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Tenkaichi Budokai by Team Z2 (parallax edit) (Read 22784 times)

Started by NDSilva, May 07, 2017, 02:16:53 am
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Tenkaichi Budokai by Team Z2 (parallax edit)
#1  May 07, 2017, 02:16:53 am
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Played around with parallax, just to see how the HDBZ Tenkaichi stage looks using width parameter. And well, this is what I came up with...

Agreed the new floor doesn't have the same flavour from Team Z2's pixel art, but I think it shall still be an interesting take for whoever wants a really wide World Tournament stage;



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Video preview:




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Last Edit: May 12, 2017, 03:15:56 am by N. The Silver
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#2  May 07, 2017, 02:45:13 am
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great edit.thanks man.
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#3  May 07, 2017, 02:57:18 am
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Is the stage wider? Or the same width?
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#4  May 07, 2017, 03:43:03 am
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New deltas make the stage very very wider. No changes were made in the height.
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#5  May 07, 2017, 05:05:44 am
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 Downloaded!

off topic: love your avi pic!
sf3 concept art?
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#6  May 07, 2017, 08:37:46 pm
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I'm glad you like it, pal! :c00l:
And about my avatar pic, the fun part is - it was actually taken from within one of the games (w/ all colors edited anyway)
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#7  May 07, 2017, 08:55:11 pm
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Nice edit. Thanks.
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#8  May 07, 2017, 09:08:16 pm
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But the original stage already had parallax:


So I don't understand what you did here
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Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#9  May 08, 2017, 01:18:46 pm
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Well, let me bring some technical information. In MUGEN you can code a floor/ceiling with a parallax effect in 1 of 2 ways:


xscale: the floor sprite is drawn already simulating parallax, and you give to the engine scale coordinates that better correspond to the sprite (Capcom games, Fighters History method)


width: the floor sprite is in a flat, texture type state, and you give to the engine values to stretch it out in real time (Kaiser Knuckle, SNES' Mode 7 [kinda], and some other games around method)


The Pros/Cons would be:
xscale: Preserves the pixel details from the original sprite. / Doesn't work well for really wide effects.
width: Has a more accurate parallax effect. / In Mugen 1.0, gives an unnatural grainy style.


So yeah, since you guys make better use of the Street Fighter styled floors, I just made a edit out of curiosity, to see how the stage works the other way around.
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#10  May 08, 2017, 10:58:29 pm
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That's not how perspective work in real life.

Perspective lines are totally broken in your "width" version. You can see how the tiles are "sliding" along the wall on the back, instead of being fixed.

Perspectives work from a fixed vanishing point. In your version the vanishing point moves along the camera, defeating any purpose from the perspective effect
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Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#11  May 10, 2017, 03:45:07 am
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Well, uhh... :uhoh2:  I think I see your point.

That maybe has to do with my logic of making the general tiles have the exact same look when in the corners; In the end the top and bottom half of the stage are with completely different perspectives.

All in all, this made me learn a thing hopefully. My post shall be updated as I find a way to improve it.
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#12  May 12, 2017, 03:17:00 am
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Double post I know, but just went crazy with the new deltas in hope it stands out a bit more this time.

1st post is updated;
Re: Tenkaichi Budokai by Team Z2 (parallax edit)
#13  May 13, 2017, 03:26:44 pm
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