The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Hogwarts: The Dueling Club, 1942 => Topic started by: Liquid Jake on December 09, 2010, 08:51:37 pm

Title: Stages
Post by: Liquid Jake on December 09, 2010, 08:51:37 pm
Most of the duels in the 1P game itself will be fought in the Great Hall, but there will be several stages selectable in 2P games:

The Great Hall (With and without an audience)
The Headmaster's Office
The Potions Classroom
The Grounds
The Kitchen
The Forbidden Forest

Maybe some others, too.

Two spells will be important to the stages, too; Accio, which, if armed, will summon an object from the stage to your character that will restore some of their life, and Mobiliarbus, which will toss an object from the stage at your opponent.  These objects are different from stage to stage.

The sprites are mostly from Maple Story, with a few Mortal Kombat pieces I picked up from MortalKombatWarehouse.com and some hand-drawn edits, too.  I've seen the movies but didn't really care for them, so the stages are mostly based on the books' descriptions and our imagination.  Here's the Headmaster's Office stage, and the picture my daughter gave me so I would know how it should look:

(http://img833.imageshack.us/img833/6835/005se.jpg)

(http://img255.imageshack.us/img255/4103/original1w.jpg)

Title: On progress...
Post by: Liquid Jake on January 10, 2012, 06:27:31 am
I am still working on this; Please don't flush me to Inactive Projects.

Here are the stages that I've completed.  They're bigger left-to-right, but I've cut and pasted 'em so you can see the height of the stage.  With the multiple jumps and the couple spells that will actually toss your opponent into the air, you can really get around.  Plus, each stage has that groovy "pan down" intro that I like so much...

(http://img190.imageshack.us/img190/2886/026jrc.jpg)
Headmaster's Office.  The fire is animated, naturally, but as this is Hogwarts, the object in every picture moves, too...

(http://img715.imageshack.us/img715/1463/027bk.jpg)
Great Hall, with an audience.  The audience is animated, and the candles, and the fires in the braziers.  There are more of all these things; again, the stages are wider than this...

(http://img196.imageshack.us/img196/77/028xa.jpg)
Great Hall, no audience.  It's all the same, with a different sky through the windows and different music...

(http://img6.imageshack.us/img6/4926/029od.jpg)
The Grounds.  Lots of fog effects, and a pretty good sense of depth with all the trees at different delta values...

(http://img249.imageshack.us/img249/5082/030wqw.jpg)
Stage select is done through the crystal ball on the select screen.  I started to re-code the versus screen as a Player 1 intro state, so that I could also put the stage name/image there, but that was going to be a crazy amount of work for a minimal gain, so I've scrapped the idea.  I might go back to it, someday; I think it'd look pretty sweet.

Let me know what you guys think!
Title: Re: Stages
Post by: Iced on January 10, 2012, 06:35:55 am
good to know you are still around.
Title: Re: Stages
Post by: Lith on January 17, 2012, 07:56:28 pm
Crystal ball idea seems nice but might be hard to identify the stages since it seems rather small, although that's just me. Nice idea though.
Title: Re: Stages
Post by: Liquid Jake on January 27, 2012, 07:10:22 am
They are kinda small, but my hope is that the stages are unique enough to still be recognized.  It's made worse by the fact that every time I add a new stage to the font, the palette has to be redone, so there is less color overall.

I think it works, though. 

Thanks for the feedback!

(http://img828.imageshack.us/img828/735/031kow.jpg)
Title: Re: Stages
Post by: Revanto on January 29, 2012, 02:49:17 am
Well, one thing you can do is to add floating smoky and sparkly text (IE magic text) that forms under the crystal ball that shows the stage name or something like that. Basically, don't restrict yourself to the crystal ball. You're in a world of magic, your possibilities are endless.

Good luck with the project and look forward to seeing it complete.

Cheers,
Revanto  ;P
Title: The rest of the stages
Post by: Liquid Jake on July 10, 2014, 08:06:50 am
I participated in the  2013 stage contest (http://mugenguild.com/forum/topics/-stage-creation-competition-2013-results-revealed-151090.0.html) and got great feedback on not only my own work, but everyone else's entry, too.  Flush with new knowledge of what makes a stage cool, I was inspired to redo most of them.

Plus, I was really bored.

They've all been tweaked and played with some, and they're now all really and truly finished.  Here are the places you haven't seen:

(http://i1273.photobucket.com/albums/y408/EkajDiuqil/055_zps5da6da43.jpg)
The Room of Requirement.  This was a lot of fun to make.  There's a ton of crap in there, and it's moving at different delta values so there's a good sense of depth.

(http://i1273.photobucket.com/albums/y408/EkajDiuqil/054_zps2bb4343a.jpg)
The Potions Classroom.  Slughorn runs back and forth, tinkering and sniffing his potions.

(http://i1273.photobucket.com/albums/y408/EkajDiuqil/052_zpsda62424c.jpg)
The Grounds.  Completely redone, totally different.

(http://i1273.photobucket.com/albums/y408/EkajDiuqil/053_zps18f97048.jpg)
The Kitchen.  There's house elves goddamn everywhere.  It's a busy place, but I hope it doesn't lag on a slow machine.  Can stages do that?

(http://i1273.photobucket.com/albums/y408/EkajDiuqil/051_zps74b5b11a.jpg)
The Forbidden Forest.  Lots of fluttering leaves and stuff, and a centaur marching around in the background.  He's behind the bushes, but from the right spots you can see him.