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ziltama

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Messages by ziltama

    

Re: TMNT - Olympus by Jam

 March 25, 2008, 01:36:08 am View in topic context
 Posted by ziltama  in TMNT - Olympus by Jam (Started by tetsuo9999 March 23, 2008, 06:24:34 am
 Board: Found Releases

Just because 200, 400, or even 1000 people view a post does not mean they've downloaded and kept it.  The vast majority of the time 1) it's not downloaded or 2) it goes straight into the recycling bin.

This particular author keeps putting out crap.  It's preferable not to spread crap around.
    

Re: TMNT - Olympus by Jam

 March 24, 2008, 04:04:39 am View in topic context
 Posted by ziltama  in TMNT - Olympus by Jam (Started by tetsuo9999 March 23, 2008, 06:24:34 am
 Board: Found Releases

Yeah, but, uh, no one hired this messenger.
    

Re: ETERNITY STAGE by YUSUKE

 March 24, 2008, 02:29:31 am View in topic context
 Posted by ziltama  in ETERNITY STAGE by YUSUKE (Started by YUSUKE8 March 23, 2008, 02:34:45 pm
 Board: Your Releases, older Mugen

Overall, it's a nice stage.

The parallax settings just need a little more tweaking.  I may decide to adjust them at a later point in time.
    

Re: TMNT - Olympus by Jam

 March 24, 2008, 02:24:08 am View in topic context
 Posted by ziltama  in TMNT - Olympus by Jam (Started by tetsuo9999 March 23, 2008, 06:24:34 am
 Board: Found Releases

We get it.  You're trying to increase your post count.  It's pathetic.

Yet another broken stage by JAM with a broken parallax floor.

Again, if the author doesn't care about his own stages, then why should we?
    

Re: The Lunar Surface

 March 24, 2008, 02:22:32 am View in topic context
 Posted by ziltama  in The Lunar Surface (Started by chunky March 23, 2008, 07:25:12 am
 Board: Your Releases, older Mugen

Hmm, where to start...

1) Stage is way too tall.  Try readjusting boundhigh to something more reasonable like -200 for hi-jump stages.  After that, you can fix the verticalfollow and floortension values so that characters don't go offscreen before reaching the top.

2) The color loss in the background sky graphic is just horrendous.  Never, ever use a jpeg image in mugen.  The compression artifact alone looks terrible.  Find a different image.

3) I'm aware of the trick used to make the moon rotate, but the problem is that the characters do slide a little.  I'm used to seeing that trick used for non-floor objects to simulate animation changes depending on which part of the stage is in view.  Not quite sure what to offer here.
    

Re: [Stage]Delfino Island by ultimate goku

 March 24, 2008, 02:11:03 am View in topic context
 Posted by ziltama  in Delfino Island by ultimate goku (Started by Super Sonic March 22, 2008, 03:08:27 am
 Board: Your Releases, older Mugen

Eventually, you'll get it right.

The floor has to have a delta of 1,1 for low-res stages.  The other layers can have different deltas if they're not directly connected to the floor.

Parallax commands have no effect if type = normal or anim.
    

Re: Bamboo Springs

 March 24, 2008, 02:07:36 am View in topic context
 Posted by ziltama  in Bamboo Springs (Started by Ryon March 22, 2008, 09:31:46 pm
 Board: Your Releases, older Mugen

The filtered look looks awful.

1) As a general rule of thumb for deltas for hi-res stages, floor and objects directly connected to the floor is 2,2.  Objects in front of the floor is greater than 2,2.  Objects behind the floor is less than 2,2.

Here, the foreground layer is slower than 2,2; so, the scrolling looks strange.  Make it greater than 2,2.

As for the background, you should split it up into multiple layers or try using parallax for a skewed scrolling effect.

2) I don't ever recall seeing bamboo shoots grow from rocks.

3) You can use a filter as a base for redrawing sprites, but don't ever use a filter and not edit the sprites.  My Sexy Parodius stage used filters as a base, but all those sprites were essentially redrawn from scratch.
    

Re: McDonalds and Homer and Peter's houses.

 March 23, 2008, 05:26:33 am View in topic context
 Posted by ziltama  in McDonalds and Homer and Peter's houses. (Started by backlash92 March 20, 2008, 12:13:13 am
 Board: Projects

Uh, I don't think you learned how to make stages.  You just can't plug in some random images in mugen and call it a stage.

Read mugen's docs and read some tutorials.

Never, ever use jpeg images in mugen.  The compression artifact alone looks terrible.

Color loss, color loss, color loss.  There are articles on how to avoid/reduce this.

Use multiple layers.

Single image, single layer stages almost always turn out terrible.

Learn what vertical follow and floor tension do.

You just can't put two images side by side without some sort of transition/edit and call it a stage either.
    

Re: Sam & Max Hit The Road - Outside Snuckey's by Dracul

 March 22, 2008, 08:19:30 pm View in topic context
 Posted by ziltama  in Sam & Max Hit The Road - Outside Snuckey's by Dracul (Started by tetsuo9999 March 22, 2008, 07:13:46 pm
 Board: Found Releases

Hmm...looks rather sterile without animations.

1) Floortension needs to be higher, like 40-50.

2) Floor is a little broken.  Floor layer always has a delta of 1,1 for low-res stages.

3) Color loss on the road.
    

Re: City Frite

 March 22, 2008, 08:13:31 pm View in topic context
 Posted by ziltama  in City Frite (Started by BigBoss March 22, 2008, 01:50:01 pm
 Board: Your Releases, older Mugen

Hmm...

1) Use differing deltas.  It looks like a one layer stage when it really isn't.

2) Smoke/fog should not be a light source.  Use addalpha:

Replace trans = add with

trans = addalpha
alpha = 128,256

3) For this stage's floor, the zoffset line is too high (value too low).  Try 225.

4) Mugen does not like gradients, so the sky color loss cannot be helped unless you try dithering or a different sky.
    

Re: [Stage]Delfino Island by ultimate goku

 March 22, 2008, 08:07:08 pm View in topic context
 Posted by ziltama  in Delfino Island by ultimate goku (Started by Super Sonic March 22, 2008, 03:08:27 am
 Board: Your Releases, older Mugen

Uh, hmm.

Before you implement a parallax floor, read a tutorial on how to use parallax.  Otherwise, characters slide and the floor becomes "broken".
    

Re: Supersized Seafood?!

 March 22, 2008, 03:37:44 pm View in topic context
 Posted by ziltama  in Supersized Seafood?! (Started by Kung_Fu_Man March 22, 2008, 01:56:35 am
 Board: Your Releases, older Mugen

I agree.  Floor looks odd.  Maybe try re-editing the floor to be bigger and use parallax.
    

Re: [Delfino island stage by ultimate goku]

 March 22, 2008, 05:07:54 am View in topic context
 Posted by ziltama  in Delfino Island by ultimate goku (Started by Super Sonic March 22, 2008, 03:08:27 am
 Board: Your Releases, older Mugen

Hmm...

1) Verticalfollow and floortension are too high.  Try something like .8 to .9 and 60-70 respectively.

2) The zoffset line is too high (value too low).  Try something around 205-210.

3) Single layer, single image stage.  Stages like this typically do not turn out well.  Try using multiple layers (which would also help out the next problem).

4) Color loss.


This has been posted many times before regarding correction of color loss:
a) Jigsaw method: most common method used.  Basically, a large image is split down into smaller parts, each part is separately color reduced to 256 colors, and then all the pieces are reassembled in the def file (like a jigsaw puzzle).  Each part doesn't have to be symmetrical (large pieces for less colorful parts, smaller pieces for more colorful parts), but most people prefer symmetrical parts (I've used 64x64 size tiles).

To absolutely avoid color loss, you would need 16x16 tiles (256 pixels max), but almost no one does that.  There are programs available which automatically split up images into small parts, but of course, none provide mugen start coordinates.

b) Dither method.  Sometimes, regardless of what's done, mugen will still auto reduce colors on its own giving less than satisfactory results (display output is locked to 16-bit color).  This is most notable when trying gradients.  For those, I take a screenshot, see what colors mugen allows for the gradient, and then make a dither using only those colors.  I try to avoid dither whenever possible, otherwise.

c) Modified transparency method.  You start off with 1 image and end up with 3.  Basically, an image is split into its individual color channels: red, green, blue.  Many programs can do this, but can't seem to set the other two channels to 0, however.  In order for this to work, the other two channels have to be set to 0 and not any other value.

After the images are split into channels, you should have 3 images: each one having shades of one primary color.  If not, then the other channels are not set to 0.  Color reduce each part to 256 colors, if not done already (there should be no color loss when doing this, since each channel only allows 256 values).  Use one channel layer as a base without transparency.  Then set the other two layers on top using the same start coordinates and with trans = add.  This will perform a simple layer addition and reproduce the original image.  I don't recommend this for most cases since it causes a rather significant performance hit for large images.  As a side note, this cannot be used to fix gradients; mugen will still auto reduce the final image on its own.

5) The stage appears a little squished horizontally.  The floor looks odd and has almost no perspective.  The bottom plank of the floor uses mirror duplication...which looks cheap.

6) Wrong message icon for this forum.

So, needs tweaking.
    

Re: Abyss Mvc2 Stage + Edit

 March 21, 2008, 07:21:43 am View in topic context
 Posted by ziltama  in Abyss Mvc2 Stage + Edit  (Started by !E March 21, 2008, 06:55:23 am
 Board: Your Releases, older Mugen

I see my advice from last time was ignored, since I see some of the same mistakes from the last stage.

1) Floortension is missing and verticalfollow is too low.  Try 60 and .8, respectively.  This makes for smoother jumping, and characters will stay on-screen before reaching the top.

2) Player start points are asymmetrical.  There's no reason for doing this.  Reset p1startx and p2startx.

3) Transparencies need work or need to be added.  The green bubble animations should be a1, not a.  Try adding a1 for the red dragon pillars.  You could try addalphas for the other effects (for example, try trans = addalpha; alpha = 128,256 or as128d256 in animation).

4) The floor is broken.  The pillars near the stairs slide a little.  Characters slide quite a bit.  The parallax artifact at the far ends of the stage looks awful. Width is not even a good choice here; width is best for tiled floors.  Xscale would have been more appropriate for parallax.  If you cannot properly code a parallax floor, then you should have looked up a tutorial.  I put up a pretty good parallax mini-tutorial as a response to your last stage.

5) Speaking of deltas, they need work.  Basically, the floor and everything connected directly to the floor is 1,1 and objects behind the floor should get progressively smaller than 1,1 to create better depth.  Even for parallax, the settings are chosen so that the zoffset line has a delta of 1,1.

6) The transparent spheres need better positioning/centering.  The lightning effect needs some editing as the borders seem to go past the pillar edges.

So, needs a lot of tweaks.
    

Re: [Stage] Ergoth's Throne released

 March 21, 2008, 04:53:55 am View in topic context
 Posted by ziltama  in Ergoth's Throne updated (03/27/08) (Started by Ricepigeon March 18, 2008, 08:10:44 am
 Board: Your Releases, older Mugen

I don't think you were using the default elecbyte stages.  There's various add-ons/screenpacks/hacks that add various additional stages, though.
    

Re: dope show - marilyn manson (original) by xed

 March 21, 2008, 03:15:40 am View in topic context
 Posted by ziltama  in dope show - marilyn manson (original) by xed (Started by -Eco- March 20, 2008, 09:31:01 am
 Board: Your Releases, older Mugen

No particular major gripe except that Manson should be moved further away from the zoffset line.
    

Re: MvC Bath House Stage 3 Versions

 March 20, 2008, 04:51:53 am View in topic context
 Posted by ziltama  in MvC Bath House Stage 3 Versions (Started by JedahUK March 20, 2008, 02:03:35 am
 Board: Your Releases, older Mugen

There really shouldn't be any color loss issues since Capcom sprites typically don't go over 256 colors.

Overall, works well.  The stage needs floor tension for smoother jumps.  If you analyze the game carefully, you can calculate verticalfollow and floortension values.  At least have it so that a character's feet barely go below the bottom of the screen when the opponent jumps.
    

Re: Link's House by Kaiman

 March 20, 2008, 04:42:52 am View in topic context
 Posted by ziltama  in Link's House by Kaiman (Started by tetsuo9999 March 19, 2008, 10:06:24 pm
 Board: Found Releases

Holy crap, this is awful.

What's wrong has already been said.

To 9999: Dude, have the decency to test beforehand what you post.  If it's utter crap (like this stage is), DON'T POST IT.  It wasn't posted before for a good reason.
    

Re: XR Tron Stage

 March 20, 2008, 04:41:19 am View in topic context
 Posted by ziltama  in XR Tron Stage (Started by Enscripture March 18, 2008, 02:24:55 pm
 Board: Your Releases, older Mugen

Overall, it's well done.  A much welcome change in styles compared to prior stages.  The 3d animations -> 2d animations look well.

1) The stage is probably too high.  I would make it shorter.

2) For a stage this high, the floortension should be higher like 80 with a higher vertical follow (like .9 to 1).  Otherwise, the characters are well off-screen before the top is reached.  This may be a moot point if the stage is made shorter.  My superjump stages usually don't go much past -200.
    

Re: [Stage] Ergoth's Throne released

 March 20, 2008, 04:37:41 am View in topic context
 Posted by ziltama  in Ergoth's Throne updated (03/27/08) (Started by Ricepigeon March 18, 2008, 08:10:44 am
 Board: Your Releases, older Mugen

Hmm....

1) Weird syntax.  You're using a weird stage template.  Get rid of it.

2) Since you have multiple layers, you could have used different deltas to improve depth.  For instance, the sky could've used a delta of .75,.75.

3) Why are you using an animation for one frame?  It makes no sense.  Just use a regular bg definition.

4) Color loss, color loss, color loss.  See prior posts on correcting for color loss.  Using even more layers would help a lot.

5) Use floortension for smoother jumps.  Try 50.

6) The floor needs editing.  Perfectly flat floors do not work well on mugen.  Most characters do not have perfectly flat feet on the zoffset line.  Even then, the zoffset line is 3 pixel lines too low (value 3 too high).