QuoteI'll let you know if there's more. Found more. You should probably explain how in hi-res stages the bounds need to be half of their true value. And you don't have anything about zoffsetlink in there (including using "type = dummy" stage items as a way to accomplish zoffset linking).
Spoiler: Tamez already mentioned it (click to see content)From past experience, I think the tilespacing parameter works differently for "normal" and "anim" elements. With normal elements (non-animated) when tilespacing = 0, 0: tiling will occur as one would expect where the element is duplicated with no spaces in between the images. A 100 x 100 image tiled once in the x direction will result in a total of 200 x 100 pixels of space covered.With animated elements, when tilespacing = 0, 0: tiling will not occur the same way but instead the tile will be created at the same coordinates as the original image. A 100 x 100 animation tiled once in the x direction will cover 100 x 100 pixels. To achieve a similar effect for normal elements, tilespacing should be the actual width of the image; in this case: tilespacing = 100, 0.Didn't read that lol
awesome tutorial, one question, is there a code you can use to make a platform that you can jump and land on, i thought i seen it somewhere but i can't remember
@ Tamez : I was waiting for your feedback, I knew you wouldn't miss anything and would eventually spot mistakes. QuoteI think "leftbound and rightbound should NOT be lowered" would be better. If you want to make a really long stage, you need to increase these values or you can run into character problems as well. When I had a boundleft -600/boundright 600, Ryu by P.o.t.S. would get his Shinkuu HadouKen stuck on the right side wall because the stage wasn't wide enough. Jill by BEK/XCB would get her Cerberus stuck there also, so it was not an isolated incident. Will add more info, yeah.QuoteNo, it's not. Tile can be whatever value you need it to be so long as it is a whole number. When tile is set to anything over 1, it will cease to be infinite. Tile = 2,0 will show the stage item in the original location, and will place one more time, horizontally in ths case. So tile = 2,0 is showing the item two times. You can use tile this way to place something on the screen a limited number of times. DOH !!! I SUX ! I will correct this for sure. I learned something new. QuoteFor parallax, here is another excellent post by Orbinaut (previously Shift b is B): http://mugenguild.com/forumx/index.php?topic=85746.msg737002#msg737002Will add. QuoteNo explanation of how "window = " works? I decided to skip some parts on purpose. Window is barely ever used, and the few times I've seen it, it was a disaster. I just avoid this parameter.There are other things I didn't mention such as how to create 3D stages using high delta values, using p1startz/p2startz to create easy interaction between stages and chars, neither did I add anything about ZOffsetLink. I think these parameters are really advanced, and even though the tutorial is aimed to everybody, if one wants to go as far as using ZOffsetLink or Window, he should be intelligent enough to look at the docs and figure things out on his own. QuoteThat's how it is in the docs, but having the "d" on the end will make mugen crash. Will add. I'll also add the link to your BGCtrl tutorials, thanks. @ Orbinaut : I'll make a mix of your post and Tamez's one for the explanation on tile + tilespacing.@ johnnyb916 : it's not possible by coding a stage alone. To do that, you need to code it in the characters specifically. Thanks everybody for your comments. EDIT : fixed everything.
Really nice Tutorial Found a kinda funny typo in it (chapter 5.2)QuoteOnce again, I won't be holding your hand, as you should have enough experience to ass sprites in the SFF and code the clouds on your own.
What would really be nice is a visual description of the box-model for the stage.I am a little to confused as to where exactly is 0,0 ? Is it middle-bottom?
You mean something like :0,0 ---------------------------- 320,0 | | | | | | | | | | | |240,0 ------------------------- 320,240???That may indeed be a good idea.
THANK YOU SO MUCH, CYB (+ all the people who've given useful feedback in order it's improved, I mean it) !!!!!!!You've no idea how it's appreciated to be provided with this ; it both helps to understand mugen mechanics and it's interactive at the same time (relying on a CONCRETE example, nothing general that you still don't understand), just like when you were used to learn the alphabet with whatever stupid animal when you were 6 (+/-), it's entertaining (I miss these times so much xD).Really really appreciated, it has been said, we've no longer any excuse now for giving a try
Inglourious CyBasterd said, September 07, 2009, 08:30:14 amThat may indeed be a good idea.Yeah.But it would cover the entire stage, even what is off the screen, and the bounds as if it were padding, and the zoffset etc.
Inglourious CyBasterd said, September 07, 2009, 08:30:14 amYou mean something like :0,0 is in the middle top! Your tutorial license shall be revoked!
MirageAtoli said, September 07, 2009, 05:53:51 pmInglourious CyBasterd said, September 07, 2009, 08:30:14 amThat may indeed be a good idea.Yeah.But it would cover the entire stage, even what is off the screen, and the bounds as if it were padding, and the zoffset etc.something like this?
MOTVN said, September 08, 2009, 02:42:26 pmsomething like this?Spoiler, click to toggle visibiltyhttp://img215.imageshack.us/img215/8795/stagetemplate.pngNot entirely what I had in mind, but yeah, that works.