[Preview]http://www.youtube.com/v/XEWWr4pDy6o[Download]Click Here For Awesomeness!![Comment]THE STAGE FILE IS AROUND 26MB UNZIPPED!! 16MB TO DOWNLOAD!this is probably the best and only version of the super smash bros. brawl stage you will EVER get! i hope you all enjoy it...i do not care for negative comments.major color losshelpers will get stuck on the edge of the stagestage scales characters automatically
corner push doesnt work on itman finding stage bugs isnt as glamorous as character debugging ie its there or isnt there
Laxxe23 said, March 17, 2008, 02:03:04 amcorner push doesnt work on itman finding stage bugs isnt as glamorous as character debugging ie its there or isnt therecorner push doesnt work? i didnt test it out..well either way... what do you think about it?
yes it would have. i think the end results are pretty good, i was hoping to use the melty blood wind effects to give the illusion of less color loss.
Generally it's a very bad idea to screw with scaling on stages. That and the color loss is brutal.SSB stages are better custom-sprited than ripped.
true, but then agian Elecbyte gave us all the option to use scaling on stages. and i dont see why we all frown upon that idea.i personally love how the stage came out.
Ryon said, March 17, 2008, 03:45:49 amtrue, but then agian Elecbyte gave us all the option to use scaling on stages. and i dont see why we all frown upon that idea.Because it messes with the alignment of chars' effects. If it's changed, the chars effects become too high or too low.
thats true, but it depends on how characters are made.explods and helpers react alot differently to scaling. either way i hope you enjoy the stage, scale them back to normal size if you wish, the result isnt as good.
It's a feature that likely wasn't finished. Changing the scale is a bad idea, especially when fighters' special fx often end up not being scaled.1) The color loss is just awful.2) Helpers get stuck, not because of scaling change, but your left- and rightbounds are messed up. Even after that's fixed, boundleft and -right are too wide and you get mirrored garbage. Furthermore, the edges of the stage should be closer to the edges of the platform. The stage as a whole is also a bit too high.If you intend to keep scale, at least don't screw up all the other basic stage settings. Fix the left- and rightbounds (set to -3000 and 3000 to be safe). Then adjust boundleft and boundright till there's no more mirrored garbage, and so that the edges of the platform are much closer to the stage edges. Then finally adjust screenleft and -right so that people don't step off the edge of the platforms. The floor delta itself may need adjusting due to scale changes to avoid characters sliding.3) The background featured in the first screenshot looks like it's using some ugly filter.4) You don't always have to use full blast transparencies. There's something called addalpha that looks much nicer. In fact, try replacing all the A's with as128d256 as a start.5) You might as well get rid of shadows altogether.
the shadows are light and barely visable.i tried that ASD color coding, it looked horrible.i repeatedly mentioned how bad the color loss was.and that whole bound right left thing really messed me up. normally i can get it right but sometimes like this, i get it all wrong. i'll try to fix it though.and Z, did you really download and test this stage?
Ryon said, March 17, 2008, 04:20:06 amthe shadows are light and barely visable.Then why even add it in the first place?Quotei tried that ASD color coding, it looked horrible.Anything is better than what's currently there. A more complicated approach is to alter the alpha values so it looks like it's fading in and out. Regardless, having full transparencies still won't cover up the color loss.Quoteand Z, did you really download and test this stage?Of course...then it was deleted soon afterwards.
hahahaha i love that answer!and yeah i wanted to have a fade in and out for some of the "wind" effects as i labeled them.however when i tried it i was seeing some black parts which arent shown at full power, thats why i refrained from using it. (black parts meaning the parts of the image where the white fades into)
Black parts? Sounds like a masking color problem then. That requires manual fixing.When using addalphas for graphics with "fuzzy" borders, it's best to leave d locked to 256 (100% transparency) and adjust s (ranges from 0-256 [0%-100% intensity/brightness]). I used this technique a lot in my last stage and last screenpack. You can see those as templates.
you were right i used "AS16D256 to AS256D256" for the transparencys, and it looks like the stronger wind fades in and out.now may not be the time but can you explain how ASD works? i've played around with the numbers on the left side , it affects transparencys 16 lightest barely visable, to 256 100% visable. what does the other side do?
Transparency level. Not good for graphics with "fuzzy" borders, since you start seeing the borders as being distinct instead of blending in. Works well for graphics with sharp borders; it will also allow graphics that are dark/black to be truly see-through instead of turning invisible.As a side note:as256d256 = Aas256d128 = A1Outside of animations:trans = addalphaalpha = (use 0-256 as above in s),(use 0-256 as above in d)
i see i see.....tell me how do you get that effect, that a object looks solid, but when the characters go on it, it turns transparent?
Blackjack Example:Turn this:;----------[BG Example] ; Originaltype = normalspriteno = 2,4start = -926,-370delta = 3,2.25mask = 1layerno = 1Into this:;----------[BG Example] ; Layer 1type = normalspriteno = 2,4start = -926,-370delta = 3,2.25mask = 1;----------[BG Example] ; Layer 2type = normalspriteno = 2,4start = -926,-370delta = 3,2.25trans = sub;----------[BG Example] ; Layer 3type = normalspriteno = 2,4start = -926,-370delta = 3,2.25layerno = 1trans = add1
so you split the layer code into 3 parts, and its called blackjack eh? interesting very interesting!"LIFE OF STUDY!"