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My first; Mighty Morphin Power Rangers Area 1 (Read 51562 times)

Started by TempesT, August 27, 2007, 01:03:21 pm
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My first; Mighty Morphin Power Rangers Area 1
New #1  August 27, 2007, 01:03:21 pm
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My first stage.

From Mighty Morphin Power Rangers for SNES; Area 1.

Screenshots:

Download it HERE


Credits, I guess:

Jango; for making Elm Street so I could manage this looong stage, the def of Elm Street REALLY helped me out.
VinnyJ; for putting up with my insufferable idiocy and teaching me how to rip and "code" :P
KFM; for some minor help with the def
Bandai? I guess? Because like.. there's Power Rangers toys or something...
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Last Edit: July 30, 2008, 11:02:58 pm by DMK
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#2  August 27, 2007, 10:56:23 pm
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Wow, I have to say, you did good on your first stage.
Accusare nemo se debet nisi coram Veridis
DYNOMITE
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#3  August 27, 2007, 10:59:04 pm
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you bastard xD, did better then me on my first xD.
Interactive Stage W.I.P Click Below


--------------


I give my life not for honor but for you
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#4  August 28, 2007, 02:02:59 am
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you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#5  August 28, 2007, 02:06:55 am
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Great job for a first! :sugoi:
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#6  August 28, 2007, 02:11:09 am
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Good job lisa.
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#7  August 28, 2007, 06:39:10 am
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Thanks for the stage Temps.

Green Ranger by Kokuryu will go nicely here.
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#8  August 29, 2007, 01:17:43 am
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My first stage.

From Mighty Morphin Power Rangers for SNES; Area 1.

Screenshots:

Download it HERE

Alternate Link

Credits, I guess:

Jango; for making Elm Street so I could manage this looong stage, the def of Elm Street REALLY helped me out.
VinnyJ; for putting up with my insufferable idiocy and teaching me how to rip and "code" :P
KFM; for some minor help with the def
Bandai? I guess? Because like.. there's Power Rangers toys or something...

LoL. The pic is hillarious. It's like Rugal is her dad: "I told you not to hang out with that guy in these neighborhoods! You're coming home!"
LoL
The key to happiness is not to mourn on the past, or to worry about tomorrow - but to live here and now. In the present. Honestly and earnestly.
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#9  August 29, 2007, 01:58:47 am
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Haha, creative mind you have there :P
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#10  August 29, 2007, 08:41:02 am
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Graphically, there are no bugs, and the old-style type is quite nice.

But this stage has two HUGE flaws :
- the two fighters should ALWAYS start the fight in the middle of the stage. P2 is clearly at his advantage in your stage.
- when a character moves, the other ones slides on the ground. :S You can see it even better if there a permanent helper on the floor. This should NOT be happening.

Repair these two mistakes, and it's a thumbsup. ;)
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#11  August 29, 2007, 02:16:56 pm
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I'm still relatively new at this, but could you point me in the direction of which values to change? Just so I can get this fixed, and so I dont make the same mistake on my next one.

Double post because I can :P
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#12  August 29, 2007, 02:27:03 pm
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replace this part with the following info below.

[PlayerInfo]
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

i dunno how to fix the other glitch anyways. :S
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#13  August 29, 2007, 02:33:08 pm
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looool danke, but its already like that =D
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#14  August 29, 2007, 02:38:23 pm
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Place your sprite so that the center of its x-axis is placed on the cross in fighter factory (or MCM, or MEE, whatever).
Or change the "start" parameter for the sprite.
Once your sprite is perfectly centered (in Mugen, not necessarily the SFF), change your -1000/+9000 for the bounds into -5000/+5000, and check if everything is alright.

For the slidding thing, check if you have a correct delta for the sprite. It's the only thing I can think about. Remove the delta parameter you put, so that mugen keeps the standard correct one.
CYBASTER HAS EARNED HIS ANAL TODAY!!!
#15  August 29, 2007, 02:49:10 pm
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Danke very much Cy, my love. I'll get on that sometime within the next two days =D
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#16  August 29, 2007, 03:41:42 pm
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Fixed the problem. V2 is ready for ze download
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#17  August 29, 2007, 04:29:45 pm
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I have to say Im lovin this stage! (Which is wierd because im not lovin power rangers)
I really wish I could make stages, but I dont get the whole making it in MCM or FF.
Anyway 2 thumbs up! :sugoi: ( Well Kinda....)
Thats one happy monkey and also my WIP! 15%
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#18  August 30, 2007, 01:20:13 am
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OMG! A power rager stage! YAY!! God I almost forgot about them a second there...thank you for the stage TempesT, it's something I've been waiting for awhile now, and it's finally happened. (Unless someone else made a power ranger stage and I never found...damn I'm stupid if there is.) Anyways, good job!
Sanji:35%
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#19  August 30, 2007, 01:29:03 am
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sweet. btw can't wait for pink R. she is going to be cool. 8)
Stuff
Re: [Stage] My first; Mighty Morphin Power Rangers Area 1
#20  August 30, 2007, 08:46:09 am
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You didn't quite fix it as I told you. :S I took the liberty of fixing it myself, and then explain you all the different steps I followed.

First of all:

[Camera]
startx = 0
starty = 0

I changed startx back to 0, because calculations are much easier to do afterwards. 0 will be the middle of the stage.

Afterwards, I extracted the long street sprite from the SFF, and Photoshop gave me a width of 2934 for the sprite.
so width/2 = 1467.
I then opened fighter factory, and modified the x_axis by putting it at 1467. Therefore, the sprite has the axes x=1467, y=0.
Now, we have a sprite which is perfectly centered in the SFF.

To have it centered in Mugen too, I just had to use "start= 0,0" for this sprite (group 0, image 1)

Okay, now that it's centered, let's fix the bugs.
- As I told you, the sliding characters came from the fact that you used a delta different from 1,1 for the ground sprite. I changed back the delta to 1,1 for this sprite. Note that you can just forget to put the delta parameter in this case, since the default values are 1,1.
- Since the sprite is perfectly centered, might as well center the players too. :P To do that, I just used the default values :

p1startx = -70
p2startx = 70


Testing the stage like that, everything is fine, and we can clearly see the car moving in the layer which has a delta, and the effect is quite nice. :)
But when you go towards the border of the stage, there are huge glitches : the characters can go to a place where there aren't any sprites to display.

To spot out these problems more easily, put the debugbg to 1. Therefore, you'll be able to see nice flashy pink where there are sprites missing.
I start by putting the left and right bound at very high values (be careful, leftbound, not boundleft):

leftbound  = -3000 ;Left bound (x-movement)
rightbound =  3000 ;Right bound


Now; all we have to do left is adjust the boundleft and boundright parameters.
I started by setting them at 1467 (half the width of the image) and went to mugen to test. The values were still to high, so I lowered them little by little until the devil pink vanished. Finally, I use the values :

boundleft = -1307
boundright = 1307


Here is the whole code for the stage (sorry, the spoiler tag doesn't seem to work :( ):

[Info]
 ;Stage converted by TempesT
 ;http://hegfx.ipbfree.com OMFG SHAMELESS PLUG!!!!
name = "Area 1"

[Camera]
startx = 0 ;I changed this one back, for more convenience
starty = 0

boundleft = -1307
boundright = 1307
boundhigh = 0
boundlow = 0
verticalfollow = .2
floortension = 0
tension = 60

[PlayerInfo]
p1startx = -70        ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
leftbound  = -3000 ;Left bound (x-movement)
rightbound =  3000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

[Scaling]
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

[Bound]
screenleft = 10    ;Dist from left of screen that player can move to
screenright = 10   ;Right edge

[StageInfo]
zoffset = 200

autoturn = 1
resetBG = 1

[Shadow]
intensity = 10
color = 0,0,0
yscale = -.1
fade.range = -400,-100

[Reflection]
intensity = 0

[Music]
bgmusic = sound/MMPR - Area 1.mp3
bgvolume = 255

[BGdef]
spr = stages/Area1.sff ; add "stages/" so that the stage is compatible with DOS Mugen.
debugbg = 0

[BG 0]
type  = normal
spriteno = 1, 0
layerno = 0               
start = 0, 0
delta = .5,.5
trans = none
mask  = 0
tile  = 1, 0
tilespacing = 0,0
window = 0,0, 319, 239
windowdelta = 0,0

;---------- LISA REMEMBERS, HOORAH!!
[BG Street]
type  = Normal
spriteno = 0,1
start = 0, 0
delta = 1, 1
mask = 1 ;This is the sexy value, do not change this value, for it is sexy

You can use it as is if you want, or just copy the values I have changed.
Afterwards, all you have to do is change the x-axis of the long sprite to 1467 in the SFF, and you'll have a stage as perfect as I have. 8)

Well, try applying everything I did on your version of the stage, to understand the different steps.
I hope this helped you, and if you have some other questions, just ask.

PS : I'm more and more thinking about writing a tutorial to explain how to create a stage, from the palette creation, to inserting the sprites, and creating animations. :thinking: It may happen one day, when I have some motivation.