol. and then i have to try out some coding to set some combo chaining gameplay ( which once its all together.. Youngsamurai bro you already know what the deal shall be when its done...be on standby for a delivery with docs lol) today and tomorrow? i am gonna be beat! I redid the entire Gauge design from scratch and actually hand drew it on my art paper for a simplistic design first and been editing it once i then created it on cpu in Gimp and Paint. Moreso paint tho cause i will have to see what else will be done . I sent it off to V-nix for further overlook and see what he says. he creates great lifebars and has alot of know how in that field. he made ours for ABR.
i wont show it publically for now till its gotten ready for PSd and programmed to function so a cool stage will be in the works soon that will test this function, plus i need some cool wall breaking like fx or pieces to use for this stage. Big props again to Dark Valentine and Cyanide for the advice on how to code and implement this cool ass interactive feature. but you guys know yall will get to see it behind the curtain...for now. :twisted: | |
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YoungSamurai5 C.R.O.M. Coder
Posts : 49 CROM Points : 49 Join date : 2012-07-02 Age : 31 Location : Austin, Tx
| Subject: Re: Wall and floor break bars concepts Wed Apr 24, 2013 2:39 pm | |
| - Lando wrote:
- Yo i been working fopr 14 hours straight damn near on ABR content. I need some damn sleep! lol. and then i have to try out some coding to set some combo chaining gameplay ( which once its all together.. Youngsamurai bro you already know what the deal shall be when its done...be on standby for a delivery with docs lol) today and tomorrow? i am gonna be beat! I redid the entire Gauge design from scratch and actually hand drew it on my art paper for a simplistic design first and been editing it once i then created it on cpu in Gimp and Paint. Moreso paint tho cause i will have to see what else will be done . I sent it off to V-nix for further overlook and see what he says. he creates great lifebars and has alot of know how in that field. he made ours for ABR.
i wont show it publically for now till its gotten ready for PSd and programmed to function so a cool stage will be in the works soon that will test this function, plus i need some cool wall breaking like fx or pieces to use for this stage. Big props again to Dark Valentine and Cyanide for the advice on how to code and implement this cool ass interactive feature. but you guys know yall will get to see it behind the curtain...for now. :twisted: already on standby bro lol :P | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Re: Wall and floor break bars concepts Sat Apr 27, 2013 9:19 pm | |
| I wish i could implement that wilkd idea you had Shadman. thats alot of animation work and then coding it all. I am not that par into coding bars and gauges but i am learning to get what will be needed to function and it will be testing it that will tell how well it goes. The new gauge i came up with in design.. some have already seen and will show to others.. will have that "break " blinking when the meter count is zero in energy depletion. the energy will not be slowly chipping in damage either., there will be certain amount of Hit wall damage points that have to be as the wall or floors get damage by hits that will reflect in the energy draining in the gauge. All wall hits will do the same amount of damage. Once that energy is drained and the "break " text blinks , then any wall or floor hit will break through to next stage scene of that stage.
Some places like outdoors will and wont have floor or wall breakthrough feature. Kazuma stage will as i want to plan will have one for the Scryed stage. There wont be a a wall per say but maybe a huge boulder and it will take the damage as a wall breathrough functions and once final damage is done that next hit will burst the boulder and character goes flying across into next part of stage. Its pretty neat and adds some good action flair to the project like they do in animes. | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Re: Wall and floor break bars concepts Thu May 02, 2013 10:53 pm | |
| ok me and some cool people i have asked a lil info on to get something started up for Interactive stages. I decided to put together first a static test stage and work in the sprite for the wall breakthrough and then get to coding our wall/floor breakthough gauge to coincide with the interactive walls or floors depending on the stage cause some will have them ( at least one or the other) and some will not have any . This a test stage version of the soon to be done Scryed Stage for both Kazuma and Ryuho but will actually switch depending on which characters your either facing to fight. the real stage that being developed is to sorta reflect the location of their final battle. I am using these characters as test for the stage for now in the screenshots. Yeah thats ABR Inuyasha too. lol trying out coding for the guy. Still got alot of sprites to do for him for new moves that he needs cause he is missing some things that i want and new fx for his moves. Using his sprite sheet to import and work in everything that needs to be done and more. The test stage : The end screen of the test stage with a resized boulder image sprite to represent the actual breakable wall. yes that boulder will break > well back to work . ::salute:: | |
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Exceltheory Site Moderator
Posts : 412 CROM Points : 514 Join date : 2012-10-14 Location : At my HQ.
| Subject: Re: Wall and floor break bars concepts Thu May 02, 2013 11:12 pm | |
| I was going to say that i see some mistakes with the stage but i readed thaht is just for test the coding so....Is ok sorry =P
The only problem i see with the idea is to find or make a suitable location after that.... Tho i kinda see you are getting a lil close to that code. | |
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Lando Admin
Posts : 966 CROM Points : 1150 Join date : 2011-12-22 Age : 50 Location : Philly , Pa
| Subject: Re: Wall and floor break bars concepts Thu May 02, 2013 11:40 pm | |
| locations after the wall breaks or floor breaks arent a problem at all. its they are extentions of the same stage but will have suttle differences. like on the other side there maybe catuses, small rocks around , mountains in the background..etc . this same aplies to all stages done. no different than how MVC had a stage that floor brokeaway and was falling down to the sewers where you continued the fight.
The main thing after nailing how to code everything with stages is ideas. Like adam acrlight Simeon building stage, his wall break stage will lead to another room.. its an extention BUUUUTTT i gopt something very exclusive and wild out for that...instead of one wall breakthrough...maybe 2? there are tons of things not yet fully tried in Mugen 1.0 and with me getting some great advice, coding knowledge from those folks and as well my own research , i am finding out many tjhings bro. many things indeed. Once this test stage is nailed to perfection in coding the entire thing and its fully functional with the gauge and the wall/floor break...the rest that have this same type of feature will be used. I plan to take this further than that as well. hehehehe. back to work i go. this is FUN!
oh and never say or think something is impossible in mugen unless you have tried every avenue, every coding method and trial and error to prove that in Mugen the thing your trying wont work cause the engine just cannot do it...but i have heard of things that was not able to do...actually became possible and then some. :twisted: | |
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Exceltheory Site Moderator
Posts : 412 CROM Points : 514 Join date : 2012-10-14 Location : At my HQ.
| Subject: Re: Wall and floor break bars concepts Fri May 03, 2013 12:40 am | |
| Hey! I never said that there was something imposible to do in mugen! LOL I´an not that noob...Tho i just noticed that i wrote that iam a noob in my profile and i was when i joined here and i have learned so much...Stage wise mostly :face:
I like what i see for this project :3 | |
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| Wall and floor break bars concepts | |
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