This is my First stage Its called [Too Late] so enjoy. Their is animations in it snow,fog on the bottom and i have the flare in the persons hand glowing and the back of the jet is glowing to. Link http://www.mediafire.com/?0485a71e6giy4
324kb def file either this is a jigsawed stage or you've done quite a bit on it...yea jigsawed.snow looks nice too. next time take in game screenshots instead of just posting the picture, that'll give people a better idea of what your stage is also this gives me a major slow down in mugen.good job tho
In game screenshot...Strange title, but whatever. Before I give my feedback, use a file archive program like WinRAR so that instead of just having the files separate, you can put them in one archive.http://www.rarlab.com/download.htmEverything looks good so far, but there are a few things that bother me about this stage...-----------------------------------------------------------------------------The light fade transitions IMO are a bit too fast.-Do something about the static jet and the person holding the light, both just standing there is strange.-I recommend a better Lens flare, add a pulse effect into it.Overall it's alright.Fuck You're Man said, August 23, 2010, 06:42:36 amalso this gives me a major slow down in mugen.Strange, I get max 60 FPS.
Gorgeous color count, but the problem is you split the tiles into 16x16 images, the smallest you need to make each tile to retain complete color count.Understandable why you did it; the image you posted has over 86000 colors, and it's hard to find any areas where you can get a larger selection than 16x16.However, the def has close to 4000 definitions in it because of this. Having that many definitions causes slowdown in Mugen. At this point if I were you I'd just do a reduction in color. Check this out; this is the image after using the "decrease color depth to 64k" command in Paintshop Pro, with the reduce method set to error diffusion:The new color count is 2284 colors, it's not noticably different, you'd be able to seperate it into bigger pieces(you'd just have to be careful with it), and with less definitions there'd be no slowdown.
@ Caddie : not really feasible for now, since he used my automatic stage creation tool to generate the code+SFF for the static image (you didn't think he cut the image by hand and wrote all this code himself, did you ? ). The program doesn't have the option to use tiles bigger than 16*16 for now. One day maybe, but I don't have the motivation to update the tool as of now.@ Nero91 : Apart from what was said, stage is fine. It's nice that you've added these simple yet efficient animations.
because some people get slowdowns on jigsawed stages, so they'd want the lightweight RGB method, so it would run smoother.
rgb method won't work because it will look crappy afterwards. i rather sacrifice loading time than the quality of the stage but that's just me.
profylebryon said, August 23, 2010, 08:24:39 pmrgb method won't work because it will look crappy afterwards. i rather sacrifice loading time than the quality of the stage but that's just me.Just to clarify, the "slowdown" being refered to is lost frames, choppiness, and reduced speed during GAMEPLAY, not loading time. All of those are a big nono for fighting games. I don't know what the "rgb method" is(photoshop?), but if yall mean reducing to 256 colors then ya, this stage would look pretty crappy like that. Not worth it. That's why I suggested what I did for it, though I see that's not possible from Cybaster's post. Bah.
RGB method is separating the image into 3 layers (Red, Green and Blue, aka RGB), and displayig them one over the other with transparency.It doesn't bring any colorloss, exactly as the jigsaw method (contrary to what profylebryon said). If the image turns out crappy, especially with the gradients it is entirely due to Mugenonly displaying 16 bits images, while images can go up to 32 bits.This problem is absent from Mugen 1.1 alpha, and stages with gradients are perfectly displayed.
well im try to see how it will look in the RGB Method since no one likes the jigsaw method that much so i will post a image to show what it would look like.
Recommending F12 for your screenshot needs. Also, looks like it looses a lot with RGB; it's washed out and I see loss.
Nero91 said, August 23, 2010, 11:09:16 pmHere is what it will look like in RGB method[img width=300]http://i868.photobucket.com/albums/ab242/reality__2009/rgbtoolate.png[/img]Why did you use dithering?
Nero91 said, August 25, 2010, 06:03:05 ami didnt use ditheringWhat did you use to do the RBG method?You can clearly see the results of dithering in the trasnition from dark to light in the sky above Ken's head.Maybe it was automatically set to dither w/o you knowing it.
that was just how the image was i didnt do anything to that part of the image and i used Cybaster program just to show that it would have color lost if i used RGB method although i could have did with out the program but yea i have another stage that i was making and i dont know if im going to release it cause it aint working right but i had to use jigsaw on that stage to i try to cut the image myself but i still had color lost in that stage i might post that one in the projects section
I just post my 2nd stage in the projects section its called Space Odysey and if anyone has any ideas i would appreciate it thanks
Dr. House said, August 25, 2010, 07:36:37 pmNero91 said, August 25, 2010, 06:03:05 ami didnt use ditheringWhat did you use to do the RBG method?You can clearly see the results of dithering in the trasnition from dark to light in the sky above Ken's head.Maybe it was automatically set to dither w/o you knowing it.Maybe Photoshop, it sets dithering as default... I have to disable that the forst time I use it (for example, after reinstaling or format)