I re-released this stage since I found out I could make it much better than it previously was.Also, I locked the previous topic with the old release, since the old version is no longer online.http://www.freewebs.com/kingofmugencreationcenter/Enjoy.
From the screenshot : try making a floor by adding a sub layer on the bottom part of the stage.Also, shadows + reflection isn't usually a good idea.
Demitri Maximoff said, November 05, 2007, 09:21:21 amFrom the screenshot : try making a floor by adding a sub layer on the bottom part of the stage.Also, shadows + reflection isn't usually a good idea.I can get rid of the shadow, since that is not what I wanted.But I made no floor for it since thats the way I wanted it.[(_sourlucas_)]> said, November 05, 2007, 04:11:31 amOMG the offline version is secret rare now! If you REALLY want to request it, go ahead, I guess.
I wouldn't even call it a stage. There's no floor. It's just a single layer, single image setup. Moderate color loss. The delta is not even right.Agree with removing either shadow or reflection and adding a floor. Fighting stages need floors!
ziltama said, November 06, 2007, 01:57:50 amI wouldn't even call it a stage. There's no floor. It's just a single layer, single image setup. Moderate color loss. The delta is not even right.Agree with removing either shadow or reflection and adding a floor. Fighting stages need floors!How would I make the delta right and no color loss then? I use gimp, so don't try to tell me to use CS3 or something like that.And what floor would I add that would make you think that you are fighting in the heavens?
ziltama said:I wouldn't even call it a stage. There's no floor. Fighting stages need floors!He's talking about coding a floor, not graphically adding one.
He needs to add a floor regardless.Stages in the simplest form are floor + background. Usually, the two are separate but may be combined. A background without a floor does not work.For a stage like this, a cloud floor, glass floor, anything is better than nothing.Creating a sub layer may help, but not the ideal solution. This is done by creating a graphic that would cover the floor area (or a tiled graphic) and then using trans=sub. Simplest form would be a single color.The delta for a floor is always 1,1. For a one image stage, the delta has to be 1,1 by default...then again, most of these have a floor built-in already.It's not that gimp is failing. We told you what the major problems were in your other posts.1) DON'T use freakin' jpegs. The compression artifact alone looks like crap in low-res Mugen. If you still insist on using a jpeg, find a large, hi-quality jpeg, and then shrink it down (+/- a despeckle filter). And don't save the shrunken down image as a jpeg either.2) Split the resultant image into many pieces (about a dozen or so), color reduce each individual part (I don't know about gimp, but many programs have options regarding color reduction...it should be something like nearest color match or no dithering), and then save each part as a separate pcx file. After making a new sff file, reassemble the individual pieces in the def file. Each piece would have a different start coordinate. It's just like a puzzle.It's much easier than it actually sounds. The idea is that with a smaller graphic, the color reduction would look less severe or even completely eliminated.Reading stage making documents would also help. You have duplicate layers in all your stages and have no idea why.
saiyan man said, November 07, 2007, 05:18:14 pmis this low res or hi-res?* A newly dead trout quietly fades into existence.* Zuriga Gosei dives out of thin air at incredible speed, lands on his hands, snatches the trout, and does a whirling, gravity-defying backflip in saiyan man's direction.TROUT SLAP NO JUTSU!* Zuriga Gosei discards the trout, then, mere inches from impacting the ground headfirst, vanishes without trace.