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THE ULTIMATE STAGE TUTORIAL (Read 428667 times)

Started by Cybaster, August 29, 2009, 04:26:30 pm
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Re: THE ULTIMATE STAGE ...
#21  August 31, 2009, 01:01:35 am
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Its too  awesome :o
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Re: THE ULTIMATE STAGE ...
#22  August 31, 2009, 01:34:32 am
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I'll let you know if there's more.   :laugh:

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). 
Last Edit: August 31, 2009, 01:39:04 am by Tamez
Re: THE ULTIMATE STAGE ...
#23  August 31, 2009, 02:18:26 am
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Spoiler: Tamez already mentioned it (click to see content)

Didn't read that lol

The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: August 31, 2009, 02:29:02 am by Orbinaut
Re: THE ULTIMATE STAGE ...
#24  August 31, 2009, 04:29:03 am
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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
Re: THE ULTIMATE STAGE ...
#25  August 31, 2009, 11:19:50 am
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@ Tamez : I was waiting for your feedback, I knew you wouldn't miss anything and would eventually spot mistakes. ;P

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I 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.

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No, 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.
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I will correct this for sure. I learned something new. :sugoi:

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For parallax, here is another excellent post by Orbinaut (previously Shift b is B):
http://mugenguild.com/forumx/index.php?topic=85746.msg737002#msg737002
Will add. :)

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No 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. :P

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That'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. ;D

EDIT : fixed everything.
Last Edit: August 31, 2009, 12:20:48 pm by Cybaster
Re: THE ULTIMATE STAGE ...
#26  September 07, 2009, 02:30:31 am
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Really nice Tutorial  :)

Found a kinda funny typo in it (chapter 5.2)
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Re: THE ULTIMATE STAGE ...
#27  September 07, 2009, 04:14:11 am
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dl the stage and read the tutorial cause i need this to look back on. thanx
Re: THE ULTIMATE STAGE ...
#28  September 07, 2009, 04:42:17 am
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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?
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Last Edit: September 07, 2009, 04:47:35 am by MirageAtoli
Re: THE ULTIMATE STAGE ...
#29  September 07, 2009, 08:30:14 am
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You mean something like :

0,0 ---------------------------- 320,0
 |                                              |
 |                                              |
 |                                              |
 |                                              |
 |                                              |
 |                                              |
240,0 ------------------------- 320,240

???

That may indeed be a good idea.
Re: THE ULTIMATE STAGE ...
#30  September 07, 2009, 09:28:43 am
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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  ;P  ;P
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Fucking faggots !
Re: THE ULTIMATE STAGE ...
#31  September 07, 2009, 05:53:51 pm
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  • +1 to whoever added Godzilla to the main index.
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: THE ULTIMATE STAGE ...
#32  September 07, 2009, 07:29:02 pm
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Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: THE ULTIMATE STAGE ...
#33  September 07, 2009, 07:31:00 pm
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I didn't say this image/representation applied to stages in Mugen. ::) ;D
Re: THE ULTIMATE STAGE ...
#34  September 07, 2009, 07:34:05 pm
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:D

I guess this could be stickied for a while.
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Re: THE ULTIMATE STAGE TUTORIAL
#35  September 07, 2009, 08:49:30 pm
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Doh, this gets stickied here and in the tuto section, I must be a VIP ! 8)
Re: THE ULTIMATE STAGE TUTORIAL
#36  September 08, 2009, 01:31:20 pm
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Last Edit: September 08, 2009, 01:43:22 pm by c001357
Re: THE ULTIMATE STAGE TUTORIAL
#37  September 08, 2009, 01:35:42 pm
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Of course I am !
Last Edit: September 08, 2009, 01:58:25 pm by Inglourious CyBasterd
Re: THE ULTIMATE STAGE TUTORIAL
#38  September 08, 2009, 02:37:08 pm
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waiting for the ultimate lifebar and screenpack tutorial ;D
Re: THE ULTIMATE STAGE ...
#39  September 08, 2009, 02:42:26 pm
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Re: THE ULTIMATE STAGE ...
#40  September 09, 2009, 12:06:07 am
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  • +1 to whoever added Godzilla to the main index.
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S