YesNoOk
avatar

Invasion (Read 4555 times)

Started by Ryon, November 22, 2007, 04:14:42 am
Share this topic:
Invasion
#1  November 22, 2007, 04:14:42 am
  • *****
  • "The Future is Now"
Re: Invasion
#2  November 22, 2007, 03:00:27 pm
  • **
    • yusuke8.blog.shinobi.jp/
fantasy world! :)
fantastic. :sugoi:
Re: Invasion
#3  November 22, 2007, 05:57:13 pm
  • *****
  • "The Future is Now"
thank you very much.  ;D
Re: Invasion
#4  November 22, 2007, 07:28:12 pm
  • avatar
  • **
lol I just realized Ryon, since you copypasted the post it says you made this today, when you made this like, months ago lol

still a nice stage BTW
Re: Invasion
#5  November 22, 2007, 07:43:54 pm
  • ***
  • Masturbating to a dial tone
    • spaces.msn.com/couttsgallery/
Cool stage, looks like a good concept. A bit of parallaxing would make it look sooo much better though.
Look at my painting gallery. do it. its the globe under the avatar.
Re: Invasion
#6  November 22, 2007, 08:19:31 pm
  • *****
  • "The Future is Now"
i would use Parallax but i can never get the delta right. like once in a blue moon.

any ways this is a very long stage.
Re: Invasion
#7  November 23, 2007, 04:44:41 am
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
It's too wide for what it is and very monotonous (i.e. it's boring and repetitive).

By looking at the def file, you don't know what you're doing with the transparency tags or the velocity/animation tags either.
- If you use addalpha, you have to specify an alpha value.  Otherwise, just use add.
- There's no reason to use animation to apply a transparency for a non-animated object.  Just use trans = add.

Using a 'fog' layer that completely covers up the player is not a good idea.  It's also too bright in areas and makes the fighter white.

At least the floor delta is right with this one.

It's obvious the whole stage wasn't playtested either.  Just jump up high and see.  The boundhigh is set too high.
Last Edit: November 23, 2007, 04:47:44 am by ziltama
Re: Invasion
#8  November 23, 2007, 06:58:48 am
  • *****
  • "The Future is Now"
yeah the jumping i'm aware of, the person i used to super jump test it , didnt go so high up for there super jump. lol.

only with someone with a MVC built cant see that error. and i personally like the foreground fog, yeah its cheap but i like how it looks in battle.

and when ever i add "trans = add" the animation comes out transparent, thats why i used Addalpha.

thanks very much on the stage help.
Re: Invasion
#9  November 23, 2007, 07:14:15 am
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
Wow, you really don't know what you're doing...

Even many non-"MVC built" characters can reach up there.  So, change the boundhigh.

I forgot to mention earlier that you don't even need to specify transparency at all for the floor.  Just leave out the trans line altogether.

Also, read the documentation that comes with mugen in regards to stage making.
Re: Invasion
#10  November 25, 2007, 08:58:51 pm
  • **
This link also doesnt work for me? :(

Re: Invasion
#11  November 26, 2007, 08:42:30 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Some of it was already said, but whatever :

- Boundhigh is very bad.
- Tiling in the sky is bad (you can see a vertical cut several times in the stage)
- Delta between ground and mountains seems a bit strange.
- Symmetry is too visible. Might as well make the stage smaller.
- Try giving various velocities to the flying rocks instead of the same one to all of them... Wait, now that I look at the SFF, and especially group 10, I see how you coded it. If you want to optimize your work, separe each rock from one another, and code them by giving them velocities with sinus, instead of putting the sprite several times in the SFF, aligning it differently each time.
- Make the shadows clearer.
- Try giving some floor tension.
- Boundright is different from boundleft, which gives a slight advantage to one of the fighters.

All in all, I like the concept of the stage, but the realisation isn't quite very good. Fix the problems, and you'll have a nice bugless stage. ;)
Re: Invasion
#12  November 27, 2007, 01:58:28 am
  • avatar
  • ***
  • Smart Icoca wannabe!
    • Poland
    • samouczek.com/
Was this video made on some alternate mugen engine? I liked those numbers dropping out of the chars after hit...
Re: Invasion
#13  November 27, 2007, 02:39:36 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Invasion
#14  November 29, 2007, 02:41:05 am
  • avatar
  • ***
  • Smart Icoca wannabe!
    • Poland
    • samouczek.com/
Darn, it would look too darn good on the real engine!
Re: Invasion
#15  November 29, 2007, 05:33:44 am
  • avatar
  • **
can't download banwidth exeeded!!
Re: Invasion
#16  December 01, 2007, 09:18:33 am
  • *****
  • "The Future is Now"
i know i know my bandwidth is killed because of some bastard.