New Vs. Maker Graphic Generator

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Shin Otaru
Extended Play Member
Shin Otaru
Extended Play Member
Joined: Oct 28 2004, 09:18 PM

Nov 3 2009, 10:02 AM #49

Oh wow, I'm loving Alucard's hair, that was a nice surprise, Rick is pretty awesome too, and the folds in Dracula's cape are amazing.
:thumbsupsoldier:
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Dec 18 2009, 08:52 AM #50

In the next update...

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Psicoso
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Psicoso
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Joined: Sep 6 2004, 06:56 AM

Dec 19 2009, 09:15 AM #51

Vince and Paul!

Don't say 'can't' to a Texan, son. You'll only piss 'im off.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Dec 27 2009, 12:19 PM #52

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ryoga&hobbes
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ryoga&hobbes
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Joined: Sep 5 2004, 08:05 PM

Dec 28 2009, 11:32 PM #53

i am so excited about the ninja turtles being added. Unexpected but totally awesome.
All I need now is the shredder.
:ibukishifty:
Batman logo made by Prime Op
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Dec 31 2009, 01:20 PM #54

The Shredder is one of those things I wanted to add but didn't have time to. There's a lot of stuff that I just didn't have time to finish even by doing almost nothing else but work on the updates. I also wanted to have Alex Kidd, Astyanax and the Neo Zeed boss ready but they didn't make it. They'll get in there eventually.

I just made a small update to the site and added a new company to the Vs. Maker: Technos. They're not great but two edits of Alex and Ryan from River City Ransom were added as characters along with Kunio-Kun and the Double Dragons (since they were in Double Dragon 2 for the NES in 1989). The best thing about the R.C.R. characters are their minilogos.
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OpticGlow EX
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OpticGlow EX
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Joined: Mar 27 2006, 10:46 PM

Dec 31 2009, 07:39 PM #55

Alex and Ryan are sweet. Love there logos as well.
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vnartist
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Joined: Jul 10 2006, 06:21 PM

Jan 1 2010, 08:44 AM #56

Hot damn a Ninja Battle.





This is just fantastic! Prime, this generator is coming along nicely like warm butter on toast.
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PrimeOp
Extended Play Member
PrimeOp
Extended Play Member
Joined: Jul 24 2004, 10:37 PM

Jan 7 2010, 07:17 AM #57

I love that ninja battle, vn! No, not just because one of them is one of my characters... but that helps :yinyang:

I'm going to give the generator a rest for a month or two while I work on the scripting of other ScrollBoss sections (currently working on the Tips and Cheats section). There are a few more features I need to make before the engine is 100% and can start applying it to other types of generators. That's when I can add it to the Pixel Central site and we'll figure out how everyone can contribute chars and everything else. Like I said long ago, I want to make sure that the engine is just right before we start doing that.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Apr 28 2010, 09:05 PM #58

Sorry about the delay in working on this but you know what I usually say here. The site rewrites aren't 100% yet but I'm much closer. I decided to start working on this again now that I'm not trying to finish as many pics as I can before the convention next Sunday. One of the main things that needs to be finished before the engine is 100% is the ability to write in a game font. I tried to start this with SFA3 and hit a snag because the Vs. screen names are written with solid graphics and some letters overlap by 1 pixel but only before or after certain letters. I could replicate it but it'd be a painful waste of processing power and time. So I added a new Name Graphic feature that adds screenstyle-specific name graphics. Everyone won't have a GFX for every screenstyle but I'm definitely adding customs. Here's a preview:

A few things to note:
1.) I'm still working on how to center them correctly. I may have to add empty space to each graphic to find a universal middle ground. The SFA3 graphic name tiles seem to do it so I'll probably have to do it too. No big deal.
2.) No, I didn't make an extra set of blue name sprites. I made a function that recolors the name sprites according to what the screenstyle asks for (SFA3= P1:red, P2:blue) and reads palette files I made for the font. I know what you're thinking: if you can do that with name sprites, will it work with character sprites? Answer: Yes :codysly: I'll post screens of that once it's up and running.
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Psicoso
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Psicoso
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Joined: Sep 6 2004, 06:56 AM

Apr 29 2010, 12:31 AM #59

PrimeOp @ Apr 28 2010, 04:05 PM wrote: 2.) No, I didn't make an extra set of blue name sprites. I made a function that recolors the name sprites according to what the screenstyle asks for (SFA3= P1:red, P2:blue) and reads palette files I made for the font. I know what you're thinking: if you can do that with name sprites, will it work with character sprites? Answer: Yes :codysly: I'll post screens of that once it's up and running.
YES! :D

Don't say 'can't' to a Texan, son. You'll only piss 'im off.
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SKRON
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SKRON
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Joined: Apr 2 2007, 11:12 PM

Apr 29 2010, 01:40 AM #60

OSHI- :o

Friggin' amazing..next question..would it work with smart palettes, as to create alternate costumes?
Yo, yo, yo, where's Pac-Man XD I remember that edit you did lol

Earn Free Giftcards Super fast with Superpoints or Swagbucks.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Apr 29 2010, 06:34 AM #61

Psicoso: That's how I felt when I figured out a semi-non-painful way to get it working :D

SKRON: I'm doing a tiny bit of that for a few things here and there but not for complete outfit flipping.

I'm going to test this it with a custom set of Ryu's SFA/MvsC taunt and win sprites. I used extra colors for the headband and darkest hair color so all the sprites can imitate either version. I'll probably do similar work with the stripe on the side of Sagat's shorts and stuff like that. But I'm not going to do anything like use smart palettes to make comic-accurate U.S. Agent sprites possible on Captain America or Symbiote Spidey on regular Spidey.

Pac-Man will be in there sooner or later :pacman:

edit (2010 April 29): Spent nearly all of last night (until 3 AM) and from 11 AM until now but it seems to be working. I have over a hundred characters to update so don't expect an update right away or anything :D

edit (2010 April 30): Spent most of Thursday cleaning up the interface for the portraits and nameGFX. The SFA3 screens now automatically show "?????" for those who don't have SFA3 nameGFX. Still need to work on the centering though. Two more characters are now palette-enabled:
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Shin Otaru
Extended Play Member
Shin Otaru
Extended Play Member
Joined: Oct 28 2004, 09:18 PM

May 1 2010, 05:37 AM #62

If only we could have a proper WarMachine sprite :bigfatnerd:
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

May 3 2010, 08:14 PM #63

Let's see what I can do about that.

Not that it's proper but it was done before I go to work today. He won't have a fully MSH compatible portrait before the update hits but he'll have his MvsC art armor. I'll have his first comic armor ready in another update.

The main goal is to concentrate on the engine and slowly make it more flexible. For example:

I had to make it so screenstyles could declare if the nameGFX name sprites go in front or behind the sprites. I just noticed the spacing on some COTA portraits need adjusting so I'll have that ready for the update. Once that's done, X-Men COTA will join MSH in 100% emulation status :) Every X-Men hero and villain in the engine has name sprites in it and Gouki will accurately continue to not have one.

I'm going back to work on the SFA3 name sprites and I'll have to redo them to put accurate empty space to make them fit right. Finishing that will make another 100% emulated screen style.

(edit: 2010 May 5, 3:30 AM)

SFA3 names now centered. Sprites shifted to where Bison/Vega goons appear over his portrait in the arcade version of SFA3. I didn't notice how many small differences there are between the SFA and MvsC heads for certain posts until I started merging the palettes. Weird.


The first three palettes follow the real patterns for accuracy's sake. The fourth is Magnetic Shockwave with full smart color shading so the colors don't clash.

I have to get back to drawing for a bit but I'll be taking breaks to do more palette work. I think I'll have enough for an update next week.

(edit 2010 May 6, 8:38 PM)
Bah! Some nagging stuff turned up and had to be fixed. Characters with more than one sprite set with alt. palettes were showing the wrong names. Fixed that. I think everything works now. Letting it drop next week gives me time to get more palettes, sprites and minilogos done. Palette swaps Roxy and U.S. Agent (also with quick, cheap edit) will be ready for next week.
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PrimeOp
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PrimeOp
Extended Play Member
Joined: Jul 24 2004, 10:37 PM

May 8 2010, 02:42 AM #64

:f-bomb: it, Vs. Maker 85 is up and unannounced:
Vs. maker 0.85

Thunderstorm is here, gotta jet...

edit:
The T-storm/tornado warning is over for this area so I can describe what's up here.
It's incomplete but the update is now on the site for testing (though it still says 0.80). If you want to test the palette features and really see the effects, test Andore, Arthur, Mega Man, Poison (Roxy), Ryu (Evil Ryu), Iron Man/War Machine, Capt. America/U.S. Agent, Karate Champ, Bad Dude (Blade and Striker) and Sagat (SFII palette from SFA2Gold). I'll have an update with more next week.
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