hello folks (following is taken from the readme):This is something i cooked up couple of days ago because i was bored of working on my other stage projects: the idea first came because of the highway sprite i ripped from the game "Battle Circuit" but i couldn't find the proper sprites to do anything...then i thought of those Hokuto No Ken's sprites, et voila i was going for the apocalyptic battle kind of feel and wanted to try to make it as simple as possible without having a "it's empty" feeling: hope it worked out ok!Features:- Decent high jump- Very wide- Decent animation amount (mostly rain, splashes on floor, rats & clouds)- Music track included and turned on by default (some old track i've done ages ago) Screenshots:Spoiler, click to toggle visibilty (old pic)Video: http://www.youtube.com/watch?v=j2j5GklrRYs (kind of sucky but whatever...)Download link: http://www.sendspace.com/file/r7y7m6(28/12/2011: now contains both Winmugen & Mugen 1.0 version - 640x480)Credits in the Readme file! EDIT: thanks MaxBeta for the tips/infos NOTE 1: any feedbacks is most welcomed (specially for the Mugen 1.0 version)NOTE 2: for those who don't want to use the music track included (& have been living under a rock and still don't know how to turn off a track in mugen), check the spoilers:Spoiler, click to toggle visibiltyopen the file "HighwayApocalypse-hi.def", and add the ";" at the proper line, as follows:[Music];bgmusic = sound/Djoulz-saintseiya.oggbgvolume = 255
Well Damn Son...that was quick! I will download and test when I get home...long night at work tonight. :/I'm happy I can help from what I know to get others talent out the door.Always a pleasure Djoulz. Keep up the great work.
Reminds me of Inception's Limbo....I think you should perhaps add in some sky effects and maybe some different shading of your buildings to add in depth. It looks like a beta for sure, but a really interesting and well done beta. I'm looking forawrd to seeing whats next.
these are only advice:- The moon looks like a rock more than a moon, you could find a different one - The clouds could be a little bit more transparent unless it was cousciously made so there is this black outline separating the different layers of deepness.- there is a problem on the bottom left side - purple lightning would be maybe more convincing than blue, or then a different blue, this one is too deep.Again only suggestions except for the bottom left problem that should be fixed
@jeanbureau:- yep, found it really quick from an old stage of mine: lazyness to the fullest- i kind of like the way the clouds are right now but i'll see if i can tweak them a little eventually- damn, i remember clearly checking for bounds (will fix tonight) - mmmh the color of the lightning didn't really strike me as not fitting...maybe because iwas staring at it for days i'll do some teststhanks for the feedbacks@Saikoro: what do you mean by sky effect and shadings?
Sky effect.... Like clouds or something. The stage looks a little too bland with just a dark sky. Perhaps some scrolling clouds or some type of similar effect. Also, shading the buildings would give them a better sense of depth.
well you obviously haven'T tried the stage : the clouds have some velocities to add depth (to see it that would have required you to actually put the stag ein your mugen, load it up and jump high to see it...)!shading wise: i put a black front layer with some transparency that is removed from time to time to simulate lightning flash (because the natural colours of sprites are pretty bright)small update: Link updated in first post!
This stage as well as The Calling are now hosted on my site. http://network.mugenguild.com/cybaster/ -> Hosted Stuff
well, it could be a dead moon or whatever as it doesn't say the location is Earth but it's a good idea, maybe i'll see what i can do with it later (as jeanbureau mentioned, it doesn't look good anyway and im not liking it too)
i just realised the topic is called BETA VERSION... there is a lot of potential for this stage. A lot. You already have amazing buildings sprites with perspective view. only suggestions or "food for thought" as Big Boss would say lol:- The buildings are destroyed, it's a good excuse to put some smoke coming out of some of them- you could duplicate one building, modify it a little bit to make it look different, and use this "new building" to create an animation ----> The building either explodes, then reveals smoke, then starts to collapse falling on the side and finally disappear of the player's sight, or just start collapsing slowly as the characters are fighting.- (ultimate idea) after the building crashed and disappear of the screen, a bit of smoke rises up (think 9/11 ... ) and finally as the discreet smoke cloud rises, a big group of birds flies away.That being said, at the end of the day it's always about what you feel like doing i know that from fact heheAnyway, good luck for the improvement of that stage, once again it has a great potential.
@jeanbureau: damn dude, that sounds like a freaking lot of editing to do i agree it sounds very nice actually: if i can pull it off (not a matter of time but more of spriting skills, which i lack...), i will do it!smoke wise, it was already planned in a way: smokes, fires here and there, started playing with PI3 already just to see: the looping is a bitch so i'm going to need some ways to do it!thanks for the ideas, bro
Djoulz said, December 10, 2011, 04:34:50 am@jeanbureau: damn dude, that sounds like a freaking lot of editing to do i agree it sounds very nice actually: if i can pull it off (not a matter of time but more of spriting skills, which i lack...), i will do it!smoke wise, it was already planned in a way: smokes, fires here and there, started playing with PI3 already just to see: the looping is a bitch so i'm going to need some ways to do it!thanks for the ideas, broI posted a list of my tools in development discussion. The trick to make PI3 loop is to edit the video with a video software. I use Vegas pro 9 to crossfade 2 identical videos and create a smooth loop. That's the only way to do it.