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building stage (Read 3406 times)

Started by InterRage, October 16, 2007, 05:39:19 pm
building stage
#1  October 16, 2007, 05:39:19 pm
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oh yea, its crap. but wait till I make it into a stage. then you'll be like, "gee willickers InterRage, I'm so happy I saw this that I won't ever care that I fell off a cliff and died!"
Re: building stage
#2  October 16, 2007, 06:11:37 pm
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needs more colors and ambiance, but the base is solid.
Re: building stage
#3  October 16, 2007, 06:48:13 pm
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Darkstalkers already did that.  :o
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triggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
HE-MAN AND THE MASTERS OF THE UNNECESSARY TRIGGERS
Re: building stage
#4  October 16, 2007, 07:09:35 pm
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hmmmmmm, heheh if that's the case, then dark stalkers ain't gonna do what I'm gonna do next with this stage. 8)
Re: building stage
#5  October 16, 2007, 08:19:55 pm
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I think you might get the idea.



sorry for the crappy colors.
Re: building stage
#6  October 16, 2007, 09:28:28 pm
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Wow!
That idea is pretty tight, if it is what I think! ;)
So the building is falling over after the explosion? :ninja:
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Re: building stage
#7  October 17, 2007, 01:34:07 am
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I request big explosion to engulf the fighters in case of time over, although that can't be done by normal means. :sugoi:
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triggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
HE-MAN AND THE MASTERS OF THE UNNECESSARY TRIGGERS
Re: building stage
#8  October 17, 2007, 12:23:30 pm
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yea, its too bad you can't have true interactive backgrounds. otherwise we'd see some pretty sweet stages.


the building will fall over backwards, which will be little bit more exciting (I think) than following the real physics, which would have the building fall forwards collapsing on itself and killing the fighters.  --; ......cant have that.  :'(

I'm going to make the building taller for the next part, which will have the top of the building free falling after tipping over and you can see
the side of the original building whizzing past until eventually will crash on the city streets.
Re: building stage
#9  October 17, 2007, 05:32:35 pm
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the building will fall over backwards, which will be little bit more exciting (I think) than following the real physics, which would have the building fall forwards collapsing on itself and killing the fighters--; ......cant have that.  :'(

actually, that would be fun...

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Re: building stage
#10  October 17, 2007, 11:55:10 pm
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Re: building stage
#11  October 18, 2007, 02:46:46 am
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I know, its falling where I want it to.

besides, I think the concept throws reality out the window anyway. :)

Re: building stage
#12  October 18, 2007, 07:16:57 am
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a quick animation of what it'll look like. riding the building to the bottom.
Re: building stage
#13  October 18, 2007, 08:18:39 am
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Oh right. My fault, I was seeing it wrong :P I was thinking that the building would fall in the same direction that the explosion came from.

ink

Re: building stage
#14  October 18, 2007, 09:09:24 am
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would it be possible to have the building do that once the time ran out? then once the building hits the ground the character would look as if they died??
Re: building stage
#15  October 18, 2007, 01:49:40 pm
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Re: building stage
#16  October 19, 2007, 01:19:04 am
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would it be possible to have the building do that once the time ran out? then once the building hits the ground the character would look as if they died??
no idea
Quote
Can you even have a stage that can do reflection on a single section and shadowing on a different section of it?
I'm going to haveto make the building all glass.

Re: building stage
#17  October 19, 2007, 01:39:39 am
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So wait, are they already fighting on the side of the building when it explodes?
Re: building stage
#18  October 19, 2007, 01:52:38 am
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yea, weird huh? I'm thinking of strapping rockets on it too, Ka-Plow!
Re: building stage
#19  October 19, 2007, 01:59:11 am
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Make the building really tall so they slide down for a longtime.  ;)
When it falls they bounce really high in the air(along with half the building) and fly around the city.
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Re: building stage
#20  October 22, 2007, 10:13:55 pm
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errr, I might wanna dip this thread into another section later on.

but anyway, here's my first screen for the building stage, or "The Glass Tower" which is what I'm going to call it.

I love the effect of parallaxing the floor does to the sprite but I might just haveto ditch that idea for this stage, and make it all plain images.

Re: building stage
#21  October 23, 2007, 03:25:23 am
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The background eliminates the purpose of the concept that you had set out for it...
Re: building stage
#22  October 23, 2007, 05:42:55 am
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that's the background for kfm's stage WHICH MIGHT MEAN the stage isn't finished yet
Re: building stage
#23  October 23, 2007, 05:45:11 am
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Just saying. Could've left the background out entirely as it doesnt add onto it overall. I know very damn well the stage isnt done.
Re: building stage
#24  October 23, 2007, 05:52:19 am
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if you knew, why'd you bother saying anything about it then? better off not mentioning it at all :S

i like the idea alot actually, cant wait to see it fleshed out fully

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Re: building stage
#25  October 23, 2007, 05:59:41 am
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Just saying. Could've left the background out entirely as it doesnt add onto it overall.
Just saying. Could've left the background out entirely as it doesnt add onto it overall.
Just saying. Could've left the background out entirely as it doesnt add onto it overall.
Just saying. Could've left the background out entirely as it doesnt add onto it overall.
Just saying. Could've left the background out entirely as it doesnt add onto it overall.
Re: building stage
#26  October 23, 2007, 06:19:28 am
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if there's a way to use transparency for stage making in fighter factory, then I'm up shit creek unless I figure it out.
anybody know how to assign a color for transparency?
I've done this for characters by way of photoshop, but for stage making, fighter factory is stressing me out.
Re: building stage
#27  October 23, 2007, 05:46:23 pm
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no diea with fighter factory, but i am pretty sure you can do transparency by editing the stage's .def file and using the transparency modifiers for air files in the object's animations.
Re: building stage
#28  November 06, 2007, 12:12:58 pm
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ok, thanks to some tips, I am able to continue this.



the effect of parallax has produced the illusion of height, which is exactly what I was trying to pull off here.

but right now, I'm still messing around with the deltas and whatnot to get what I want.
Re: building stage
#29  November 15, 2007, 02:33:47 pm
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ok, thanks to some tips, I am able to continue this.



the effect of parallax has produced the illusion of height, which is exactly what I was trying to pull off here.

but right now, I'm still messing around with the deltas and whatnot to get what I want.


Best use of parallax ive seen in a while.
Interactive Stage W.I.P Click Below


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Re: building stage
#30  November 16, 2007, 12:18:56 am
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HEY!!!! FINISH THAT STAGE!!!!! I JUST LOVE imagination and creativity!!!!
good job soldier!
Re: building stage
#31  November 18, 2007, 10:09:21 pm
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It's on its way.
Working on drawing the city out right now.
next, the side of the building rushing past as the top falls.

then working out the layers for the floor. I'm kinda wondering if I can make 2 parallax layer floors, one for the top that will break off (not actually breaking off, they will be separate initially) once the explosion happens, and one that will stay put. Never seen a stage have that, so I might do a lot of tweaking to see if that's possible.
and the explosion animation. ]

a lot of drawing.

extra stuff for later:
1. City's reflection on building
2. Cars moving on the streets
Re: building stage
#32  November 18, 2007, 10:58:19 pm
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hmm...very creative, I suggest you to make another version of that fall(random time out, like random winposes if it's possible the easy way for stages): the rest of the building falls to the opposite direction, making it fall on the road crushing the fighters (the winner won't die though, you said that it won't be accurate to the physics yourself  :P)make a foreground animation to cover all the screen, make it just like the opposite of this animation with the road coming from the top of the screen

that's only a suggestion, wish you good luck with the stage first
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Re: building stage
#33  November 19, 2007, 12:09:22 pm
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You know, instead of just dying when they finally reach the ground. How about letting them continue fighting on the ground also.
Sort of like Wolverine stage with that bridge thingy.
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Re: building stage
#34  November 20, 2007, 05:04:01 am
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Sounds like it would just be in the way if the road graphic was on top of the fighters. You wouldn't be able to see anything.

hopefully my internet will start actually working some time soon. I can't upload jack anywhere. --; >:(
Last Edit: November 20, 2007, 06:27:46 am by InterRage
Re: building stage
#35  November 27, 2007, 03:19:48 am
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Here's just an update of what I've done thus far. I'm going add shadows to the buildings later, workin' on the side of building falling right now.
There's no end in sight for my internet to clear up, something about having wi-fi and possibly someone stealing it......? no idea.

Re: building stage
#36  November 27, 2007, 03:49:09 am
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AWESOME

looks like its gonna have an excellent turnout

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Re: building stage
#37  November 27, 2007, 09:40:51 am
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Yeah, very nice indeed. :)
Re: building stage
#38  November 28, 2007, 02:20:16 am
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yea, its too bad you can't have true interactive backgrounds. otherwise we'd see some pretty sweet stages.
You mean like death traps (from MK:D) and time over auto-ties? It IS possible to insert death traps, but you have to have a special kind of hitbox (maybe a moving hitbox) inserted in the stage.

For time over auto-ties, you could set the stage with a hitbox that hits the entire screen when the timer hits 0 so that both players lifebars are emptied completely when time runs out.
I'm a Princess Peach fan obviously, but I can't seem to stay away from Rimururu (I'm saying I like her)
Last Edit: November 28, 2007, 02:23:37 am by Peach_is_awesome
Re: building stage
#39  November 28, 2007, 02:33:04 am
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Is this gonna be an interactive stage? Like, after a few bumps on the "floor" of the stage, it begins falling?


Re: building stage
#40  November 28, 2007, 02:44:04 am
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Umm, I just had an idea.

While the building top is falling, you could have the character's jumping height increase and jump descending speed decrease by using an effect-based hitbox. (You would still fall at the same speed as usual if you were hit, though.)

To do that...
I think you could use a multiplication factor in one of the files of the stage. (Maybe you could make a ST file for the stage to do this?) (Im not familiar with mugen coding but I know some ideas)
I'm a Princess Peach fan obviously, but I can't seem to stay away from Rimururu (I'm saying I like her)
Last Edit: November 28, 2007, 02:48:13 am by Peach_is_awesome
Re: building stage
#41  November 28, 2007, 03:01:46 am
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Just like Doorhenge's wolverine stage, where it happens over time. I don't know enough about stage and char making to attempt this sort of manipulation of code and tricks.

This is going to be my first creation in mugen. As a noob, I'm going with what I know is possible.

checklist:
Working on drawing the city out right now.

next, the side of the building rushing past as the top falls.
then working out the layers for the floor. I'm kinda wondering if I can make 2 parallax layer floors, one for the top that will break off (not actually breaking off, they will be separate initially) once the explosion happens, and one that will stay put. Never seen a stage have that, so I might do a lot of tweaking to see if that's possible.
the last one will look nice once I get it to animate apart.
those are done :)

I'm going to work on the explosion animation after I figure out how to move the background picture and the bottom half of the building downward, so it looks like you are falling backwards.
Re: building stage
#42  November 28, 2007, 03:10:29 am
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While the building top is falling, you could have the character's jumping height increase and jump descending speed decrease by using an effect-based hitbox. (You would still fall at the same speed as usual if you were hit, though.)

sounds decent enough. all this would be handled by controllers? 

*in process of learning about controllers