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CvS2 - Osaka Tower (Read 4520 times)

Started by Mackx, July 05, 2009, 05:15:42 am
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Re: CvS2 - Osaka Tower
#21  July 05, 2009, 08:50:28 pm
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Some flash effects and transparent sprites don't mix well.

It's a common flaw that happens alot in mugen. :)
Re: CvS2 - Osaka Tower
#22  July 05, 2009, 10:14:06 pm
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my bad

something like this is what I meant

7,3,400,0,2, ,as128d128
7,3,400,0,2, ,as192d128
7,3,400,0,2, ,as256d128
7,3,400,0,2, ,as192d128
7,3,400,0,2, ,as128d128

but idk the source

so this is just based on observation

sorry if I gave you a headache :P

Hehe, yeah no headach. I could have done it that way i suppose, i used that on some of the other stuff.
But being it's only a flash which is a split second you really don't notice anything unless you pause it at that exact moment. But yeah this was taken from the source, directly unaltered...
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Re: CvS2 - Osaka Tower
#23  July 06, 2009, 04:36:28 pm
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Many things on this look great, and some others don't.

+ Parallax is excelent. 3D illusion is also great!!
- Rain falls too slow. Water drops hitting the floor should be transparent, and maybe the animation should be faster. It looks ugly as it is.

Since I know for certain the resources were ripped directly from the original game's textures, I won't comment on them, they look amazing... it's just that aesthetically the execution feels a little bit simple, straight forward, and has a lot of opportunity areas.
"We live in a world of perpetual outrage"
Re: CvS2 - Osaka Tower
#24  July 06, 2009, 05:50:23 pm
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Many things on this look great, and some others don't.

+ Parallax is excelent. 3D illusion is also great!!
- Rain falls too slow. Water drops hitting the floor should be transparent, and maybe the animation should be faster. It looks ugly as it is.

Since I know for certain the resources were ripped directly from the original game's textures, I won't comment on them, they look amazing... it's just that aesthetically the execution feels a little bit simple, straight forward, and has a lot of opportunity areas.

Well like i said, this stage was almost impossible to rip, that is why there is no good version out there.
The rain is already transparent, and making it anymore transparent would make the rain almost invisible, i've tried very hard to make the rain look as good as it does, speeding it up anymore makes it look weird to me, but feel free to change the speed. The only thing about this stage that does not stay completely true to the original is the rain, But that has a lot to do with ripping it (not and easy task), in the game it falls down frame by frame, almost choppy like, it's not transparent and does not go in front of the characters, where the rain in this one does, so saying it looks ugly and it has a lot of opportunity areas seems rather harsh to me, since i think it looks better here then in the game. Just goes to show you can't please everyone...
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Re: CvS2 - Osaka Tower
#25  July 06, 2009, 05:53:00 pm
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Re: CvS2 - Osaka Tower
#26  July 06, 2009, 06:01:25 pm
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Re: CvS2 - Osaka Tower
#27  July 06, 2009, 06:23:08 pm
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Don't get me wrong, and don't get defensive on me there Mackx, I'm on your side.

This is indeed the best version there is, you actually implementes some ideas I already had in mind about 3D illusion through code. It's innovative, looks good, etc. Your execution is flawless as in this works, and it does it well. What I meant is that it's a bit lacking on the "aesthetics" department.

The lightning bolt flash can be done through a completely white flash, and then a fade out effect at the end. Yes, you're a coder, not an expert animator, I don't expect you to know this, but I didn't think you'd take it so badly. Also, you focused on the rain being transparent, when it was actually not what I was referring to, but the water on the floor when the drops hit it - It does need more trasparency!!
"We live in a world of perpetual outrage"
Re: CvS2 - Osaka Tower
#28  July 06, 2009, 06:38:30 pm
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Don't get me wrong, and don't get defensive on me there Mackx, I'm on your side.

This is indeed the best version there is, you actually implementes some ideas I already had in mind about 3D illusion through code. It's innovative, looks good, etc. Your execution is flawless as in this works, and it does it well. What I meant is that it's a bit lacking on the "aesthetics" department.

The lightning bolt flash can be done through a completely white flash, and then a fade out effect at the end. Yes, you're a coder, not an expert animator, I don't expect you to know this, but I didn't think you'd take it so badly. Also, you focused on the rain being transparent, when it was actually not what I was referring to, but the water on the floor when the drops hit it - It does need more trasparency!!

Yeah sorry, didn't mean to take it so harshly, you just get tired of people expecting perfection when it's not really possible.  As for the rain on the floor, sorry i misunderstood, yes i agree it could use some more transparency, i'll work on it.... i'm just here to make mugen more fun for eveyone, and i know there were lots of people who wanted this stage, so I hope this version keeps people happy, for now anyways... untill someone else releases a better version that uses methods i'm not aware of. Anyways cheers UG [walt]!
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Re: CvS2 - Osaka Tower
#29  July 06, 2009, 07:02:18 pm
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Pertaining to walts post about the floor,

would this help?

Spoiler, click to toggle visibilty

Just trying to help and I can do a better rain animation also if needed.
Last Edit: July 06, 2009, 07:17:35 pm by -SyN-
Re: CvS2 - Osaka Tower
#30  July 06, 2009, 07:40:12 pm
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Pertaining to walts post about the floor,

would this help?

Spoiler, click to toggle visibilty

Just trying to help and I can do a better rain animation also if needed.


Hey that's a pretty cool rain animation, I can see that working for a lot of stages. However You definately can see the water drops more clearly in the actual osaka tower, all i'm going to do really is add "as128d128" type effect and experiment, trying to get the right level of transperancy. But keep that for future stages as i can see something like that would be good for rain say on rocks by a waterfall or something...
For more Mugen stuff visit me at http://retrostage.trinitymugen.net/
Re: CvS2 - Osaka Tower
#31  July 06, 2009, 07:48:41 pm
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did you get my PM? :wacko:
Re: CvS2 - Osaka Tower
#32  July 06, 2009, 07:55:26 pm
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Pertaining to walts post about the floor,

would this help?

Spoiler, click to toggle visibilty

Just trying to help and I can do a better rain animation also if needed.


Hey that's a pretty cool rain animation, I can see that working for a lot of stages. However You definately can see the water drops more clearly in the actual osaka tower, all i'm going to do really is add "as128d128" type effect and experiment, trying to get the right level of transperancy. But keep that for future stages as i can see something like that would be good for rain say on rocks by a waterfall or something...

np, like i said, just trying to help out.
Re: CvS2 - Osaka Tower
New #33  July 06, 2009, 09:26:13 pm
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The parallax is not done correctly again. 
While not blatantly obvious, one character's feet will slide some when the other one moves. 

Use this one instead. 
[mcode]delta = 1.576,1[/mcode]


---
[mcode][BEGIN ACTION 96]
3,1,0,0,100, ,as40d200
[BEGIN ACTION 97]
3,1,0,0,100, ,as40d200[/mcode]

Action 97 would have been a duplicate of 96, except you never use 97.  So you can delete 97. 
Unless of course you meant for some of the four instances of animation 96 to be 97 and give different values to 97? 

[mcode][BEGIN ACTION 99]
8,1,0,0,100
[BEGIN ACTION 101]
8,1,0,0,100[/mcode]

101 is a duplicate that is used, however, so you can get rid of it and change the actionno on the second [BG statue1] to 99 instead. 


---[mcode]
[BEGIN ACTION 17]
6,1,0,0,100

[BEGIN ACTION 21]
4,1,0,0,100
[BEGIN ACTION 22]
4,2,0,0,100
[BEGIN ACTION 23]
4,3,0,0,100
[BEGIN ACTION 24]
4,4,0,0,100
[BEGIN ACTION 25]
4,5,0,0,100
[BEGIN ACTION 26]
4,6,0,0,100
[BEGIN ACTION 27]
4,7,0,0,100
[BEGIN ACTION 28]
4,8,0,0,100
[BEGIN ACTION 29]
4,9,0,0,100
[BEGIN ACTION 30]
4,10,0,0,100
[BEGIN ACTION 31]
4,11,0,0,100
[BEGIN ACTION 32]
4,12,0,0,100
[BEGIN ACTION 33]
4,13,0,0,100
[BEGIN ACTION 34]
4,14,0,0,100
[BEGIN ACTION 35]
4,15,0,0,100
[BEGIN ACTION 36]
4,16,0,0,100
[BEGIN ACTION 37]
4,17,0,0,100

[BEGIN ACTION 89]
3,1,0,0,100, ,as55d200
[BEGIN ACTION 90]
3,1,0,0,100, ,as75d100[/mcode]

All of these animations only have one sprite in them, so there's not really any reason for them to be animations. 
I'm certainly not suggesting that you go back and change them.  Just for future reference, it's less work to just make 17-37 "type = normal" with "mask = 1" than it is to create actions for all of them. 

For 89 and 90 you'd use the trans function like so: 
type = normal
spriteno = 3, 1
trans = addalpha
alpha = 55,200

type = normal
spriteno = 3, 1
trans = addalpha
alpha = 75,100

The number before the comma works like the "AS" value in the animation code, and after the comma is like the "D" value. 

It just keeps you from having to add in the action number and match it up with the sprite number.  Less stuff to keep organized. 


---
Another thing I noticed while looking in your .sff file.  On several occasions you have the color you've chosen as your transparent color in more than one place in the palette. 

Here are just a few examples: 
Spoiler, click to toggle visibilty

While this doesn't affect the stage really, it is still something you may want to keep in mind not to do again. 

I don't know if you aren't switching the color that was previously in the color0 spot to the spot your transparent color used to be at when you move the transparent color to the color0 spot... or if it is something else, but you could potentially be losing a color this way. 

Most times it won't make a difference, but if you lose a color that takes up quite a bit of the sprite, your image may not come out looking like you wanted it to. 


---
It really is a beautiful stage and obviously took quite a bit of work.  Thanks for creating it. 
Last Edit: July 08, 2009, 08:32:38 am by Tamez
Re: CvS2 - Osaka Tower
New #34  July 06, 2009, 11:30:42 pm
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The parallax is not done correctly again.  
While not blatantly obvious, one character's feet will slide some when the other one moves.  

Use this one instead.  
[mcode]delta = 1.576,1[/mcode]

You must really have a good eye, I looked for sliding and didn't think it was noticable...

Quote
trans = addalpha
alpha = 55,200

type = normal
spriteno = 3, 1
trans = addalpha
alpha = 75,100

The number before the comma works like the "AS" value in the animation code, and after the comma is like the "D" value.  

It just keeps you from having to add in the action number and match it up with the sprite number.  Less stuff to keep organized.  

Thanks Tamez, you just taught me something new. I didn't know about adding an alpha under the trans, this will come in useful in the future. I wish I could find a manual on deep mugen code...

Quote
It's really is a beautiful stage and obviously took quite a bit of work.  Thanks for creating it.  

Yeah thanks, other then a small parallax issue, some duplicate code which i forgot to delete while making it and pallet stuff, really nothing that would effect the stage much, i'de say it was a success... i'll fix the parallax as well in the update...
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Last Edit: July 06, 2009, 11:36:16 pm by Mackx