I wasn't going to release anymore project related stages until the full project is done but once again this is a pretty hefty stage with a lot going on like my house of puppets stage so it may make CPUS with old hardware and low memory run slow. This release is just a test to see if the majority of cpus can hack it, hopefully it should be fine on other systems. its works fine on all but one of my team members who is to put frank using a SHIT computer. So if it runs ok let me know because more is to come P.S. there is a small amount of sliding that will be fixed.Stage name Yamato Dog FightLocation Sea of Japananimation black hawk hovering, harrier jets flying close up, harrier jets flying in triangle formation in the distance. explosions. Gunfire from yamato ship. yamato turret turning. ocean reflecting sun THE VIDEO http://www.youtube.com/watch?v=lAdrv_qB8EENEW UPDATE DOWNLOADhttp://www.megaupload.com/?d=DA0KEK5R------------------Harrier animation have been smoothened out by extending the frames.
I sincerely hope I can run this fine. I've got an 'okay' computer, mediocre by today's standards, but I must try that stage.
Cpt. Commando said, June 14, 2011, 02:39:48 amI sincerely hope I can run this fine. I've got an 'okay' computer, mediocre by today's standards, but I must try that stage.it should work on average cpu specs, hopefully.
Hihoshi said, June 14, 2011, 03:51:57 amis the water a separate layer? yes the water is a seperate layer, everything in the stage has been seperated as much as possible so there is no colourloss.
I'd like to coment on the stage, but I'm captivated by the fact there's a girl that reminds me of Ella/Samara with a dragon tattoo and soulless face fighting a dude in a back jumpsuit with a pink dot for a head, who reminds me of Jet Set Radio Future.Anyways, the stage seems to work fine for me. Nothing wrong that I can see right away....
Long John Killer said, June 14, 2011, 07:27:51 amI'd like to coment on the stage, but I'm captivated by the fact there's a girl that reminds me of Ella/Samara with a dragon tattoo and soulless face fighting a dude in a back jumpsuit with a pink dot for a head, who reminds me of Jet Set Radio Future.Anyways, the stage seems to work fine for me. Nothing wrong that I can see right away....correction "black and red jumpsuit" and "dome for a head". they call him sputnik for a reason as for xi yun chan and ella? i see no comparisson at all.but good to know the stage works on your cpuDarkflare said, June 14, 2011, 04:38:55 amWorks fine on my end and I don't consider my current CPU an amazing one.cool, that means i can add more to it without hesitation.
It's not much that they have in common, just her face and the fact she has a chainsaw, first thing that comes to mind is Ella.I'd like to see what you add to this stage. It makes a good default stage for all those 2.5 characters, such as Dragon Claw and Arthas....Although I'll still need an ice stage for Arthas, but that's for another topic.Anyways, the only thing I can think of that could use some work is that the harrier jets could fly around a bit smoother. If they can't, or it's done that way on purpose, then perhaps a harrier jet in the far distance pulling a sharp turn up into the sky, making one of those wakes in the water.....Although that's more a suggestion that feedback. I'm not an expert on these topics.
@longjohnyes i can easily get the harriers to fly around more smoothly the only reason they don't is because i limited every harrier scene to 20 frames but since the stage is working well on everyones systems i will push the frames of the harriers up to get a smoother look. the spraying water idea from the harrier pulling up can be done as well I'll try it out.evilakuma1000 said, June 14, 2011, 08:18:19 pmamazing stage love it please keep it up cheersadriano gt said, June 14, 2011, 07:59:45 pmWOW...It's a big work.Very goooodcongratulationsthanks man, hope the file wasn't too big because i have stages that are larger
the stage is very nice,you have improved a lot but you got to pay attention to the floor sliding,if a character stays still and the other moves the floor slides,this happens in all you stages,i think this is the only thing you really need to improve in your work but good job and keep improving
NoZ said, June 15, 2011, 02:35:28 amthe stage is very nice,you have improved a lot but you got to pay attention to the floor sliding,if a character stays still and the other moves the floor slides,this happens in all you stages,i think this is the only thing you really need to improve in your work but good job and keep improvingyes i agree, i managed to do it in the house of puppets stage, there is virtually no sliding at all in that one, I can fix this one too but its really a matter of how i render out the stage plane, adjusting the tiling doesnt seem to do anything.
Odd, the update no longer plays music....? Was going to use the stage for a video too when I noticed this.However, the animations are a lot smoother, and no noticable additional lag. I like it, keep the good work up.
Long John Killer said, June 16, 2011, 05:47:47 amOdd, the update no longer plays music....? Was going to use the stage for a video too when I noticed this.However, the animations are a lot smoother, and no noticable additional lag. I like it, keep the good work up.no music? that is very strange because it works fine on mine? maybe its something to do with your motif but it should be easy to resolve if anyone else is having that problem let me know.
Hmm, the music worked before, and the actual song isn't different in name or format.....the DEF file looks for the same song, so there should be no problem. So, honestly, I have no idea what's wrong here.Hopefully someone else is seeing this and can enlighten me as to what's going on here....
Incredible work, as usual. The attention to details as well as there number makes for a stunning stage. Sliding isn't too important, and if you can fix that for the final release, then it's even better. Now, for some comments :- When you create you convert your scene to images at the end, it would have been good to not limit yourself to 640*480 images, but rise them to 640*550 or even more. I recall that your characters can jump high, and it's a shame to have stages where the camera can't go up and follow them. Plus, seeing that the only elements that go high in the sprites from group 1 (floor) are the pillars/columns, this should really not be hard to extend it a bit. Okay, there won't be any 3D vertical effect, but It's not a problem.- Plus, doing that will allow you to give even more perspective to the stage. I noticed that the water sprites have a ship in it. In the current version, you can't see it very much. By extending the stage Y-wise, you could give Y deltas to the water layer, allowing the water to move compared to the ground, thus making the ship and the bottom of the water appear more, and giving the stage more depth.- Plane animations are really nice. Only thing that bothers me a little is the rate at which a plane is destroyed and falls vertically at the right of the stage. It's like they're killing flies or mosquitos. Please tone down the rate of destoryed planes at this particular place, as it's not natural at all.- With the number of sprites you have and the number of animations, I'm pretty sure the stage can be quite heavy (or even lag) on average or low-end computers. Before the release, it would be very wise to crop the sprites of the SFF. By doing so, the SFF went from 91117kb to 86240kb, and I'm sure the stage is less heavy on Mugen now. If it can improve the performance, might as well do it. I also saw several empty sprite which I fail to see the usefulness. You can use either fighter factory built in "cut all" options (make sure the last sprite of the SFF is still aligned at the end of the process), or SFFExtract + SprMaker, a combo of DOS Command tools that's much faster and gives better results.- Stage is not symmetric. Since it's hard to set boundleft and boundright correctly in 3D stages, what you can do is set the camera position, p1startx and p2startx at the end. In your case, since boundleft = -222 and boundright = 250, this means you must set the Camera startx parameter to (250-222)/2=14. Then, you must set p1startx to -70+14=-56 and p2startx to 70+14=84.- I don't like the way you set the name of your stages in the DEF file. Isn't "The Yamato Reborn" much more sexy than "The_Yamato_reborn" ? - Sky sprite has color loss. Did you try to cut it into 3 or 4 pieces before indexing it ?
Thanks a lot and great feedback.-yes my characters can jump fairly high but not super jump high or high enough to be absent from camera view for more then 3/4s of a second. thus none of my stages support it but shifting the scale to something like 640 to 550 may be reasonable. I've added follow up in my sengoku shiro stage. -as for the plane sprites falling at a high rate. I was trying to get the actual real life yamato dog fight look. if you watch the real life footage of the yamato destroying planes or the kamikaze operation you will see the sky literally riddled with black clouds and burning planes falling exaclty like flies. http://www.youtube.com/watch?v=qATP3BDgSLc-the reason why there are empty sprites is because the renders are literally from autodesk mayas viewport and rendered without a background, this way i can control timing without having to totally fiddle with the actual def. for example the time it takes for a harrier to appear on the screen and fly off can just be done in mayas timeline then edited in FF.-as for the name of the stage lol thats me being VERY lazy my bad.
Very lush, exciting and beautiful work as always Ben.Is that Japanese Castle at Night in your last post also available yet?Thanks for always sharing and keeping us posted with your works.
MaxBeta said, June 19, 2011, 11:55:05 pmVery lush, exciting and beautiful work as always Ben.Is that Japanese Castle at Night in your last post also available yet?Thanks for always sharing and keeping us posted with your works.thanks man, much appreaciated unfortunately that level isn't available as of yet that one might be a fullgame release.