JeDDyD said, May 01, 2014, 03:05:44 pmIf you're looking for more people to help with stages I'd like to offer my services. I'm currently in the process of learning to create stages and have been working on a stage for Blanka (after reading through this thread I was inspired to try mixing elements from his SF2/SFA3 stages into one), here's what I've got so far (I still have to rip sprites for the animated snake and a few other bits and pieces): IMO, the BG sprites/components blend very well as a whole. Also, somewhat also a nice tribute to Blanka from the various games he was on.
JeDDyD said, May 01, 2014, 03:05:44 pmThat's pretty good. One thing I'd suggest, though, is to tweak the colors you've used with the three different wooden elements. Instead of having three different shades of wooden structure, either make the hut on the right as vibrant as the bridge and the hut on the left, or make the bridge and the left hut as pale as the right hut.
Thanks for the feedback, I made changes as suggested. Here's the final version:and some in game screenshots:
Looking alright, if you want to keep that guy and gal under the wing of the plane, you should probably darken them a lot (more?), since the wing'll block the sun entirely for those two.
JeDDyD said, May 01, 2014, 03:05:44 pmIf you're looking for more people to help with stages I'd like to offer my services. I'm currently in the process of learning to create stages and have been working on a stage for Blanka (after reading through this thread I was inspired to try mixing elements from his SF2/SFA3 stages into one), here's what I've got so far (I still have to rip sprites for the animated snake and a few other bits and pieces): tried some color variations (there is some weird blue under the left tree where the sky is hit)
Spoiler: more colors, less artifacts (click to see content)Spoiler: 64 colors (click to see content)Throwing different skies at the castle wall until something sticks. This one hasn't worked out too badly though.
The color loss was sort of intentional. I'm playing around with a new technique for index painting, that was limiting it to 16 colors a layer. Editing in the version without the color limit.
I like those!! !!Dunno why I forgot thisNever finished it.And this?Maybe combining the platform(even YES, I know is Rolento's) within the Tames Bridge for a possible Cammy/Eagle stage?
@JeDDyD: I haven't gotten around to testing your stages yet. If you have not done so will you be sure to make the versions for this game have these:Under [StageInfo] put xscale = .8333333333And make sure the fighting area is 768 pixels long.I'll add the stages to a completed stages list once I get to testing them.
also if haggar is in i was thinking that his stage could be a gym like thisand some cameo from the slam master series could be in the background like ortega and gunloc
All right guys. I'm sick of the training mode stage we have in default MUGEN.What kind of imagery should we use for this game's training mode? Once we get that figured out I'd like to add in random things from MFG users. Like maybe some of the MSPaint Mugen users sprites. Usernames, web addresses, etc being on the wall of the training room.@Xgargoyle: Are stages capable of having random things in them? Like on one instance it may say "Iced was here" on the wall but the next time it might be "XGargoyle was here"?
Just No Point said, June 11, 2014, 06:57:39 pm@Xgargoyle: Are stages capable of having random things in them? Like on one instance it may say "Iced was here" on the wall but the next time it might be "XGargoyle was here"?Not possible on stages. However, as this is a full game, you can easily implement it on the character's code and use a StageVar trigger to detect the stage in Mugen 1.0. Earlier mugen versions will require using the zoffset ID workaround.Sprites could be located on the fightfx.sff file and have them called using the F prefix on the Explod's anim parameter. This will prevent adding the stage sprites in every character.
Not going to worry about older Mugen comparability. Just 1.0 and 1.1 (with the focus on 1.0)Thanks for the info. I'll do it that way. Does anyone have suggestions for the training stage. It can be from other games as well. What all games had training stages? CVS2, SF4, CFE, MVC2, ???
What about a revamp of the old SF1 training stage? Instead of the "yellow brothers", just random "shaolin" jumping here and there to kick their asses. Each shaolin could jump yelling: ICED!! XGargoyle!! etc etc.OR, making something like a boxing ring in a stadium, and a screen in the background, where our names could be appearing.
FeLo_Llop said, June 11, 2014, 08:30:16 pmWhat about a revamp of the old SF1 training stage? Instead of the "yellow brothers", just random "shaolin" jumping here and there to kick their asses. Each shaolin could jump yelling: ICED!! XGargoyle!! etc etc.Lol, you could literally put us as the shaolin guys and get our asses kicked. I authorize you to do so.
I was thinking the normal training stage look with names and such graffitied on the walls. Or as holograms appearing or something. Depending on the stage's theme.But I'm open to all ideas. Can you post examples a bit of the stage and how it might work. Like when you said the monks "yell" I assume you meant that there would be a word balloon? Having BG characters yell during battle might be annoying.Unless it's synched up with some music. Now I can only think of the first song from this soundtrack except replacing "Mortal Kombat" with "Mugen Guild" and it saying usernames!