YesNoOk
avatar

New stage death egg ex (Read 2193 times)

Started by Super Sonic, January 25, 2008, 02:42:45 am
Share this topic:
New stage death egg ex
#1  January 25, 2008, 02:42:45 am
  • ***
  • Sonic stage creator
    • www.freewebs.com/ultimategokuex/index.htm
Last Edit: January 25, 2008, 11:51:22 am by Sepp
Re: New stage death egg ex
#2  January 25, 2008, 02:48:42 am
  • avatar
  • *
oh yes, really its huge or Giant and Interesting :D


i can put your works on my site web?
Re: New stage death egg ex
#3  January 25, 2008, 03:15:14 am
  • ***
  • this be some serious mugen shit
thats just a single image :-\
Re: New stage death egg ex
#4  January 25, 2008, 03:38:52 am
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
Even more problems than the other ones...

1) Do you know what this does?

boundleft = -50
boundright = 2500

It sets the left and right camera bounds i.e. determines width of the stage.

Boundleft is ideally the negative value of boundright.  If the two don't share the same absolute value, then the stage becomes asymmetrical.

Here, the asymmetry is absolutely ridiculous.  Player 1 can barely move left.  Both players have a lot of distance to move right.  Player 2 has an automatic advantage and can trap Player 1 more easily in the corner.  Not good.

So, you need to recenter the stage i.e. fix the boundleft and boundright values.

Boundhigh sets the camera height.  Since you made the stage tall, verticalfollow and floortension need to be changed.  The former determines how the camera follows the fighters when they jump and floortension determines how high the player needs to be before the camera moves.

So, vertical follow needs to be higher like .6 or .7.  Floortension should be 40 or 50 here.

2) Because of how the bounds are screwed up, leftbound and rightbound are screwed up by default.  These are different than boundleft and boundright.  Think of these as additional boundaries outside the camera range.  Usually, these values should be 500 or so outside the bound values.  Otherwise, things like projectiles getting stuck at the edges happen.

3) Zoffset value is too low, which makes the zoffset line too high.  In fact, the whole stage is just a bit too high.  You don't want the players constantly jumping into the life bars.  210-230 is usually a good range.

Anyhow, you didn't even get the zoffset value right for this stage.  The zoffset line is set a pixel line below the floor here.  Not good.

4) Single layer, single image stage.  You just can't plop in any sort of random image into mugen and create a "stage" out of it.

It doesn't work that way.  Stages of this type almost always turn out bad, with very few exceptions.

So, learn how to use multiple layers.

5) Having perfectly flat horizontal floors do not work well in mugen.  Many characters have uneven feet levels, so the floors just don't end up looking good.  This stage needs a better (edited) floor.

6) Pay attention to your stage layout.  It's not a good layout and doesn't work for many mugen characters.

-fixed typos-
Last Edit: January 25, 2008, 03:59:23 am by ziltama
Re: New stage death egg ex
#5  January 25, 2008, 04:03:14 am
  • ****
    • www-personal.umich.edu/~tdkim/ziltama/
i was just planning on making one side bigger than the other is there any idea on how i can make it bigger because it wont go any furthre

Why would you want to do that?  You're not designing a stage for a platform action game.  You're designing a stage for a fighting game.  Both sides should be (almost nearly) equal.  Otherwise, one of the fighters will always receive an automatic advantage.  It's just poor stage design if one side is ridiculously larger than the other.

If you want to make a bigger stage, then you need to adjust the leftbound and rightbounds.  Here, the rightbound is less than the boundright, which is restricting character movement.  Rightbound should be about 500 or so bigger than boundright.

Again, try not to design grossly asymmetrical stages.  They almost always turn out terrible.
Re: New stage death egg ex
#6  January 25, 2008, 02:51:11 pm
  • ******
    • Germany
    • valodim@gmail.com
and as somebody said, a single huge image put into an sff hardly qualifies as a stage.

read the documentation about what you can do with the codings given for making a stage, don't just throw something together that loads a backgruond image in mugen and release it as a stage. if you do that too often, people might just skip over your threads not expecting anything worthwhile...
Re: New stage death egg ex
#7  January 25, 2008, 03:13:28 pm
  • ****
  • Snake Eater
    • mgmod.com/mugen/
and as somebody said, a single huge image put into an sff hardly qualifies as a stage.

read the documentation about what you can do with the codings given for making a stage, don't just throw something together that loads a backgruond image in mugen and release it as a stage. if you do that too often, people might just skip over your threads not expecting anything worthwhile...

Plenty haven't skipped it. :D (Points to valo and zilt).
Interactive Stage W.I.P Click Below


--------------


I give my life not for honor but for you
Re: New stage death egg ex
#8  January 25, 2008, 04:20:23 pm
  • avatar
  • **
Nice stage downloading now gona test it out with my Sonic advance/battle char and see how he goes with it
47%