[Preview]http://youtube.com/watch?v=-hU8kPpiah4[Download]Click Here[Comment]Woot Woot! thats right folks! this is my new stage! its a recreated and rebuilt from the original Hyper Dimension stage. i hope you all enjoy!
why thank yous.oh i forget to mention, the top image is the original, the bottom image is the remake.and unlike my other 2 stage posts, this isnt just 1 image. also this is a Beta.
tiny update. added parallax to the sky. (it looks waverey but only a little)lowered the reflexion, changed the clouds.this is a example of what it looks like now.. (sorry this is just a picture i made in paint)
Hmm, let's see...Using reflection makes no sense here. It would look better with shadow.Why did you use trans = addalpha for the house? There's no need for it. Just leave it out.Parallax for the sky is an interesting idea. Works well.However, the floor parallax doesn't work at all. Characters' feet slide. If you don't know how to use a certain feature, either leave it out or ask someone that does. I'll put this one in my "parallax stages to fix" queue.Much better than prior efforts, but still needs some tweaking.
BigBoss said, December 28, 2007, 12:01:48 amall you did was add photoshop filter to it and maybe a few editsWhile I do agree that he may have used one or two filters, there truly are quite a lot of edits in this stage. So no it's not a 5 minutes job.
i didnt use Paintshop, i dont use paintshop for editing, i only use paintshop to convert PNG to PCX.i used a old program called !draw3, it was mainly used for RPG Maker and it only supports 256 colors so with that i was able to edit the image to my liking.also i did fix the stage up a tad.i added some Z fighers in it. here is a video of it.http://youtube.com/watch?v=jOzk5M_jveAagain, all of the sprites in this stage were edited in !draw3, NOT PSP.also Z, the use of reflextion was my laziness in changing it from the KFM stage which i used as its base. thanks for the comments guys.
OH I FORGET!QuoteWhy did you use trans = addalpha for the house? There's no need for it. Just leave it out.the reason why i use it is because, if i dont use it the house will appear WITH the purple (alpha color, transparency)
yes trust me this is Hyper Dimension. if you dont believe me play the rom. or if you dont believe me look at the original sprite sheet as i found it. no i didnt rip it. Bonzai did. (althought i could , but i dont play emulators much anymore)
Regardless of what you classify it as it will make you look retarded because there both copyrighted programs that both do different things.
Ryon said, December 28, 2007, 04:43:44 amOH I FORGET!QuoteWhy did you use trans = addalpha for the house? There's no need for it. Just leave it out.the reason why i use it is because, if i dont use it the house will appear WITH the purple (alpha color, transparency)Um, still, it's not correct usage. That's what the masking command does. It takes the first color of the palette and makes it invisible. So, instead of trans = addalpha, use mask = 1 instead. (mask = 0 means, obviously, no masking)Trans command automatically sets mask = 1. Here, I suppose it "worked" because the default alpha values are 256,0 (i.e. no transparency).
ziltama said, December 28, 2007, 08:19:21 amRyon said, December 28, 2007, 04:43:44 amOH I FORGET!QuoteWhy did you use trans = addalpha for the house? There's no need for it. Just leave it out.the reason why i use it is because, if i dont use it the house will appear WITH the purple (alpha color, transparency)Um, still, it's not correct usage. That's what the masking command does. It takes the first color of the palette and makes it invisible. So, instead of trans = addalpha, use mask = 1 instead. (mask = 0 means, obviously, no masking)Trans command automatically sets mask = 1. Here, I suppose it "worked" because the default alpha values are 256,0 (i.e. no transparency).Also if mask don't work your image pal needs to be fixed.
Various Fixes:Replace trans = addalpha with mask = 1 in [BG Floor].Set Reflection intensity to 0 and try shadow instead:[Shadow]intensity = 64yscale = 0.4For house and floor layers, the y-delta is wrong (2nd value of delta = x,y). Those layers should have a y-delta of 1. It's not noticeable here because the stage doesn't move vertically but important to know for future reference.Replace [BG Floor] with this one:[BG Floor] ; Ring Floortype = parallaxspriteno = 1,0start = 0, 0delta = .75, 1xscale = 1, 1.552How to figure out xscale:To prevent sliding on a floor layer, delta = x,y needs to be 1,1 for low-res stages (2,2 for hi-res). For parallax, the y-delta will remain 1, but the x-delta varies from the top to the bottom of the image. The goal is to have the x-delta equal 1 where the zoffset line is. This will avoid sliding.As for delta = x,y:X is usually known (most often, it's the same value as the layer connected to or above the floor) and less than 1. You already chose 0.75, so I'll stick with that. Y is 1.As for xscale = x1,x2:These are the multipliers for the x-delta (so obviously, won't affect y-delta at all). So, x1 * x = delta for top of image and x2 * x = delta for bottom of image. Parallax floors will automatically fail if (x1 * x) > 1 or (x2 * x) < 1, since it will be impossible for the zoffset line to have an x-delta of 1 (like your original settings).x1 is usually set to 1 to make calculations easier.x2 goes by this formula:x2 = [(1-x) * B/A +1] / xx is the x-delta from above, B is distance from zoffset line to bottom of ORIGINAL floor graphic, A is distance from zoffset line to top of ORIGINAL floor graphic.To use the formula correctly, you need to 1) take a screenshot to get an idea where the zoffset line is and 2) superimpose the zoffset line onto the ORIGINAL floor graphic (this is important since the floor graphic often extends past the visible viewing area).This is your stage as an example:I prefer using Michael Jackson to do calculations since his feet are always on the zoffset line (my own preference). The snippet on the right is his feet superimposed onto the ORIGINAL floor graphic in the same vertical position.I measure 32 for A and 21 for B on the ORIGINAL floor graphic.Your ORIGINAL floor graphic extends (very slightly) below the visible viewing area on the screenshot. So, if the calculations were based on the screenshot, it would be wrong.x2 = [(1-0.75) * 21/32 +1] / 0.75 = 1.552Voila. Now, feet won't slide.So, why did your original settings fail? Well, you had xscale = 4,5, which meant that the top of the floor image had an x-delta of 3 (4 * .75) and the bottom had an x-delta of 3.75 (5 * .75). Therefore, it was impossible for the zoffset line to have an x-delta of 1. The new settings have an x-delta of .75 (1 * .75) at the top and 1.164 (1.552 * .75) at the bottom. 1 is an allowable value between the two, and x2 is calculated appropriately so that the zoffset line has an x-delta of 1.It seems like a long process, but it only took me 2-3 minutes to do.(Xscale is different from Width. Do not use both at the same time. Width is better for tiled graphics.)
actually no it doesnt seem that long. with instructions like that i myself can do it in 2 to 3 minutes. thank you very much! also now i understand what MASK is used for. also i wasnt to sure what Xscale did honestly. i noticed that it would scale the image a bit wider when i used higher Delta's.thanks agian i'll implement these when i get home from work.P.S. ZILT, ON !DRAW3, THE VALUES ARE REVERSED ALONG WITH THE PALLETES ITSELF. I START OFF WITH 0,256, WHILE ON FIGHT FACTORY ITS 256,0.
Next time when you don't understand something open up the KFM.def or STAGE0.def and it will explain what everything i used for also calm down you act as if zilt understands your poor english and horrible use of capitals.
BigBoss said, December 28, 2007, 06:26:50 pmNext time when you don't understand something open up the KFM.def or STAGE0.def and it will explain what everything i used for also calm down you act as if zilt understands your poor english and horrible use of capitals.Uh, I understand him just fine. No need to interject on my behalf (actually, don't do that again).
i personally i think its kinda rude.cause i did read the KFM stuff in his stage.and i used the capitals because it was a PS or a Edit.meany.
ziltama said, December 28, 2007, 10:16:20 pmBigBoss said, December 28, 2007, 06:26:50 pmNext time when you don't understand something open up the KFM.def or STAGE0.def and it will explain what everything i used for also calm down you act as if zilt understands your poor english and horrible use of capitals.Uh, I understand him just fine. No need to interject on my behalf (actually, don't do that again).Wasn't interjecting speaking on respect towards you rather then speaking for you; Tenka Ichi Budokai? it was never spaced; I own all 3.http://en.wikipedia.org/wiki/List_of_Dragon_Ball_video_games