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Enter The Ring: a Slam Masters 2 edit (Read 5645 times)

Started by Djoulz, June 29, 2012, 07:04:58 pm
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Enter The Ring: a Slam Masters 2 edit
#1  June 29, 2012, 07:04:58 pm
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hello,

This is something that was sitting on my computer for months, an edit of the game Slam Masters 2...incidentally, it will also be my entry in the 2012 Stage Competition (because then i'm sure i'll be able to receive the proper in-depth feedback from it :P).
This wasn't meant to be accurate to anything & credits go to Capcom (for the game) and PrimeOp (from http://scrollboss.illmosis.net/) for the rips!


FEATURES:
- regular & custom animations
- high jump
- Winmugen + Mugen 1.0 compatible
- music track ("Room a 1000 Year Old by Soundgarden",  .Ogg format, activated by default)


SCREENSHOTS:
Spoiler, click to toggle visibilty


LINK: http://www.mediafire.com/?l1mickh0cufmw5k
(fixed the [Info] section of the .def file so that Winmugen recognizes properly the stage name)


NOTE: for cosmetic purposes, Boundleft/Boundright parameters have been set to 122 (instead of the possible 130), in order to limit the ugliness of having characters looking like they are stepping over the ropes, in each corner...hope to find a way to counter that in the future! :(
Last Edit: July 16, 2012, 05:45:04 am by Jean-Baptiste Emanuel Zorg
Re: Enter The Ring: a Slam Masters 2 edit
#2  July 01, 2012, 05:27:12 am
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This...is...AWESOME! A must have for my collection! ;D

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Enter The Ring: a Slam Masters 2 edit
#3  July 02, 2012, 05:13:34 pm
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Nice. Very early 90s.
Re: Enter The Ring: a Slam Masters 2 edit
#4  July 02, 2012, 05:58:05 pm
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I LOVE IT!!!!

Can we expect more Slam Masters stage from you?
These palettes better make me cum rainbows when I see them.
Re: Enter The Ring: a Slam Masters 2 edit
#5  July 02, 2012, 09:51:06 pm
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well sure, if i can manage to find proper sprites!
thanks for the comments.
Re: Enter The Ring: a Slam Masters 2 edit
#6  July 08, 2012, 11:46:31 pm
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Yeps very nice stage you made here!  If you make more..maybe find some of the sprites for the refs that appeared in  "World Heroes 2" (Death Matches rounds) and add them into your next work.
Re: Enter The Ring: a Slam Masters 2 edit
#7  July 10, 2012, 05:51:24 am
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 :( can someone fix the link not there no more or can someone send me it in  pm pretty please T.T
love justices shooting star
Re: Enter The Ring: a Slam Masters 2 edit
#8  July 10, 2012, 09:18:31 am
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weird: links on sendspace usually last longer than that.

anyway, first post updated with working d/l link!
Re: Enter The Ring: a Slam Masters 2 edit
#9  July 10, 2012, 09:29:16 am
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I have to put it on my website. :ninja:
Re: Enter The Ring: a Slam Masters 2 edit
#10  July 10, 2012, 09:30:58 am
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baah don't do it: i'm still waiting for the bashing :p (+ you need to work on Vegeta gogo)
Re: Enter The Ring: a Slam Masters 2 edit
#11  July 10, 2012, 01:14:51 pm
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Great work!

Makes me want to compose a theme for this stage...
NO MORE CPS2;

I only use it for project-specific purposes.
Re: Enter The Ring: a Slam Masters 2 edit
#12  July 11, 2012, 04:29:39 am
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that would be very awesome,sir!  ;P (that last track you made for Vegeta is absolutely nice by the way!)
Re: Enter The Ring: a Slam Masters 2 edit
#13  July 17, 2012, 11:38:47 am
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Cybaster’s comments :
- Nothing very fancy coding of graphically-wise, but mostly executed flawlessly.
- Floortension value is too low for my tastes. I don't like how the camera follows the chars each time they jump.
- Many animations, and they're cool.
- The "don't do this at home" is acutally an instance where using "window" and some velocity could have been useful. Whatever, not a big deal.
- If possible (not sure), I would have made it so the chars can't go so close to the ropes.
- What could have been super cool would have been to have a referee (or use the cameraman) and have his head turn depending on where the chars are on the stage, using the delta trick (think about SFZ3 train station stage by KFM).

ExShadow’s comments :
+ Good concept idea, however lacks originality.
+ I like the moving and animated text in the back.
- Okay camera movement, but needs more vertical follow and floor tension.
- Don't be lazy with the name, take out the stages/.def.

Tamez’ comments :
- Boundhigh is wrong (-168). 
- Some stage items unnecessarily masked. 
- Front rope delta is wrong. 
- BGCtrl error.  Videoman's last action happens the same time as the global looptime. So he doesn't get to perform it. This is visible in the stage. Either one of two things needs to happen. If you don't want the stop in the middle at 1700, then make a new animation that will have the videoman be at the same frame when he gets to the middle as the first frame of anim 12. This new anim will be the one you change into at 1500. If you do want the stop at 1700, then make a higher looptime.
Re: Enter The Ring: a Slam Masters 2 edit
#14  July 18, 2012, 10:43:43 am
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thanks for the feedbacks, guys!

SlyBastard:
Quote
- If possible (not sure), I would have made it so the chars can't go so close to the ropes.
yes, like i mentioned, i will try to find a way to modify that (by specifically edit the side ropes)

Quote
- What could have been super cool would have been to have a referee (or use the cameraman) and have his head turn depending on where the chars are on the stage, using the delta trick (think about SFZ3 train station stage by KFM).
thanks for the tip: i never thought about that (and didn't know about that trick by KFM)

ExShadow:
Quote
- Don't be lazy with the name, take out the stages/.def.
the fuck is that supposed to mean anyway?

Tamez:
Quote
- Front rope delta is wrong.
how is that?

Quote
[BGCtrl error.]
thanks a lot: i knew about it but didn't think about fixing it as it felt very subtle...what a surprise: the only one who noticed it was you :)... it kind of sucks to actually know about a mistake, release it and still have no reports about it, even if some have tested it! again, thanks for taking the time to test it out!
Re: Enter The Ring: a Slam Masters 2 edit
#15  July 18, 2012, 11:20:47 am
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Rope is in front of the characters but has a lower x delta than them. 
 :wall:
Anyway...

I saw the cameraman problem before ever running your stage.  It jumped out at me in the pre-run .def skim. 
I my head I was all, "I KNOW this sucka knows of my vids.  And I SPECIFICALLY point out the looptime concern, so that people don't make that mistake." 

So which way did you intend him to be anyway?  Stopping again with a bigger looptime or no stop? 
Re: Enter The Ring: a Slam Masters 2 edit
#16  July 18, 2012, 11:47:10 am
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i have no idea: that stage was started maybe 7 months ago, then i asked Insanius (on mIRC) to test it out (which resulted in not much feedback apart from some minor background deltas adjustments anyways), i kind of forgot about it and as i said, nobody seemed to care (as it didn't seem to jump out for the people who tested the stage...that if, if they really tested it)

i think the initial intended goal was the obvious correct looping which i didn't care to tweak enough because i fucking hate BGCtrl (even if you made THE GREATEST (because fucking only) FUCKING BGCtrl TUTORIAL VIDEO ON THE PLANET FUCK YOU) and i think i will never be able to anyway!

Re: Enter The Ring: a Slam Masters 2 edit
#17  July 18, 2012, 12:07:55 pm
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Eh, I never understood the hate for BGCtrl.   :-\
It's just a matter of thinking of things step by step. 
Doesn't hurt if you watch the stage play out so you can make sure it works right too.   :P
Re: Enter The Ring: a Slam Masters 2 edit
#18  July 18, 2012, 12:37:03 pm
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Eh, I never understood the hate for BGCtrl.   :-\
It's just a matter of thinking of things step by step. 
Doesn't hurt if you watch the stage play out so you can make sure it works right too.   :P

i know man but i guess i can't wrap my head around BGCtrl...it's like the thing i'm working on right now: i will send you a PM about it if you have time to check it out: it's driving me crazy  :veryangry:
Re: Enter The Ring: a Slam Masters 2 edit
#19  July 18, 2012, 12:43:48 pm
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BGCtrls are not hard, that's not the problem. It's just that they're tedious as hell to put into place correctly.
It would be so much easier if stages could be coded the same way chars are. Having access to palFX, BGPalFX, scaling, rotation, veladd, velmul, posset, etc.
Re: Enter The Ring: a Slam Masters 2 edit
#20  July 18, 2012, 02:20:27 pm
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Re: Enter The Ring: a Slam Masters 2 edit
#21  July 18, 2012, 10:09:38 pm
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the thing i'm working on right now: i will send you a PM about it if you have time to check it out: it's driving me crazy  :veryangry:

Mkay. 

BGCtrls are not hard, that's not the problem. It's just that they're tedious as hell to put into place correctly.
It would be so much easier if stages could be coded the same way chars are. Having access to palFX, BGPalFX, scaling, rotation, veladd, velmul, posset, etc.

Stages have posset  :rugoi:

Anyway, I think the tedium depends on what you're trying to accomplish. 
This stage is a prime example. 
Imagine if he did the cameraman the old fashioned way, using one long ass animation.  He'd have to count frames adjusting the x location in the anim as he goes along moving to the left.  Then have the "stopped and looking part" section counting frames again to get a timing close to what he wants.  Now, since he has to move back to the right, he has to add in more animation with the x adjustments in that direction.  Have another "stopped and looking" section with x values for the center.  And so on. 

He'd end up with more lines of code that way than with with BGCtrl lines added with the individual anim codes. 
Plus BGCtrl is easier to change if you don't like what you end up with.  Don't like how fast that thing is moving?  Change the velset instead of going back and adjusting x positions on individual anim lines.