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Mockup screen showcasing a rough HUD and sprite edit of what a screen in a 4P game could look like. There are second Jamal and calypso sprites on screen, and the player HUD elements have been made smaller and tweaked a bit in order to fit 4 player HUDs on top of the screen.

Mockup screen showcasing a rough HUD and sprite edit of what a screen in a 4P game could look like. There are second Jamal and calypso sprites on screen, and the player HUD elements have been made smaller and tweaked a bit in order to fit 4 player HUDs on top of the screen.

An alternate HUD test where the P1 and P2 HUDs are shrunk and moved closer to the center of the screen. the enemy hp meters have been moved inside of the black bar border on the top of the screen

An alternate HUD test where the P1 and P2 HUDs are shrunk and moved closer to the center of the screen. the enemy hp meters have been moved inside of the black bar border on the top of the screen

a look at Jamal's tweaked P1 HUD. some slight color tweaks have been made, alongside implementing the combo counter positioning that Frank's HUD has.

a look at Jamal's tweaked P1 HUD. some slight color tweaks have been made, alongside implementing the combo counter positioning that Frank's HUD has.

very rough but i wanted to see what it was like to make the hud elements smaller... im really committed to the "NES style" black boarder on top being as big as it is and wanted to see if resizing the player hud affected that. also made a 4P layout and tweaked jamals HUD more :) #mush64art #newmotown

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A continuation of my beat-'em-up mockup. specifically showcasing the HUD for when Frank is being played as in 2 player. its similar to Jamal's HUD mockup, but with Frank's color scheme, the layout being flipped horizontally, and the combo counter being placed closer to the character HUD on the whole rather than being isolated by itself.

A continuation of my beat-'em-up mockup. specifically showcasing the HUD for when Frank is being played as in 2 player. its similar to Jamal's HUD mockup, but with Frank's color scheme, the layout being flipped horizontally, and the combo counter being placed closer to the character HUD on the whole rather than being isolated by itself.

Full screen version of the mockup's current state. it inludes a full look at the hud and a standin calypso sprite using their most recent render, alongside the previous elements in the other full screen mockups. one minor thing to note is that the player 2's enemy hp bar is flipped for composition purposes, to better mirror the enemy hp bar on the other side of the screen. (placeholder enemies: shredder, foot soldiers, mousers, rocksteady)

Full screen version of the mockup's current state. it inludes a full look at the hud and a standin calypso sprite using their most recent render, alongside the previous elements in the other full screen mockups. one minor thing to note is that the player 2's enemy hp bar is flipped for composition purposes, to better mirror the enemy hp bar on the other side of the screen. (placeholder enemies: shredder, foot soldiers, mousers, rocksteady)

another mockup screen showcasing the hud. this time, frank's name on the HUD has switched to read "Frankie" instead. the only placeholder enemy on the screen is the turtle tenderizer

another mockup screen showcasing the hud. this time, frank's name on the HUD has switched to read "Frankie" instead. the only placeholder enemy on the screen is the turtle tenderizer

another mockup screen showcasing the hud. this time, frank's name on the HUD has switched to read "Calypso" instead. (placeholder enemies: foot soldiers, mousers, rocksteady)

another mockup screen showcasing the hud. this time, frank's name on the HUD has switched to read "Calypso" instead. (placeholder enemies: foot soldiers, mousers, rocksteady)

Frankie/Calypso P2 HUD mockup!!! (+ some alternate HUD layout tests i tried out in the replies) #frankie #calypso #newmotown #mush64art

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he found his shoes now :] #jamal #rubatosiblings #newmotown #mush64art

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closeup of the player HUD and enemy hp bar (Asshole McShit is still fucking here)

closeup of the player HUD and enemy hp bar (Asshole McShit is still fucking here)

closeup of the player HUD and enemy hp bar #rubatosiblings #newmotown #mush64art

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continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemies in the screenshot are some foot soldiers, mousers, and rocksteady with their shredder's revenge sprites. Asshole McShit is also here

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemies in the screenshot are some foot soldiers, mousers, and rocksteady with their shredder's revenge sprites. Asshole McShit is also here

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemy  in the screenshot is shredder, using a sprite from his first tmnt iv boss fight. Asshole McShit is still here

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemy in the screenshot is shredder, using a sprite from his first tmnt iv boss fight. Asshole McShit is still here

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemy in the screenshot is bebop and rocksteady in the turtle tenderizer, using its shredder's revenge sprite. Asshole McShit continues to assert his presence

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. the placeholder enemy in the screenshot is bebop and rocksteady in the turtle tenderizer, using its shredder's revenge sprite. Asshole McShit continues to assert his presence

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. all of the previous placeholder enemies (minus the turtle tenderizer) are on the screen. Asshole McShit remains

continuing off of my previous mockups, a screenshot of a more detailed/polished mockup of the hud. the background also has more color added to it. additions include a continue amount indicator marked by a "redo" symbol, more stylized text on the main portion of the hud, idle flavor text for player 2 not being in the game, and an enemy health bar ala streets of rage and final fight. all of the previous placeholder enemies (minus the turtle tenderizer) are on the screen. Asshole McShit remains

detailed HUD mockups!!! #rubatosiblings #newmotown #mush64art

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one more... jamal sprite mockup... #rubatosiblings #jamal #newmotown #mush64art

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