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Let's make Aquapazza lifebars 1.1


Phantom Blood

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*Not a tutorial but thought i would post some steps

*Sprites ripped by Aokmaniac

*Mugen 1.1 only

 

Phase 1

 

1) Make a new canvas in photoshop the size of the bars you are making. Eg: 1280 x 720

 

(Going this route makes alignment a piece of piss later on)

 

2) Grab an equivalent sized actual game screenshot and have that as your background layer

 

Posted Image

 

 

Phase 2

 

1) Take the ripped sprites and layer them over the image

 

Posted Image

 

2) Make sure they are aligned equal distance left and right, top and bottom

 

Take your time!

 

Phase 3

 

1) Turn off the game screenshot (layer background)

 

Et Voilà, we have started

 

Posted Image

 

More later

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Not so much progress since wednesday

 

Phase 4

 

1) Added the back section on the template that will spin behind the timer background

 

God bless you 1.1 sprite rotation

 

Posted Image

 

2) Added the life bar frame drop shadows that i missed

 

3) Made some p3 and p4 bars by cropping, gradient overlay, editing of power bars

 

4) cropped the alphabetical/numerical images into individual numbers/letters

 

The (Not a)tutorial will continue on sunday with assembly

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Nice  (Non) Tutorial.

I may try this too since i have the rips from the pack too.....

Tho you make it looks easy.

 

+1

 

Again one queation.

1-You plan to merge down the P1 and P2 Lifebars and powerbars in to a single layer?

Becuz it give me the impresion of that as i see.....

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Houston, we have a layering problem.

 

Let's look at a game screenshot and how the bars are with the portraits

 

Posted Image

 

The shadow, lifebar frame, small circle, and the larger circle are all above the portraits

 

(Take note of the anti aliased sprite edges. no amount of portrait editing is getting over the fact they should be behind the sprites)

 

In mugen the lifebars portraits are layered after the bar sprites, so they will appear above any sprites in the [Lifebar] section.

 

We could try adding layerno = lines and get over this, but here are the problems

 

Method1: Portraits at layerno = 0 and lifebars at layerno = 1

Outcome: characters when jumping would pass in front of the portraits, but behind the lifebars and that we don't want

 

Method2: Portraits at layerno = 1 and lifebars at layerno = 2

Outcome: characters when jumping would pass behind the portraits, and behind the lifebars

 

Now i know method 2 sounds like the solution, but in my opinion having characters obscured by the bars when jumping looks stupid

 

What we want is the portraits at layerno = 0 and the lifebar sprites at layerno =0 but layered over the portraits. Mugen is basically gonna say "fuck you that ain't happening" to that idea

 

So next time we will look at ways of getting around this issue by using other options

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