... OF MAKING STAGES 8)
Okay guys, I know I shouldn't be announcing a tutorial here, but with the time I've spent on it, I think I've achieved writing the most complete tutorial on stage making to date. And since people look out this section much more than the tips & tutos one, I figured it'd be interesting for everybody to know about this tutorial.
The tutorial is kinda interactive, and will allow you to create (from PNG sprites included in a link), this stage :
(http://www.mugenguild.com/~cybaster/stage_tutorial/tuto5-anim/image12.png)
It also has many advices on the mistakes to avoid, how to apply a palette to a sprite (not for stages only), etc.
Give me feedback, whether you're a beginner or a pro.
Here's the link : http://mugenguild.com/forumx/index.php?topic=104470.0
WHERE CAN I FIND THIS AWESOME STAGE!?!?!!?!?
Spoiler, click to toggle visibilty
Downloading now.
Thanks for the tutorial.
Spoiler: Tamez already mentioned it (click to see content)
From past experience, I think the tilespacing parameter works differently for "normal" and "anim" elements.
With normal elements (non-animated) when tilespacing = 0, 0: tiling will occur as one would expect where the element is duplicated with no spaces in between the images. A 100 x 100 image tiled once in the x direction will result in a total of 200 x 100 pixels of space covered.
With animated elements, when tilespacing = 0, 0: tiling will not occur the same way but instead the tile will be created at the same coordinates as the original image. A 100 x 100 animation tiled once in the x direction will cover 100 x 100 pixels. To achieve a similar effect for normal elements, tilespacing should be the actual width of the image; in this case: tilespacing = 100, 0.
Didn't read that lol
something like this?
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http://img215.imageshack.us/img215/8795/stagetemplate.png (http://img215.imageshack.us/img215/8795/stagetemplate.png)
Not entirely what I had in mind, but yeah, that works.
Quick noob question concerning the awesome "BlackJack" trick.
Can it somehow be done to overlapping animated objects?
Let say you have some dude watching the fight and every so often his head tilts to look at the gamer. How can I make him blackjack as to not obstruct the match so much?
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(http://i58.photobucket.com/albums/g267/Apoklepz/Layer1_Schaefer.png)
I haven't come across any mugen stages that do this yet so I guess...no, it can't?
Anyways, it would be a nice future implementation to the engine.