I'm just gonna jump straight into it.First off, I'm updating my old Stage Bridge Of DeceptionThat I did what seems like forever ago.Completely 1.1 I've redone the rain and the flare(not so well, It was my first attempt at doing it myself. I was using the old one as a reference.)The water has been reanimated and I've done a lot of cleaning and cutting to the sky/background to make it have as little color loss as possible.(well, as far as my eyes will let me see hah)I could really use a new bridge but I'm at a stump on that so some suggestions would be great..Here's a comparison on the old one and the new one to show the difference (at least color loss and animation wise) OLD:NEW:Also, the water animation is kinda jumpy when it restarts the loop, is there anyway (code wise) around that? (I'm experienced but it's been a long time since I've worked on a stage with more than simply tiling animations tbh.Kinda excited about this, I hope to get as much legit feedback and help as possible.
Taybear said, March 18, 2014, 01:13:03 am(and 1.1 if you guy's think i should add zoom?)No need imo. I'm looking forward to seeing these stages complete and released.
Alright, I won't.In other news.Added more clouds and there you can see the things that fly in front of the moon
double post blahWell, the pit is basically finished for the most part. started on the throne room.I'm not sure what to do with the pillars, If i had anyone who could redraw them, that would be great..shang tsung's head follows the action (stolen code and edited sprites from a stage i had taken from one of the MKP compilations.) Spoiler, click to toggle visibilty
Sweg de Blanche said, March 18, 2014, 05:08:52 amDamn these stages bring back memories, good luck on these stages Bear! Thanks man OldGamer said, March 18, 2014, 05:40:59 amthose are great work u have done there Thanks OG I'll release them when i finish all the stages for each game. so once I finish the mk1 stage's i'll make a release thread.
Taybear said, March 18, 2014, 03:17:22 pmSweg de Blanche said, March 18, 2014, 05:08:52 amDamn these stages bring back memories, good luck on these stages Bear! Thanks man OldGamer said, March 18, 2014, 05:40:59 amthose are great work u have done there Thanks OG I'll release them when i finish all the stages for each game. so once I finish the mk1 stage's i'll make a release thread.I sure be there to support you my friend and try all your stages Posted: March 18, 2014, 03:27:18 pmThis be great start for both zoom and super jump for the mugen 1.1 and 1.0only need to do is extend a bit the stage and sky and this can be done with love and care.
i actually use mortal kombat warehouse for my sprites haha.anyway moved on to the courtyard, I'm considering getting someone to edit the part above shang tsung into a triangle type shape so it doesn't just suddenly stop idkbut it's almost done just gotta animate the monks (Those white pixels are from jason todd's intro, they aren't part of the stage)
funny you ask, I was actually wanting to do that, but when you think about it, I would only be able to animate it to where it happens at random times rather than when something cool or a combo happens so i decided to not do it :Lbut on a positive note, I finished warrior's shrine!
Sorry for the little silent break, I got really busy with midterms and such with school and RL stuff but I am back and about to start working on MK2 stages! starting with the Armory!
really good to see you back also about the screenpack sorry about it been alot busy recently with school
So, I'm (slowly) working on Mayars CVS2 screenpack. I've removed those preset small portraits, to give users the ability to use their own roster & portraits.The big portraits still follow mayars. I've sorta made a template (mainly for gimp. Idk how to make templates for photoshop lel)Check it out(The VS and Victory look exactly the same.)If someone wants to help out with the fonts for the main menu, that would be great.
Maybe this could help ya Tay. Check here!A work of Combone, a friend from NeoFighters Forum (from Brazil /o/). I hope that could help with the portraits template.
Taybear said, June 14, 2014, 11:00:56 pmSo, I'm (slowly) working on Mayars CVS2 screenpack. I've removed those preset small portraits, to give users the ability to use their own roster & portraits.The big portraits still follow mayars. I've sorta made a template (mainly for gimp. Idk how to make templates for photoshop lel)Check it out(The VS and Victory look exactly the same.)If someone wants to help out with the fonts for the main menu, that would be great.I have a long time looking for that screenpack but his owner never answered me, could you send me by Pm pleasse???
Once I completely finish all of the portraits and do something with the font, I'm releasing it. Just hang on friend
Taybear said, June 23, 2014, 03:46:18 amOnce I completely finish all of the portraits and do something with the font, I'm releasing it. Just hang on friend Great.! 90% of my characters are Cvs2, I have Maki by Rajaaaboy, sean by Victory, nash by pots and ken by beterhans capcom style.xD you know
After over 3 weeks of life, Im able to work on this stage again. What's been done:- Made the flare layer 1 so it goes over the characters when they pass through it.- New bridge/floor which is stolen af, it might be permanent idk. I'm not great when it comes to originality.- Added a little fish jumping out of the water. (Idea, but if anyone has that type of anim with a more realistic looking fish, that would be fantastic.)-adjusted some animation timings and such a bunch of minor stuff.- added a zoom option to the code for those who want it. - fixed super jump and such so the camera doesn't move much when characters jump.
The style doesn't matter, I think, just as long as the sprites blend well enough with the water and tone of the stage. Will the clouds be moving as well?
@Markpachiat the moment no due to sprite restrictions & the fact that i really don't know how to do that without it looking weird. If i send you the current version of the stage could you look at it and possibly show me how i would accomplish that?
Alright, I've tested the stage on 1.1. I can't really help you right now because I'm rendering a 3D model using PS, and it's making my computer lag like crazy. But for now, have some feedback instead!- You're completely right about the fish sprites. They don't fit in, and you might need to look for a much more suitable replacement. I think you should ask GLB about this, since he knows a lot of Stock Footage sites. He might be able to help you out about it. Though, I don't think the stage really needs them jumping fishes.- As for the water animation; the waves, in my opinion, look too big, and kinda kills the effect of distance and depth. I think you should change it with smaller waves that have ring shaped waves in it due to the fact that it's raining in the stage. And just to make it even more sexy, add some parallax to the water animation, so that it'll look 3D! But that's completely optional.- The rain animation and the lens flare looks great! I think you should add two more layers of rain in the background, which shrink as each layer stacks, to simulate distance. I think that'll look sexier than animated clouds! Also, you could probably make the lens flare animated by making it flicker/glow. (PS: I haven't checked the SFF yet, but is your rain overlay just a single sprite, but has velocity?)- This is just super nitpicking, but I think you can still improve the look of the bridge sprite by making the far left side darker compared to the side with the sun.- Perhaps you could add some sudden white flashes, to simulate thunder?- Again, super nitpicking, but I think you should have the rain overlay have its own separate delta, which matches the floor's delta since it's the overlay layer. Then, if you implement the multiple-layer rain idea, you can then make them have different deltas, to simulate distance.
Markpachi said, October 21, 2014, 07:50:26 pm- You're completely right about the fish sprites. They don't fit in, and you might need to look for a much more suitable replacement. I think you should ask GLB about this, since he knows a lot of Stock Footage sites. He might be able to help you out about it. Though, I don't think the stage really needs them jumping fishes.I'm still on the fence about the fish honestly. I just wanted to give the stage a little more life. But I'm very iffy about it. I'll probably just take it outMarkpachi said, October 21, 2014, 07:50:26 pm- As for the water animation; the waves, in my opinion, look too big, and kinda kills the effect of distance and depth. I think you should change it with smaller waves that have ring shaped waves in it due to the fact that it's raining in the stage. And just to make it even more sexy, add some parallax to the water animation, so that it'll look 3D! But that's completely optional.animating the water has been a huge hassle for me. I'm not too familiar with sqirlz and such so it'll definitely take a while to get it perfect. I'll take a look at touching it up with smaller waves and the rings. Parallax I can do, so i'll look into that for sure. Markpachi said, October 21, 2014, 07:50:26 pm- The rain animation and the lens flare looks great! I think you should add two more layers of rain in the background, which shrink as each layer stacks, to simulate distance. I think that'll look sexier than animated clouds! Also, you could probably make the lens flare animated by making it flicker/glow. (PS: I haven't checked the SFF yet, but is your rain overlay just a single sprite, but has velocity?)Yes it's just a single sprite. I'll see what I can do about the layers of rain. And you mean to make two more layers that go behind the characters but in front of the water/sky correct?Markpachi said, October 21, 2014, 07:50:26 pm- This is just super nitpicking, but I think you can still improve the look of the bridge sprite by making the far left side darker compared to the side with the sun.Will do.Markpachi said, October 21, 2014, 07:50:26 pm- Perhaps you could add some sudden white flashes, to simulate thunder?Yes, that was planned. I'm looking at stages with it so i can figure out what looks good.Markpachi said, October 21, 2014, 07:50:26 pm- Again, super nitpicking, but I think you should have the rain overlay have its own separate delta, which matches the floor's delta since it's the overlay layer. Then, if you implement the multiple-layer rain idea, you can then make them have different deltas, to simulate distance.can do.Thanks for the feedback. I'll do everything that I actually know how to do/have the patience to do today and I'll shoot you an update either tonight or tomorrow!
@Taybear: Beautiful work, man. I can't add anything else to what Markpachi said, his feedback sums everything up. However for the fish sprites, try playing with the brightness and contrast (assuming you use Photoshop) and make it a little darker. Aside from that, and Markpachi's feedback, this stage is great!P.S.: Are those fish sprite from Capcom Fighting Jam? They look so similar, but with even better quality than the latter's...
Thanks, B.H!The fish was some random animation i found in google image search actually haha.I ended up taking it out because it really doesn't fit the general feel of the stage.
I honestly think the fish would just clash, in my opinion, due to the lack of frame animation on it.Quote And you mean to make two more layers that go behind the characters but in front of the water/sky correct?Yes!
Yeah agreed, i took it out.I've also added the two rain layers put all three on different start places and gave them all different deltas and it looks really full and nice. I tried darkening the bridge, but the bridge itself is pretty big and idk exactly where the flare sits on it so i darkened the overlay layer to give the illusion of a darker bridge and since the flare is layer 1 it brightens up the bridge in that area. It looks really nice. I also took a look at Sayain pride by noz for reference with the lightening code and he uses BG controls and i have no idea how those work :L