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Metal Gear Solid Heliport A released! (Read 5097 times)

Started by mh777, May 15, 2010, 06:51:15 am
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Metal Gear Solid Heliport A released!
#1  May 15, 2010, 06:51:15 am
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Okay, I think this is finally ready for public consumption.  Here's Heliport A, from the original Metal Gear Solid, and my first major collaborative effort in MUGEN (despite dabbling in MUGEN for, how long, six something years now?).  Anyways, here's what featured:

-Customizable effects.  Enable (or disable) what kind of snow you want to use: the game-accurate set, or fancy new modern-type snow (brought to you by Yzan!).  A mist effect can also be activated/deactivated in the same manner, as well as lens flares.
-Super Jump compatibility!
-Awesomeness.

Quick thanks/muito rox to the following peoples:
-[walt], for the original idea/rips and testing/feedback
-Yzan, for the fancy snow/mist and separation of certain elements
-rukifellth, for cleaning up [walt]'s sky rip
-Cybaster, for testing/feedback

Get it from my site, which you can reach by clicking the globe under my avatar, as well as clicking on the leftmost sig image.  Feedback is welcome, as always, and enjoy.  :)
Re: Metal Gear Solid Heliport A released!
#2  May 15, 2010, 06:53:09 am
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Finally!  :)

I test it now!
Re: Metal Gear Solid Heliport A released!
#3  May 15, 2010, 07:52:11 am
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I test it now!  8)
Re: Metal Gear Solid Heliport A released!
#4  May 15, 2010, 08:35:55 am
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it now!  ;P
Re: Metal Gear Solid Heliport A released!
#5  May 15, 2010, 08:36:52 am
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I test it now!   ;D

oh wait
Re: Metal Gear Solid Heliport A released!
#6  May 15, 2010, 09:12:39 am
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I'm most pleased by this. The MGS accurate snow coding is classy and hella smexy :2thumbsup:

Don't mean to brag, but to anyone thinking this is a simple screenshot rip ^ magic button -> INSTANT STAGE let me tell you, this took more effort than it looks. 3 Ripped elements with different perspectives each, hand edited on a pixel level for several hours into a good looking background image.

I'm very much pleased that Yzan and rukifellth decided to chip in to make this come together, and a huge thanks to mh77 - man, thanks for making one of my crazy dreams come true :) :) :)

:buttrox:
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Re: Metal Gear Solid Heliport A released!
#7  May 15, 2010, 10:56:46 am
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I'm most pleased by this. The MGS accurate snow coding is classy and hella smexy :2thumbsup:

I disagree. 

The coding is pretty basic and could easily be expanded upon. 
I mean, in the wip thread he even stated that he was going to add detail to the motion of the snow.

the snow movement will be handled mainly through BGCtrls, which I feel is worth the effort/headache.  :)

In the actual game the snow doesn't move in straight lines like it does in this stage.  Some vertical variation on the movement would have helped. 

Here's just an example. 
I don't suggest anyone really use this coding as it was tossed together in a few minutes, and is really more suited to a stage where snow isn't put on big sheets like it is in this stage. 

Edit the .def file by taking this: 

[mcode];MGS-accurate Snow
[BGCtrlDef 3]
CtrlID = 3

[BGCtrl 3]
time = 0
type = enable
value = 1 ;Set this to 1 to enable, 0 to disable![/mcode]

And replace it with this: 

[mcode];MGS-accurate Snow
[BGCtrlDef 31,32,33,34]
CtrlID = 31,32,33,34

[BGCtrl 31,32,33,34]
time = 0
type = enable
value = 1 ;Set this to 1 to enable, 0 to disable![/mcode]


And replace this: 

[mcode];MGS-accurate snow, made by myself. :)

[bg 2a]
type = normal
spriteno = 3,0
start = 0,0
mask = 1
delta = .65,1
tile = 1,1
tilespacing = 0,0
velocity = 3.65,1.25
id = 3

[bg 2b]
type = normal
spriteno = 3,0
start = 0,0
mask = 1
delta = .85,1
tile = 1,1
tilespacing = 0,0
velocity = 4.05,1.50
layerno = 1
id = 3

[bg 2c]
type = normal
spriteno = 3,1
start = 0,0
mask = 1
delta = .95,1
tile = 1,1
tilespacing = 0,0
velocity = 4.25,1.95
layerno = 1
id = 3

[bg 2d]
type = normal
spriteno = 3,2
start = 0,0
mask = 1
delta = 1.65,1
tile = 1,1
tilespacing = 0,0
velocity = 7.75,3.5
layerno = 1
id = 3
[/mcode]

With this:

[mcode];MGS-accurate snow, made by myself. :)
;mh777's snow edited by Tamez for demonstrative purposes only

[bg 2a]
type = normal
spriteno = 3,0
start = 0,0
mask = 1
delta = .65,1
tile = 1,1
tilespacing = 0,0
id = 31

[BGCtrlDef 31]
CtrlID = 31

[BGCtrl 31, Vel]
type = velset
x = 3.65
y = 1.25
time = 0

[BGCtrl 31, Sin]
type = SinY
value = 6,180,0
time = 0

[bg 2b]
type = normal
spriteno = 3,0
start = 0,0
mask = 1
delta = .85,1
tile = 1,1
tilespacing = 0,0
layerno = 1
id = 32

[BGCtrlDef 32]
CtrlID = 32

[BGCtrl 32, Vel]
type = velset
x = 4.05
y = 1.50
time = 0

[BGCtrl 32, Sin]
type = SinY
value = 10,120,0
time = 0

[bg 2c]
type = normal
spriteno = 3,1
start = 0,0
mask = 1
delta = .95,1
tile = 1,1
tilespacing = 0,0
layerno = 1
id = 33

[BGCtrlDef 33]
CtrlID = 33

[BGCtrl 33, Vel]
type = velset
x = 4.25
y = 1.95
time = 0

[BGCtrl 33, Sin]
type = SinY
value = 14,100,0
time = 0

[bg 2d]
type = normal
spriteno = 3,2
start = 0,0
mask = 1
delta = 1.65,1
tile = 1,1
tilespacing = 0,0
layerno = 1
id = 34

[BGCtrlDef 34]
CtrlID = 34

[BGCtrl 34, Vel]
type = velset
x = 7.75
y = 3.50
time = 0

[BGCtrl 34, Sin]
type = SinY
value = 16,80,0
time = 0

[/mcode]

Were this a stage I was actually working on, I would have put more SinY elements set to switch up at various times looped to change up at different times to add even more variation.  Again this is just a quick example. 


On a side note, the boundhigh goes higher than what is there. 

Currently at: 
[mcode]boundhigh = -188[/mcode]
goes up to
[mcode]boundhigh = -245[/mcode]


Oh, and I only tested the default settings, not any of the optional ones. 
Re: Metal Gear Solid Heliport A released!
#8  May 15, 2010, 12:10:44 pm
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Re: Metal Gear Solid Heliport A released!
#9  May 15, 2010, 06:07:13 pm
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Tamez - if you feel like making worthwhile modifications to the DEF file, feel free to do so.

This stage was build upon a joint effort, and not only are we open to suggestions, but also to good help to improve this.
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Re: Metal Gear Solid Heliport A released!
#10  May 15, 2010, 09:39:56 pm
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In my defense, Tamez, my life did get pretty busy right after I started programming.  :-\  However, like [walt] said, this stage was a collaborative effort, and as such, we can Katamari the help even further.  (In other words, help and contribution is not only encouraged, it's allowed!)

Quote
Code:
[BGCtrlDef 31,32,33,34]
CtrlID = 31,32,33,34

Actually, I had no idea that you could assign multiple CtrlIDs like that.  That actually makes my life easier.

The boundhigh stuff: total brainfart on my part.  I meant to set it at -224 (I think -245 is a little too high. Personal tastes. :) )  Otherwise, all other suggestions noted and I will implement them (my take on them, anyways).  Perhaps I'll separate the snow even further to help achieve the effect I originally wanted.

Thanks for all the feedback, good sir.  :D
Re: Metal Gear Solid Heliport A released!
#11  May 16, 2010, 04:41:27 am
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Tamez - if you feel like making worthwhile modifications to the DEF file, feel free to do so.

Nah. 
I was always more of a fan of the dock area. 



In my defense, Tamez, my life did get pretty busy right after I started programming.  :-\ 
Yeah, tell me about it.  I bought a house recently.   :help:




Actually, I had no idea that you could assign multiple CtrlIDs like that.  That actually makes my life easier.

Yup.  Only 10 though. 

The Docs said:
specify the IDs of background elements to be affected by any BGCtrl that doesn't specify its own list of ctrlIDs. You can list up to 10 ID numbers for this parameter. If the line is omitted, then the default will be to affect all background elements.




The boundhigh stuff: total brainfart on my part.  I meant to set it at -224 (I think -245 is a little too high. Personal tastes. :)

Well, I mentioned it because it's a personal pet peeve of mine to see sprites being in the .sff file but not utilized.  If you have no intention of using that part of the images, I feel cutting the size of the image down to only what is necessary is the right thing to do. 

This stage, for example, dips on FPS for me due to your use of imagesplitter for part of the background.  Not much, but it does. 

Optimizing the stage a bit more by decreasing the size of that large image could help with that.  Maybe not a whole lot now that I know you intended -224, but had you intended -188 like you originally set it to, that's a lot of unused image that was being loaded for nothing. 
Re: Metal Gear Solid Heliport A released!
#12  May 16, 2010, 04:48:07 am
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Nice to see this finished, good job!

Cap

Re: Metal Gear Solid Heliport A released!
#13  May 16, 2010, 08:57:19 pm
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I just fucking came. Great job, man. Finally have a good stage for SeanAltly's Snake.
Re: Metal Gear Solid Heliport A released!
#14  May 18, 2010, 05:30:11 am
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for some reason i dont see the download link?
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Re: Metal Gear Solid Heliport A released!
#15  May 18, 2010, 05:38:38 am
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Re: Metal Gear Solid Heliport A released!
#16  May 18, 2010, 05:42:49 am
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such complicated instructions!

EDIT: after play with the stage... although your def is fancy lookin with all your bgctrls and what not.

i do declare... its not a very visually attractive stage.
single layer walls. with glare added on spot lights.
moving sky.
moving snow. i think it fades in and out it looks? or its my eyes.

and... it seems overall simple...

i dont mean my negative feedback in a bad way, just in a feedback way.
|
Last Edit: May 18, 2010, 05:49:15 am by Ryon
Re: Metal Gear Solid Heliport A released!
#17  May 18, 2010, 07:04:37 am
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This was actually ripped from In-game footage of the PC version, not the GameCube Remake. Any camera movements would fuck up the perspective with fish-eye view effect. It's the closest you'll be to being inside the original game in Mugen.

Sorry that you don't like it :sweatdrop:
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Re: Metal Gear Solid Heliport A released!
#18  May 18, 2010, 07:16:06 am
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Re: Metal Gear Solid Heliport A released!
#19  May 18, 2010, 12:00:39 pm
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i believe'z if you take the PSX version and emulate it at 640x480 or higher resolution, with some settings correct you can get a higher quality heliport. just sayin.
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Re: Metal Gear Solid Heliport A released!
#20  May 18, 2010, 07:17:29 pm
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Dude, it's already from a 640x480 image ... that's why it's wide enough to move around :P
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