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Spectral Vs. Generation - Earth's Temple (Read 6363 times)

Started by Shwa, August 27, 2010, 09:35:16 pm
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Spectral Vs. Generation - Earth's Temple
#1  August 27, 2010, 09:35:16 pm
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AWWWW HERE IT GOES


  • No longer MUGEN 1.0-exclusive.
  • All important shit is found in the readme.
  • Brown, if you read this, thank you for giving me the motivation to make this. You're awesome!

Get that good stuff by clicking here.


FEEDBACK UP IN THIS BITCH is also required. Thanks in advance~

UPDATE 1:
-Added wide version for all WinMugeners. (DANGIT SWITCH TO 1.0 ALREADY D:)


UPDATE 2:
-Attempted to fix wide version for WinMugeners.
2.5:
-Thanks, Tamez.
Last Edit: August 29, 2010, 04:14:27 pm by Walkin' Tall
Re: Spectral Vs. Generation - Earth's Temple
#2  August 27, 2010, 09:50:17 pm
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Great Work! :D downloading now.
Re: Spectral Vs. Generation - Earth's Temple
#3  August 27, 2010, 11:32:01 pm
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Excellent job on those superb clean rips.  :sugoi:

I play 1.0 in widescreen mode, so I did some adjusting on my end.
Spoiler, click to toggle visibilty

Shadows look purple...but I'm digging it.

I didn't notice anything wrong codewise, so good job on that. Just maybe that sprites 1/15 and 6/15 could be separated into a few smaller sprites to help the engine do less transparency work on bigger resolutions...but whatever, the stage already runs tops.

Thanks for the badass stage.
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Re: Spectral Vs. Generation - Earth's Temple
#4  August 27, 2010, 11:52:18 pm
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Please make that win-mugen happen good sir!
Re: Spectral Vs. Generation - Earth's Temple
#5  August 27, 2010, 11:54:11 pm
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Purple shadows were intentional, Max. They were like that in the game. :D

Please make that win-mugen happen good sir!
GOSHDARNIT you guys can't move to 1.0 can you. .\/.
Fine, I'll get the WIIIIIIDE version made soon.
Re: Spectral Vs. Generation - Earth's Temple
#6  August 28, 2010, 12:41:20 am
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Updated, check first post.
Re: Spectral Vs. Generation - Earth's Temple
#7  August 29, 2010, 05:39:45 am
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Re: Spectral Vs. Generation - Earth's Temple
#8  August 29, 2010, 03:51:15 pm
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Weird. It worked for me when I ran it in Win.
Alright, archive updated. Removed some unnecessary lines.
Miiiiiight work for you guys.
Re: Spectral Vs. Generation - Earth's Temple
#9  August 29, 2010, 03:58:14 pm
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 :stare: You were supposed to add lines. 
Still doesn't work. 
Re: Spectral Vs. Generation - Earth's Temple
#10  August 29, 2010, 04:00:05 pm
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Add? Which ones? I thought removing the 1.0-exclusive lines would make it stop bugging out.
Mind helping out here?
(Ugh I hate WinMugen so much)
Re: Spectral Vs. Generation - Earth's Temple
#11  August 29, 2010, 04:06:51 pm
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The things 1.0 took out, you have to put back in. 
Here you go: 

[mcode][PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0;<------------------------------------------------------------------- 
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0;<-------------------------------------------------------------------
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement);<-------------------------------------------------------------------
botbound  =  0     ;Bottom bound;<-------------------------------------------------------------------

[Scaling];<-------------------------------------------------------------------
 ;No need to change these values;<-------------------------------------------------------------------
topz     = 0       ;Top z-coordinate for scaling;<-------------------------------------------------------------------
botz     = 50      ;Bottom z-coordinate for scaling;<-------------------------------------------------------------------
topscale = 1       ;Scale to use at top;<-------------------------------------------------------------------
botscale = 1.2     ;Scale to use at bottom;<-------------------------------------------------------------------[/mcode]


I'm going to bed now. 
Later, I'll post on the kinda useless stuff you did on your animations, and I'll actually check the stage for errors. 
Re: Spectral Vs. Generation - Earth's Temple
#12  August 29, 2010, 04:11:00 pm
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...I didn't even have those lines in the 1.0 version.
That's because they aren't required now. In fact, they are for the most part unused and quite redundant in the first place. And for some reason, it ran fine on my Win.

Ah well, laters. Archive updated.
Last Edit: August 29, 2010, 04:27:26 pm by Walkin' Tall
Re: Spectral Vs. Generation - Earth's Temple
#13  August 29, 2010, 04:42:39 pm
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Thanks!

Working fine now in WinMugen...
Re: Spectral Vs. Generation - Earth's Temple
#14  September 03, 2010, 02:46:46 pm
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I finally had a bit of time to look at the stage in more detail.  Just some small stuff. 

---
[mcode]boundleft = -286
boundright = 286[/mcode]

These go up to -288,288. 


---
[mcode][BG Sky]
type = normal
spriteno = 0,0
start = -448,-96
delta = .7,.64
mask = 1[/mcode]

While I realize that your 0 color doesn't actually show up in your sprite 0,0, it's just not a good idea to be in the habit of masking the furthest back item in your stage.  So just a heads up. 


---
You have "mask = 1" on your animations. 
There's not really any reason to do this, because animations are always masked. 

Once anim is chosen as the type, transparency is controlled by the action list. 
Doesn't really make a difference.  Saves you some typing.   ;P


---
[mcode][BG Entry]
type = normal
spriteno = 0,1
start = -448,-96
delta = .9,.96
mask = 1[/mcode]

I find it kind of odd that you used .9 for the x delta, but chose .96 for the y delta. 
Using .9 on the y delta here will show more of the sprite on higher jumps, and still won't break the stage. 
Re: Spectral Vs. Generation - Earth's Temple
#15  September 03, 2010, 03:25:15 pm
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Quote
GOSHDARNIT you guys can't move to 1.0 can you. .\/

People will move when it become stable. Its far away from it and its getter even far away.
Re: Spectral Vs. Generation - Earth's Temple
#16  September 03, 2010, 03:28:53 pm
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. . .
Re: Spectral Vs. Generation - Earth's Temple
#17  September 03, 2010, 06:04:07 pm
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If anything, it's the fact that a fair amount of older content does not work. Stability with 1.0's not the issue.
Re: Spectral Vs. Generation - Earth's Temple
#18  September 03, 2010, 06:13:17 pm
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Re: Spectral Vs. Generation - Earth's Temple
#19  September 03, 2010, 06:50:40 pm
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If anything, it's the fact that a fair amount of older content does not work. Stability with 1.0's not the issue.
Bimmy. It already supports EVERYTHING.
And Ilu, it's already tons more stable than WinMugen since RC5.
Seriously, it's like people are still at RC2 or something.

I find it kind of odd that you used .9 for the x delta, but chose .96 for the y delta.
It's how it looks like in the game. Considering the temple entrance is stuck to the main BG but has some looseness on the y delta while it had considerable changes to horizontal changes, I took the chance to take guesswork (hasn't failed me so far) and it turned out actually quite faithful.
I'm surprised you didn't mention y deltas for the borders. Those were rather tricky to get used to.
I couldn't get the deltas completely accurate since the source had you starting somewhere NOT at the center and it was pretty awkward, while you were still able to gather all of the 996px width on a 448x224 res.
So obviously, some liberties in adaptation were taken in the making of this stage. The more you know~
Re: Spectral Vs. Generation - Earth's Temple
#20  September 03, 2010, 06:59:58 pm
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The reason I chose to look at that one delta is because it looked a tiny bit different from the crap youtube vid I found to try and compare the stage to the source. 

I wanted to see if there was more image available that wasn't being shown due to the y delta, and there was.  .9 shows all of it, but .96 doesn't.  So that's why I brought it up.  Just seemed odd. 

Again, youtube vid quality wasn't so great, and I know companies sometimes have extra sprites we never see behind layers also, so if it's that's how it was then coolness. 


edit: 
It already supports EVERYTHING.

They added in support for WinMugen Plus hi-res screenpacks?  Why didn't someone tell me?!

Anyway, I don't use 1.0.  Why? 
Because it doesn't display colors correctly.  That's my reason. 
Last Edit: September 03, 2010, 07:11:32 pm by Tamez