Here are a few stages from this epic rpg, hope you enjoy. I did this one kind of fast, still turned out alright though... might do some improvments later. I had a hard time trying to prevent colorloss in the sky for this one, even with cybasters tool mugen doesn't like gradients, so its limitations stopped me from getting a perfect result. If anyone can get a better result the original image is here http://www.sendspace.com/file/2t4u7i 2 music files are included in this one, the original and one that i find suits it better. I decided to redo this one. I made it a long time ago for low res, much better result now, no colorloss, smoke is cleaner, lights that sparkle on the castle and a boy that is animated. Thought i'de throw this in here as well, this one has been on my website for a while now for those who dont have it.Download them all here - http://retrostage.trinitymugen.net/
Oh, the RPG which demanded more than 100 hours to be finished, Jesus Christ, I remember this !!!Had anyone around the COURAGE to finish it twice ???@ Mackx: Can we expect, that you you create a stage related to the blue Jewel's world ?? The one with Asian Pirates etc.
Mackx said, February 26, 2010, 06:02:23 amnot much feedback so the stages must be ok...Someone say feedback? ---Considering your verticalfollow, it's my opinion that you could use a bit more floortension. ---O.K. now the picture here reveals three issues. The red arrow points to the fact that there is part of the screen not covered by sprites. You get the smear effect there if you superjump. The green arrow points to the area you have covered up by [BG black]. In the picture I have it disabled to show you what it looks like in pink. But if I didn't have it disabled, you'd still be able to see it as a black line in windowed mode. It probably doesn't appear in fullscreen and maybe that is why you missed it? The pink circle shows that the way you have your shadows, they can sometimes appear under the bridge. By making use of "fade.range =" you can control this better. I haven't looked at the rest of the stage in detail, but that should help you on the main parts.
What Tamez said.Also, your stages could, generally speaking, get a better name. "SOA_Temple" doesn't look pretty in Mugen. "Arcadia Temple" would sound much better. Gran Fortress :- Stage is asymmetric.- Debugbg=1 reveals some pink in the sky.- Could have been cool to separate the rocks in the sky and give them a sinY motion.Lower City :- The fog/clouds and the light glow really have some very bad transparency. The edges are very noticeable, while they should rather blend with the BG.Temple :- The cutting of the foreground wall is strange on the ground. You took the wall AND the ground, whereas I think you should have kept only the wall. It makes the shadows look strange and unnatural.All in all, it's still a very nice job, and I'm always happy when somebody converts stages from games I love.
Tamez said, February 26, 2010, 07:25:39 amMackx said, February 26, 2010, 06:02:23 amnot much feedback so the stages must be ok...Someone say feedback? ---Considering your verticalfollow, it's my opinion that you could use a bit more floortension. The red arrow points to the fact that there is part of the screen not covered by sprites. You get the smear effect there if you superjump. The green arrow points to the area you have covered up by [BG black]. In the picture I have it disabled to show you what it looks like in pink. But if I didn't have it disabled, you'd still be able to see it as a black line in windowed mode. It probably doesn't appear in fullscreen and maybe that is why you missed it? The pink circle shows that the way you have your shadows, they can sometimes appear under the bridge. By making use of "fade.range =" you can control this better. I haven't looked at the rest of the stage in detail, but that should help you on the main parts. Well a couple of easy fixes... yeah the smear effect, i just have to move it by one pixel, full screen just doesn't show this, i'll have to remember that, i guess i don't realize that some people play mugen in window mode.Those characters however are probably not the best to use since the average character doesn't do that, those are just too big... but yeah i suppose i could move the shadow a little more to fix that.Cybaster said, February 26, 2010, 06:28:06 pmWhat Tamez said.Also, your stages could, generally speaking, get a better name. "SOA_Temple" doesn't look pretty in Mugen. "Arcadia Temple" would sound much better. Gran Fortress :- Stage is asymmetric.- Debugbg=1 reveals some pink in the sky.- Could have been cool to separate the rocks in the sky and give them a sinY motion.Lower City :- The fog/clouds and the light glow really have some very bad transparency. The edges are very noticeable, while they should rather blend with the BG.Temple :- The cutting of the foreground wall is strange on the ground. You took the wall AND the ground, whereas I think you should have kept only the wall. It makes the shadows look strange and unnatural.All in all, it's still a very nice job, and I'm always happy when somebody converts stages from games I love. Grand fortress, yeah i can see what you mean, thats a good idea...The lower city lights and fog was hard to get it to blend in, i did play around with it but didn't get a much better result. I don't know any suggestions?The temple was called pyrnn temple, i should have put it in the def. the shadow thing i could fix, the reason i did that was it looked even worst when the shadow goes underneath the pillar, didn't look right, i know it looks wierd this way too. Blacksaiyen said, February 26, 2010, 06:09:40 amOh, the RPG which demanded more than 100 hours to be finished, Jesus Christ, I remember this !!!Had anyone around the COURAGE to finish it twice ???@ Mackx: Can we expect, that you you create a stage related to the blue Jewel's world ?? The one with Asian Pirates etc. Your talking about yafotuma? the place beyond the dark rift? yeah i could probably do that place... these stages are fun to make...