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Sam & Max: Hit the road - Street (Read 3095 times)

Started by Larp, December 15, 2007, 02:49:32 pm
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Larp

Sam & Max: Hit the road - Street
New #1  December 15, 2007, 02:49:32 pm
Last Edit: January 11, 2008, 01:39:10 am by Larp
Re: Sam & Max: Hit the road - Street
#2  December 15, 2007, 03:11:23 pm
  • **
    • area91.garycxjk.com
Didn't spot any bugs, only one unavoidable annoyance (pavement to street transition, especially the shadows, but like I said, unavoidable).

It could be fun if Max would occasionally pull something random out of the cat (although I know the original only had one thing pulled out, kind of forgot what though).

EDIT: I've also noticed some windowing used on the stage. Since it actually fills the whole screen, you might as well just remove that part, since it's really unnecessary.

Because, It's Midnite
Last Edit: December 15, 2007, 03:15:02 pm by GaryCXJk
Re: Sam & Max: Hit the road - Street
#3  December 15, 2007, 04:03:51 pm
  • **
    • area91.garycxjk.com
Yes. The only use for it is if you want to limit the view on screen, like, only on the top left of the screen.

My Butter Building stage for example uses window to give the shotzo variable speeds depending on where they are. In fact, the shotzo rotating with the stage also is the result of window.

Because, It's Midnite
Re: Sam & Max: Hit the road - Street
#4  December 15, 2007, 07:19:59 pm
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
Overall, it's pretty decent.  You did not implement the blackjack trick correctly, though.

You should erase reflect from the shadow part.  Based on the stage itself, you should have the shadow face the other way (ideally, up left, but mugen can only do up or down) and have it a little smaller.  Try -0.3.

The following is your code cleaned up and with blackjack properly implemented (copied/pasted after bgdef part):

Code:
;----------
[BG 0]
type  = normal
spriteno = 0, 0
start = -288, 0
delta = 1,1
mask = 0

;----------
[BG 1]
type  = normal
spriteno = 0, 1
start = -288, 0
delta = 1,1
trans = sub

;----------
[BG 1]
type  = normal
spriteno = 0, 1
start = -288, 0
delta = 1,1
trans = add1
layerno = 1

;----------
[BG 2]
type  = normal
spriteno = 0, 2
start = -288, 0
delta = 1,1
trans = sub

;----------
[BG 2]
type  = normal
spriteno = 0, 2
start = -288, 0
delta = 1,1
trans = add1
layerno = 1

;----------

[BG Sam]
type  = anim
start = 40, 90
delta = 1,1
actionno = 3

[Begin Action 3]
7,0, 0,0, 200
7,1, 0,0, 8
7,2, 0,0, 8
7,3, 0,0, 8
7,4, 0,0, 8
7,5, 0,0, 8
7,6, 0,0, 8
7,7, 0,0, 8
7,8, 0,0, 20
7,9, 0,0, 200
7,8, 0,0, 20
7,7, 0,0, 8
7,6, 0,0, 8
7,5, 0,0, 8
7,4, 0,0, 8
7,3, 0,0, 8
7,2, 0,0, 8
7,1, 0,0, 8

;----------
[BG Max]
type  = anim
start = -264, 124
delta = 1,1
actionno = 1

[Begin Action 1]
5,0, 0,0, 160
5,1, 0,0, 30
5,2, 0,0, 6
5,3, 0,0, 12
5,4, 0,0, 18
5,5, 0,0, 12
5,6, 0,0, 18
5,5, 0,0, 12
5,4, 0,0, 24
5,5, 0,0, 12
5,6, 0,0, 18
5,2, 0,0, 6
5,1, 0,0, 12

5,0, 0,0, 160
5,1, 0,0, 30
5,2, 0,0, 6
5,3, 0,0, 12
5,4, 0,0, 18
5,5, 0,0, 12
5,6, 0,0, 18
5,5, 0,0, 12
5,4, 0,0, 24
5,5, 0,0, 12
5,6, 0,0, 18
5,2, 0,0, 6
5,1, 0,0, 12

5,0, 0,0, 160
5,1, 0,0, 30
5,2, 0,0, 6
5,3, 0,0, 12
5,4, 0,0, 18
5,5, 0,0, 12
5,6, 0,0, 18
5,7, 0,0, 12
5,8, 0,0, 12
5,9, 0,0, 12
5,10, 0,0, 12
5,11, 0,0, 12
5,12, 0,0, 12
5,13, 0,0, 12
5,14, 0,0, 12
5,15, 0,0, 12
5,16, 0,0, 30
5,17, 0,0, 30
5,16, 0,0, 30
5,17, 0,0, 30
5,16, 0,0, 30
5,17, 0,0, 30
5,16, 0,0, 30
5,15, 0,0, 12
5,14, 0,0, 12
5,13, 0,0, 12
5,12, 0,0, 12
5,11, 0,0, 12
5,10, 0,0, 12
5,9, 0,0, 12
5,8, 0,0, 12
5,7, 0,0, 12
5,6, 0,0, 12
5,5, 0,0, 12
5,4, 0,0, 12
5,3, 0,0, 12
5,2, 0,0, 12
5,1, 0,0, 12
;----------
[BG PCat]
type  = anim
start = -7, 73
delta = 1,1
actionno = 2

[Begin Action 2]
6,2, 0,0, 150
6,0, 0,0, 30
6,1, 0,0, 60
6,3, 0,0, 60
;----------
Re: Sam & Max: Hit the road - Street
#5  December 15, 2007, 09:37:57 pm
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
The sub+add1 combo is used so that the sign appears normal until the fighter passes through.
Re: Sam & Max: Hit the road - Street
#6  December 15, 2007, 10:31:22 pm
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
Uh, no, the results are not exactly the same.  The pole is noticeably brighter if you do not use sub.  Take screenshots and compare.

I prefer transparent when characters pass through.