New Vs. Maker Graphic Generator

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PrimeOp
Extended Play Member
PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Dec 12 2010, 10:18 AM #81

Glad you like how the rings worked. I'm trying to do so many things that I forget to update this topic with the engine upgrades and content additions. I'll probably make a new topic that'll talk about the generators' overall progress including new generators when I get around to them.

I'm glad you brought up the tag team versions because I didn't even think to do that and I have no idea why. The crazy ring options will be added to the GroupShot version once I have the Vs. version squared away. I'll start to add edited ring parts after that.

BTW: don't consider it nagging since I have a habit of moving on to other projects if people don't seem interested in something. The work on the rings wore me out to the point where I probably wouldn't have done much more if you hadn't said something :sagatlaugh:
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Dec 22 2010, 09:11 AM #82

This weekend

GFX Generator toy invasion.

There won't be much new material but the man in white got a quick new sprite edit.

Edit: it's up now...


Generators index page
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Feb 2 2011, 08:49 AM #83

The next update will mostly be an engine & screen-style update. I had fun with the Mego and G.I.JOE box tributes so...



The Castlevania bg still needs work. There will be three more box designs and all of them have multiple background options. The next update will also have the new layout design that I talked about here, the ability to turn off individual sprites in the GroupShot mode and automatic timestamps on the filenames.

A small weakness in the sprite placement system kicks in when using wide sprites as secondary background characters in the game boxes so that's something else I need to fix before putting in some of the last features I need in this engine.

edit (2010 Feb 3 3:02 AM): I found the problem with the sprite placement. It was from a holdover of the pure VsMaker days that determined which how the axis/paste destination spot was measured. So, so dumb. Just fixed it in a way that may allow for more alignment options in the future. That made me feel less dumb. The update will drop this weekend.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Feb 4 2011, 10:12 AM #84

The update is now up:



Weblog post with update details

Also: My eyeballs feel like they're going to fall out after getting XAMPP straightened out, this update and commission work.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Mar 14 2011, 09:20 AM #85

Need a feedback on how a certain palette looks:


I'm trying to make it look more like it does in the video than the MvsC3 palette with the lighter orange. Does that look okay?
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Shin Otaru
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Shin Otaru
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Joined: Oct 28 2004, 09:18 PM

Mar 31 2011, 01:55 AM #86

I think that's way too bright. It should be slightly darker, like so.


Credit goes to Kirishima for the palette.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Mar 31 2011, 02:23 AM #87

Thanks. I just realized that I never got around to trying to fix the balance before the update. Probably trying to do too much at once.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Aug 4 2011, 04:26 AM #88

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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Oct 27 2011, 10:57 PM #89

All the new upgrades are in. Huge addition of KoF sprites (including better Billy and Jimmy Lee KoF edits). Lots of Darkstalkers characters added. Justice League Task Force stages extended to 384x206 (They don't seem to get any taller than that). Writing with sprite fonts (just one style in the GroupShot maker for now). Too much to describe here so just read the news post:

ScrollBoss: Unpause, the Final Chapter

I'm calling this version .92 because it's so close to doing everything I planned for it to do.
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OpticGlow EX
Repeat Offender
OpticGlow EX
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Joined: Mar 27 2006, 10:46 PM

Oct 27 2011, 11:22 PM #90

Awesome stuff. I'll have to mess around with it a little later but it's nice to finally see some more SNK-styled stuff. The Elevator Action sprites are easily my favorite update, though.

Love the new ScorllBoss Castlevania header too.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Oct 28 2011, 12:52 AM #91

I knew I had to save the KoF stuff for an update where I had a lot of time so I could have a ton of them ready all at once. I'll be adding more and more with each update. I actually forgot to add them to Kim Kaphwan by accident. There'll be more KoF-style edits to add to the crossover action.

The second EAD sprite was done today as I was uploading the update. I had fun with that first one and I plan to do more after I get the new PS3 game.

The Castlevania header and logo was something I did before but didn't add for some reason. I fixed a few things on it and rigged the random header choice to be almost all that option for Halloween.

BTW: Try using Firebrand in the Vampire Hunter/Savior screen in the Vs. Maker :yashichi:
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Eddie MountainGoat
Crosstown Resident
Eddie MountainGoat
Crosstown Resident
Joined: Jul 21 2008, 09:01 AM

Nov 16 2011, 10:27 AM #92

Thanks for including those SamSho bgs!

The PS2 box is pretty cool, too. I've been having fun, throwing together custom covers for dream games.

The only drawback is, it makes me wish such games actually existed!
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Nov 16 2011, 09:30 PM #93

Thanks for commenting and I'm glad you're having fun with it. The next update will have a bunch of the original Samurai Showdown characters with their sprites from the SS 3-5 games. I'll probably upload all this tomorrow night.
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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Jan 11 2012, 10:05 PM #94

The update post isn't there yet, but I added a new feature to the generators.

GroupShot Maker

When you get to the second menu screen where you pick your sprites and all that, look underneath the last sprite for the direction choice option.

edit: D'oh! The "Normal" option was broken but is now fixed. Here's an animation to show how it works.

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PrimeOp
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PrimeOp
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Joined: Jul 24 2004, 10:37 PM

Feb 22 2012, 10:05 AM #95

This won't be available until next week's update, but here's something I'm working on:



It works but it still needs a few more tweaks. The current version depends on having the shadows use a 1 ratio with solid opacity (to block the background) and then lays a slightly transparent reflection over the shadow. I'll have an improved system ready by the time I kick this out there next week.

This was one of the last items I had in mind before calling the system done, but the other things I've added have given me more ideas. I also want to rewrite the engine's guts a bit to make it more adaptable.

(edit Feb 23, 2011)

Okay.
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