The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Odb718 on July 26, 2017, 12:35:16 pm

Title: Muramasa Wheat Stage. Major UPDATE 8/1/17
Post by: Odb718 on July 26, 2017, 12:35:16 pm
Updated 7/31/17. The problems with the edge of the screen, and Player starting positions, should all be taken care of.
MAJOR UPDATE 8/1/17. All of the green/red weeds along the path are animated.

I edited a bunch of sprites I ripped from Muramasa for the Wii together into a stage.
I based it loosely off of an area in the game. The Wii has a lot of effects that I just cant manage to mimic perfectly in Mugen.
It's an extremely WIDE stage. I think it's over 4000 pixels, where most of the stages I use are around 600. I could be totally off on these numbers. But it's definitely wider than two normal stages back to back, if not 3.
It has Super Jump height. Some characters may go above the screen, but most stay within it. I used my Felicia718 in the images, she jumps pretty stinking high.

(http://i.imgur.com/AAWH79d.png)
(http://i.imgur.com/w7zzcY7.png)  (http://i.imgur.com/oGfNMqQ.png)  (http://i.imgur.com/xfWeCQi.png)

This is a photoshoped image I stitched together. It's actually wider than this composite. I left out some "blank" area from the middle.
(http://i.imgur.com/VdOOm6C.png)


Download by RIGHT CLICKING AND "SAVE LINK AS" (http://justnopoint.com/odb718/MyStages/MuramasaWheat/MuramasaWheat.rar)   
and if that link doesnt work,
Try this one last. (http://host-a.net/u/Odb718/MuramasaWheat.rar)
As for music, I use an MP3 called TurbulentState. I'm sure a few of you smart ones will follow the crumbs and find a link pretty easy for it. I'll link to it when I get the go-ahead. Put it in sound like normal.

This is the first stage I've done completely from scratch. I had some tough problems to get through on the learning curve, so there may be some bugs. If you find one, let me know. We've already found and killed one....
The stage does have 2 foreground FX in it. This can cause issues with certain characters from what I've heard. Mainly with Ultras and PalFX. If it becomes a major issues for a lot of players, I'll make an edit to remove the FX out. The FX is why the composite image looks bright then dark then bright then dark. I erased some edges of the screens so it'd flow together better.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: PeXXeR on July 26, 2017, 12:44:54 pm
Thanks man, its so nice to actually try this one. for the bounds , I highly recommend you decrease them though. Rugal's wall slam or specials or hypers like that will get screwed.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: OldGamer on July 26, 2017, 01:43:40 pm
wow you finished it nice. time to test this stage out and give you my feed back later :)
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: VGames on July 26, 2017, 04:17:50 pm
Looks good. This was a long process to finish this one.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Staubhold on July 26, 2017, 08:12:09 pm
Very nice looking. Nice work Odb718.

You have to increase the leftbound/rightbound... In MUGEN 1.0 p.e. projectiles get stuck in the corners...
Spoiler, click to toggle visibilty
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Odb718 on July 27, 2017, 08:18:59 am
So clearly an issue with the bounds.... now if only knew wth I was doing lol.

I've done one simple edit that seems to have taken care of the fireball problem, but I'm not sure.
[PlayerInfo]       
leftbound      = -2400       ;<<<Was -2000
rightbound     = 2400       ;Was 2000

This let's the character's back touch AAALLL the way against the walls. I jumped over a few fireballs. I'm not sure if it's taken care of the fireballs or the Rugal's wall slam problem.

If you've downloaded the stage and can just edit those two lines, go ahead and try it.
I've updated both links.
If there are any more small tweaks anyone can make/suggest I'm happy to hear them. I'm not completely satisfied with the camera following the jumps. Just seems a tiny bit off somehow. But that was one of the things I was having the most trouble on.

Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: fenzi4224615 on July 27, 2017, 02:26:12 pm
GJ!!!!
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Staubhold on July 27, 2017, 09:12:57 pm
So clearly an issue with the bounds.... now if only knew wth I was doing lol.

I've done one simple edit that seems to have taken care of the fireball problem, but I'm not sure.
[PlayerInfo]       
leftbound      = -2400       ;<<<Was -2000
rightbound     = 2400       ;Was 2000

Yes, tested it. Working fine now, but...
... there is some kind of gap on the left side of the stage.
Spoiler, click to toggle visibilty
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Vegaz_Parrelli on July 28, 2017, 02:35:31 am
This is gourgous. Originality is always appreciated. And the sprites you used are nice.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Odb718 on July 28, 2017, 07:39:31 am
... there is some kind of gap on the left side of the stage. 
SunofA!
Why the hell did I only test the right side.... (it's because the stage is so long )
Trying to get a fix now. I'll edit this post asap.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: YugaCurry on July 28, 2017, 07:56:21 am
The problem exists on the right side too I guess. Will check and let you know.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Staubhold on July 28, 2017, 07:20:46 pm
Naw, it´s only the left side... Right side is good, I checked it.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Odb718 on July 30, 2017, 09:16:55 am
So I've been working on the problem today. I'm no where near closer.
I need some professional help.
If I get the players to be able to get to the edge of the screen, there's still a ton of stage to the left.
If I go left, there's the Staubhold's image problem.
If I get everything looking good, P2 can walk backwards and drag P1 away from the wall. Which I dont understand at all.
What happens is if I go to the left, P2 can pull P1 to the right, back to the center. P1 can't drag P2 left. In the center of the stage, neither can be moved by the other. f I go a bit past the right of the center, P1 can drag P2 away from the right wall. 

I haven't found a way to stop all 3 problems from happening at the same time. If anyone worth their salt can check to see what the heck is going on, that'd be amazing.
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: OldGamer on July 30, 2017, 10:52:44 am
So I've been working on the problem today. I'm no where near closer.
I need some professional help.
If I get the players to be able to get to the edge of the screen, there's still a ton of stage to the left.
If I go left, there's the Staubhold's image problem.
If I get everything looking good, P2 can walk backwards and drag P1 away from the wall. Which I dont understand at all.
What happens is if I go to the left, P2 can pull P1 to the right, back to the center. P1 can't drag P2 left. In the center of the stage, neither can be moved by the other. f I go a bit past the right of the center, P1 can drag P2 away from the right wall. 

I haven't found a way to stop all 3 problems from happening at the same time. If anyone worth their salt can check to see what the heck is going on, that'd be amazing.
I had the same problem with my stage custom alter beast stage its every easy fix. when you increase leftbound and rightbound  you need to lower the number for boundleft and bound right on the camera setting

the more you increase the numbers for left bound and right bound your opening a new extra spaces for the stages and to do so you need lower the gab between them

go to your def file add this

[Camera]
startx         = 0         
starty         = 0                                     
boundleft      = -1900  ;<< was -2000
boundright     =  1900 ;<< was 2000
boundhigh      = -140   
boundlow       = 0         
;verticalfollow = 1.11
;floortension   = 85         
;tension        = 50   
verticalfollow =  1.05
floortension = 120
tension =50     

this will fix the gap :D
 
(http://i.imgur.com/Um0VlNG.png)


Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Odb718 on July 30, 2017, 11:23:06 am
This fixes the gap, but I can still pull P1 to the right when I'm all the way to the left.
Can anyone else test this and see?
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: OldGamer on July 31, 2017, 04:32:03 am
This fixes the gap, but I can still pull P1 to the right when I'm all the way to the left.
Can anyone else test this and see?
oooooooooooooooooooooooooooooooooooooo I get it your talking about its the Player 1 and 2 Position Start X and Y access

here try to add this

[PlayerInfo]       
p1startx       = -170 ;<<< was 70        *this is a position that move player 1 away from p2*
p1starty       = 0         
p1startz       = 0           
p1facing       = 1             
p2startx       = 170  ;<<< was 70        *this is a position that move player 2 away from p1*
p2starty       = 0         
p2startz       = 0           
p2facing       = -1               
leftbound      = -2400       
rightbound     = 2400       
topbound       = 0           
botbound       = 0 
 


Pretty mush the HIGHER THE NUMBER VALUE you make them far apart to each other :hyo:
the lower the number value they get closer to each other :hyo:

and if you want to make the p1 and p2 to be far away a bit you can also add this as well

[PlayerInfo]       
p1startx       = -180 ;<<< was -170     
p1starty       = 0         
p1startz       = 0           
p1facing       = 1             
p2startx       = 180  ;<<< was 170   
p2starty       = 0         
p2startz       = 0           
p2facing       = -1               
leftbound      = -2400       
rightbound     = 2400       
topbound       = 0           
botbound       = 0 

but dont set the value too high for both character because they will move in a awkward movement weird kinda of a way :D
Title: Re: Muramasa the Demon Blade Wheat Stage
Post by: Odb718 on July 31, 2017, 10:10:39 am
That only starts P1 and P2 off further apart.
The problem I'm describing is if P1 and P2 are to the left of the screen, and P1 is in the left corner, just standing there, P2 can hold back and PULL P1 back to the center of the screen.



In the video, the both try to walk backwards, but cant. Then they move left and Dhalsim can pull Ryu back to center. Once they're there, they can't be moved. Then P1 and P2 move to the right, and Ryu can pull Dhalsim back to the center by walking back.

----
I've seemed to have fixed it 100% finally. N. helped point me in the right direction. Thank you, yet again.
It turns out I needed to have
[Bound]
screenleft = 0
screenright = 0
Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: Staubhold on July 31, 2017, 12:15:50 pm
Good work, but you have to adjust the p1/p2 start positions...

Spoiler, click to toggle visibilty
Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: OldGamer on July 31, 2017, 04:36:07 pm
Im soooo sorry ODB for not over looking at your def file
I thought this stage was using localized setting but its running on Hires = 1
here and take this def file I made for you :D
http://network.mugenguild.com/oldgamer/OldGamer%20Mugen%20Creation/My%20Edit%20Stuff/My%20Edit%20Stages/MuramasaWheat.def
But remember if you ever use the localcoord setting that when you can add the 170 for both p1 and p2
and once again sorry for giving the wrong setting xD

Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: OldGamer on July 31, 2017, 04:43:37 pm
Good work, but you have to adjust the p1/p2 start positions...

Spoiler, click to toggle visibilty
yeah that was my mistake I thought his stage was running localcoord setting  its not his fault  its was really my fault xD

Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: Staubhold on July 31, 2017, 09:08:20 pm
Thanks OldGamer. Works fine now.
Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: OldGamer on July 31, 2017, 11:45:40 pm
Thanks OldGamer. Works fine now.
your welcome :D

Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: Odb718 on August 01, 2017, 03:23:04 am
I personally hate stages that move with every stinking jump a player does. So that's why my settings are like that.
When I was first building the stage, the camera wouldn't track the player correctly. I set the  verticalfollow = 1.05 and it worked waaay better. I've since edited all of the setting except that one, and it still worked properly so I left it. I feel it tracks the player up better. You can set it to 2 and see it does in fact make a difference. Because of the higher requirement to have the camera follow the player, the little extra follow seems to help, imo.

I have no problem using OldGamer's def in the release if that's how people prefer it. But I'm going to add a poll to get a consensus how most people prefer. The Camera to follow only on Super Jumps or for the camera to follow on All Jumps.


Title: Re: Muramasa Wheat Stage.. now with no problems... 7/31/17
Post by: OldGamer on August 01, 2017, 03:29:12 am
I personally hate stages that move with every stinking jump a player does. So that's why my settings are like that.
When I was first building the stage, the camera wouldn't track the player correctly. I set the  verticalfollow = 1.05 and it worked waaay better. I've since edited all of the setting except that one, and it still worked properly so I left it. I feel it tracks the player up better. You can set it to 2 and see it does in fact make a difference. Because of the higher requirement to have the camera follow the player, the little extra follow seems to help, imo.

I have no problem using OldGamer's def in the release if that's how people prefer it. But I'm going to add a poll to get a consensus how most people prefer. The Camera to follow only on Super Jumps or for the camera to follow on All Jumps.



you keep the setting the way you like it :D so your the boss and creator of your own creation. Im here to help you and support you :D and so you can keep any setting the way you like or keep the rest of my setting if you really want too. But always remember YOU like what you enjoy. I know that making mugen stages in your first try is a bit annoying . but that part of the trails and error that we all deal with mugen in general. :D and don't you worry I got your back and support 100% :D because I for one could never make awesome mugen stages like this :)  Just enjoy your self when creating your mugen stages or mugen stuff in general :D

Title: Re: Muramasa Wheat Stage. Major UPDATE 8/1/17
Post by: Odb718 on August 01, 2017, 01:20:54 pm
I've done a pretty big update to the stage. Not sure what time I stopped watching @Balmsold: making Yamcha animations, but it's been a few hours.
The grass/weeds along the path is animated. I've tried to make it so you wont see the same animation too close to each other. The pattern is easy but it should blend in well with all the other movement.

All of the problems with the sides of the stage should be handled.
For now I'm using the Super Jump follow, instead of the All Jumps follow. Too few people have voted for me to say the forum's decided.

If anyone's interested in using these sprites and animations to make different areas have at it. I can make the bright blue sky pretty easy. It'd look like a totally new map.... well not TOTALLY new, but worth it.
Title: Re: Muramasa Wheat Stage. Major UPDATE 8/1/17
Post by: NDSilva on August 02, 2017, 02:02:39 am
Just passing to say that's a impressive work. Thanks for bringing this astonishing stage to mugen, Odb718. :)
Title: Re: Muramasa Wheat Stage. Major UPDATE 8/1/17
Post by: Keaton on August 02, 2017, 02:37:33 pm
Thanks for this stage, lots of top tier stages lately and I'm more than glad for it.
Title: Re: Muramasa Wheat Stage. Major UPDATE 8/1/17
Post by: DW on September 09, 2017, 03:08:00 pm
Hey, really late(as I'm usually am), though nice stage. Thanks for this. Also, I picked the "Super Jumps" only option. Luckily I've learned how to do this myself, though I HATE it when the camera jitters all around every time a char slightly leaves the ground. Annoying af.