Yeah, you can scale everything, but the scale of the CvS characters and the scale of the CPS stages don't match. You'd need to scale different stages and characters by different values, not to mention it complicates UI/menu stuff too. If it's possible to scale stages in code I'm sure that would work just as well. I wasn't aware this was possible, because I don't think I've ever seen (or heard of) someone doing it! Either method kind of has its pros and cons... I'm not greatly concerned with how it's done, as long as there's some consistency between stages. Also, as long as I won't have to look at everything in the wrong aspect ratio
The xscale I posted in my example is stage specific. It's actually a really easy thing you could add to any stage you have.Under [StageInfo] put xscale = .8333333333The pic I took is actually of xscale 0.8888888 because I forgot what it was for a moment but that's not important. The important thing is that it works. The one in the code above is the correct ratio. I double checked.
Ryu should stick with a sunset stage - the night time version in Champion Edition always looked to me like it was different just for the sake of looking different, and his original just looked better IMO. Subsequent ones just never felt quite as right, and end up just having to reference it in some way, but if one of those alternatives makes it, I hope they at least stick to the classic color scheme.
JNP: Yeah I get it. I was just reiterating the point you made to XGargoyle, but your next post snuck in before mine and I couldn't be bothered retyping it to make more sense in context. The one thing that may or may not become a little tricky is making sure anything with horizontal movement etc moves at the correct speed I guess, but still that's most likely a fairly minor concern. Less of a headache than anything involving manual editing of stage graphics, for sure.With this feature being so simple to implement, I can't believe more people don't use it!
Ah I gotcha. Character movement will be determined within the characters themselves anyway. I'll try to get fairly accurate velocities from CVS2 if I can. A fraction of a bit faster or slower shouldn't be a big deal. None of the SF games keep that stuff universal anyway.And yeah, I never knew of anyone using it either. That's why I didn't know about it. I think it was added for 1.0 and higher so it's kind of new still. Unless there is some bug I don't know of with it I have no idea why no one uses it!
Well personally I think that could reuse the stages of Street Fighter Zero 1 for stages of Street Fighter 1. I mean some stages looks really similars example:Sodom stage is very similar of Joe stage probably with small details but is really similar.Akuma stage is very similar of Lee stage.And with parts of other stages can make the stages of Street Fighter 1 example:Ibuki stage of third strike looks very similar of Geki stage only need to add the mountain of Elena's of new generation, etc.
It's not as much about the aestetics of the stages fitting as the spritestyle clashing, what concerns me COMPLETELY REDRAW ALL THE STAGES!! Nah that's whack.Removed the stage poll because it's pretty clear what the winner was. Character-individual stages.And I wanted to so something mod-like so removing a poll filled that need.
hum, guy, by removing the poll without letting it come to the end you prevented everyone else from seeing the voting results!!How do we know that you are not lying now? For all we know the winner was a stage for all and now no one can check the votation! D:
You can judge the overall reactions by reading the thread! I dunno maybe removing the poll was a dumb idea, but that'd be fitting for me.I'm a noobie admin, no hate!
Just No Point said, April 26, 2014, 02:32:39 pmAgreed. If SF is known to have different width stages within the same game then we won't worry as much. If it's the same width per game we'll have to make a standard for this one.We'll wait on Caddie's input. He's made several stages from SFA and SF3 games.Oh sorry for taking so long. For CPS2, they have the same width. For the SF3 games, they have different widths.Apparently.
So just SF3? Hmmm, what does everyone think then? I think we should keep them the same width. Otherwise each SF3 game would have it's own width, all SFA games would have the same. all CVS stage would have the same from their series, SF2, etcIt'd be simpler to set a standard and have all stages be equal. Thoughts?
I think it depends on the stage. Is not the same fighting in a small bathroom(as Birdie SFZ2) than in the middle of the desert...Also, the stage size could be used as something strategic too. Someone big and agressive as Birdie in a small stage could be VERY dangerous to fight against D:
Btw every CPS2 fighting game stage I've converted is the same width (768 pixels long). Even non Street Fighter games, but especially Street Fighter games.
To clarify yet again, when talking about "horizontal movement", I was referring to background elements still, nothing to do with characters. Especially for stuff moving in a diagonal direction or whatever, making sure the math adds up so that the element in question moves correctly (IE moving at a 45 degree angle when scale is 1 would mean the angle of the movement would change if x scale is a different value etc etc). But whatever, it was just a throwaway comment about something I'm not sure will even be a concern. Move along As for stage width, I think it could depend on what the source material is. Assuming the game will mostly use existing SF game stages (or slight variations thereof), I dunno about arbitrarily changing their width; after all they were designed with a specific width in mind. Using 768px as a general guideline I think is a good idea, but I don't think it's a big deal if some stages happen to diverge from that, nor would I really want to see someone doing a hack job of extending a narrower stage "just because". (If anyone is making/converting non-CPS2 stages to fit, just don't forget to account for the width correction )On a tangentially related note, just airing a completely subjective personal opinion - I would really like to see as few 3S stages used as possible. Many of them have a real rough, painted look to them that clashes not only with the character sprites, but even more so with pretty much every other style of SF stage. NG/2I have some of the most gorgeous pixel backgrounds Capcom ever created - I would much prefer to see some of those get the spotlight in this game. Even for characters like Makoto and Remy who never had any other stages of their own, I think it would be much cooler to see them get a new stage that fits in better with the CPS-2 era Capcom aesthetic.
It's true, all the NG and SI stages have lower color counts with vibrant colors and high(ish) animation, while 3S has very high color counts, low animation, and dull colors.I need to convert more SF3 stages. Brb
@Caddie: I hope you don't mind me abusing your knowledge a bit here =pI know jack about stage creation. I have a hypothetical for you.Gen's stage from SFA3Is it possible to add a layer that is above the shadow but below the character sprites? And is it possible to code the normal shadow into the character as well?Basically I am wondering if in a full game environment we can reproduce the reflective surfaces on the water only while maintaining the shadow on the solid ground. I'm also presuming there would be a way to code the character's shadow so it would not appear over the water otherwise it'd still cover the reflection.Alternatively we could just use the shadow spheres like most Capcom games do but I like MUGEN and CVS2's shadow system much better
Yes! You can recreate that in a full game environment. Just off the top of my head the way I would do the stage would be through the characters. Have it in the common and program it so that one of the characters has the ground layer displayed. Then add in a reflection the normal way(or make a custom one).For shadows you can have both a shadow and a reflection for a stage at the same time. Or if you wanna do the circular shadow that's programmed through the characters.Edit: Also that's from SFA2.
If 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):