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[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki

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Shadzmadz
JJ Darko
creativeprecursor
Phant0mD
Dripsugeki
✴Ex-Sirius✴
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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress update:

Finished the blank charge powerbar design for the top layer of HD clear empty glass.

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Next will be designing the outer frame and backer details

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have designed the backer steel frame to match the same material as the citrix lifebar frame.
This will be designed as a stand alone so it "can" be moved/modified easily withour desing work required
if there is ever a need to do so just as a precaution.

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next i will be adding the black empty void space behind the empty glass

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress Update:

Added the black void space. almost done and ready to compile

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CancerManXIII

CancerManXIII

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✴Ex-Sirius✴ wrote:thank you guys.

Progress update:

I have imported and coded the power meter animations.



Now its just a rinse and repeat for doing the frame housing and empty meter portion.
The way i will design this is going to be based on a lesson i learned when making another clients project.

Which was to design the powerbar completely independent from the lifebar.
This is because if you ever for whatever reason decided you did not want the powerbar overlaying the life bar or obstructing it and wanted it on its own area above/below the lifebars, it can all be easily moved via coding without a redesign required.
Keeping that in mind next i will do the empty frames

Bro those bars are siiiiiick Dat behind
Are you going to upgrade that timer big black X thing in the middle and the round 1 fight stuff?
It looks real out of place against those shiny ass bars thats all.
Really love the vide on these, they look real clean and simple to the point and then you start staring at them up close and see all the crazy shit low key going on and its like wuuuuut Dat behind Dat behind


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✴Ex-Sirius✴

✴Ex-Sirius✴

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Hi CancerManXIII
Thank you for your kind words and feedback.
Yes the Timer BG is part of the Lifebar frame redesign and will be done next.

regarding round animations etc,
This commission is only for lifebar and portrait system portion of the fight.def.
Dripsugeki does not require Round 1/2/3/4 animation upgrades for this commission.

Progress Update:

Added the full elements together which are now ready to be animated and have overlay effects added.

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Next step will be adding the animations and light effects to them

Dripsugeki

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Yeah, the round/combo animations aren't being upgraded because they'll be removed in favor of using the native Add004 round and combo animations


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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress update:

I have greated the empty powerbar frames animation
and added similar but subtle differences to the empty glass refraction.
this animation sequence is approximately 179 frames so its quite a detailed animation despite its small size



The next step will be importing and coding everything then finally testing them out

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress update:

I have completed the powerbars and repositioned them to align correctly with P1/2 health bar



The next step will be to finalize the overall frame design by completing the center timer and frame accents portion.
Once that is done, we can concentrate on the font system and portraits

-Metal SK- and Shadic12 like this post

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress Update:

I have started on the Timer base chrome frame:

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I will be adding multi layers as this will be heavily animated

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress update:

I have added the extra frames for the timer frame background

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The next process is adding the animation to these

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress Update:

I have created the animated backer frame for the center timer.
Obviously keeping with the original citrix orange theme



Next step will be overlaying the individual frames with light refraction and movement

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress Update:

Added the 1st frame to the timer



next i will animate the other 2 and create anim sequence variants for each one for added detail

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✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress update: added the second frame

✴Ex-Sirius✴

✴Ex-Sirius✴

[COMPLETE] ''CODENAME: CITRIX PLUS'' Custom Lifebar HD Upgrade/Remake + Custom Add004 Integration modifications for Dripsugeki - Page 3 51937087073_50975dcb2f_o
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Progress Update:

I have successfully finished the Lifebar frames and timer BG frames



The next step will be generating the portrait template system.
Please note: during this next phase,
there may be some slight modifications to the existing template to match the portrait design
and portrait display positions to improve or optimize aesthetics.

Dripsugeki likes this post

Dripsugeki

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I like it a lot, but I can't lie, with all the additions to the visual package it feels like the powerbar might get lost in the sauce. Would it be better to have the powerbar at the bottom screen just for visual balance and readability?


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✴Ex-Sirius✴

✴Ex-Sirius✴

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Hi Dripsugeki

As a general rule I avoid offering my personal opinions on the clients design layout,
However from the moment I first saw your screenpack I already realised that the powerbar was going to look out of place in the final design.
Because of this, I wanted you to see it first for yourself , and now that you have, I am very happy that you also now realise this.

The good news is, I deliberately designed the framework for this fight.def the long tedious way specifically, incase you required any additional changes outside tyehe original project specs.

I had similar experience where a client had to invest a large sum on design changes to the powerbar position
So this time around I designed it as a stand alone component that can be moved afound freely with no issue.

I can certainly reposition it and rework the x range values etc no problem with minimal work (approx 1-2 hours max).
If you would like this to be done it will be no issue, however it would have to be done as a separate project once this one is finished (we are about 70% complete now, just portraits and font system to go).

If you are hally with this please let me know and we cab discuss once this initial project is done.
(All going well it shoukd be done this week)

Dripsugeki

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Yeah that would be something that'd have to be done as originally the whole of the powerbar was built into the frame of the life bar as a whole. Now with the changes and the revision of the whole design it sorta feels like it's simply floating on top which along with everything else feels very much out of place now. Granted as you said it's an easy change given the way you've structured everything else out so it's one that I'm happy with making as it'll only increase the visual appeal.


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✴Ex-Sirius✴ likes this post

✴Ex-Sirius✴

✴Ex-Sirius✴

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Hi Dripsugeki

Yes correct.
The powerbar as its design is now can easily be relocated.
It would also possible do even better with its own accentuated backer frame but we can discuss all this in detail once this initial project is complete.
Currently finalizing the psd port template.
Will test and post images shortly

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have completed the design for the P1 & P2 Portraits.
These are universal as requested for Single/Team/Turns mode.
This design is based on the Tekken 8 Sample image that was provided

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The next step will be creating the Simul/Tag P3 P4 portrait variants.
The P3/P4 Variants will also be universally used for Team Mode P2/P3/P4

JJ Darko

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Duuude that is a sexy lifebar! Those portraits and the layout look official as fuck!
What resolution is this? Make a whole game in this style bro!

✴Ex-Sirius✴ and Shadic12 like this post

✴Ex-Sirius✴

✴Ex-Sirius✴

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JJ Darko wrote:Duuude that is a sexy lifebar! Those portraits and the layout look official as fuck!
What resolution is this? Make a whole game in this style bro!

Hi JJDarko

Thank you for the compliment/
This project is only for a fight.def and Portrait system template.
It is built into an already existing Mugen 1.1 screenpack called Mugen renegade.


progress update:

I have completed the simul/tag/team member portrait designs

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The next step will be a 2 stage process:

01. Optimizing the PSD template for auto drag and drop portrait creation
02. Posting a quick easy simple usage guide on how to use

✴Ex-Sirius✴

✴Ex-Sirius✴

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Major progress update (I have been working on this in tandem with the other parts hence why there has been a delay in my progress posting)

I have updated the Fight.def & Created the coding and parameters to
correctly position, scale and display all portrait variants for all different modes.

Now I will explain and provide an overview of the portrait system:

01. Go to the PORTS folder in the main Mugen Directory
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02. There are 3 folders & one PSD file.

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The OLD folder contains all unrelated files form your old build.
The 9000,5 Folder is the output folder for all P1/P2 SINGLE mode P1/P2 portraits
The 9000,10 Folder is the output folder for all P3/P4 SIMUL/TAG/TEAM mode portraits
The PSD file is the auto portrait template you will use to create the portraits.

03. Open the PSD. There are 2 master folders: 9000,5 folder and 9000,10 folder.
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04. To create the 9000,5 portraits, click on the PLACE IMAGE HERE folder as shown.
You will drag and resize your desired portrait to fit and place it in this folder

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(PLEASE NOTE: this is a 16bit PSD file so you will get a warning prompt if you use any images with 8bit. please ignore it as it will auto convert your imported art to 16bit.

05. Process is the same for the 9000,10 folder.
Save the exported portraits as PNG and add to your 1.1 .sff converted characters .sff file at the correct index numbers to use.
if unsure, please look at the example Adel character in I have pre-added portraits to.
(PLease note you may need to update the characters to 1.1/1.0 mode including palette index when converting their .sff files.
There are guides on Newagemugen.com on converting .sff files from 8bit to 16bit 1.1 png compatible etc but I assume you are already familiar)

The Next step will be to testing all of the portraits and modes and confirming frame/display compatibility

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

Tested and installed Single Mode portrait system:



Next I will install and test Simul.

✴Ex-Sirius✴ likes this post

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress update:

I have just finished the testing of simul mode portraits



The next step is adding the turns mode portrait system aswell as adding the KO portrait system marker
for when a team member is down

✴Ex-Sirius✴

✴Ex-Sirius✴

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Progress Update:

I have created the K.O Marker:

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Next step will be coding it into the turns mode system with the turns mode ports

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