I worked on it most of the afternoon when I wasn't busy running errands.Everything you need to know is in the readme. :3Clicky-clicky.EDIT: Oh yeah, almost forgot.GIVE FEEDBACK.Another EDIT: Updated 09/14/09, new link.
Wow the first Power Stone stage to be ever converted for Mugen and its Jacks stage at that, i gotta try this out. This makes me happy that i ripped sounds from Power Stone 1 & 2.
Actually, third.The first hi-res Power Stone stage, though.Yeah, something about Jack's stage makes me click somehow. :/
Garuda said, September 13, 2009, 10:35:54 amWhy the characters are trasparent?They aren't its just the effect of the stage.
Are u sure? Because the things are behind the chars and they do look trasparent, at least looking from the pics.
MOTVN said, September 13, 2009, 12:07:27 pmthat's foreground broNo, the fench isn't the foreground. The chars are in foreground and they are trasparent.
it's not a benchsee?just comment out the very last line like this [BG Foreground 2]type = normalspriteno = 1, 0start = 0, 325delta = 2, 2mask = 1layerno = 1;trans = add1
Hey Shwa, good stages, you ripped these or is there a source? I'd like to take a stab at making a power stone stage.
I ripped these myself.3D Ripper DX 1.4d on nullDC 1.0.0 Beta 1.6, which strangely gets the captures better than in nullDC 1.0.3.What I did was separate the characters in Vs. mode to get a full view of the stage, make both of them jump, and then get a capture of the entire scene. Once that's done, I edit everything I can find in 3DS Max.Pretty much the same procedure I did with my other Power Stone stages, except for this one, I increased its scale so I had something to work with better, and I stretched it larger so the FOV of the caption would be as if it were void.Hope this helps.
woww great stage!I did not know this game! but this stage is amazing! FUCK YO KNEES said, September 13, 2009, 05:47:07 pmI ripped these myself.3D Ripper DX 1.4d on nullDC 1.0.0 Beta 1.6, which strangely gets the captures better than in nullDC 1.0.3.I could never make these two programs work together!
You have quite a bit of stage that you aren't using. First of all these: boundleft = -150boundright = 150Actually reach to: boundleft = -190oundright = 190However, you should note that changing those values reveals another problem. Floating Juggy sees a stray black pixel to fix. ---Then you have the vertical parts. boundhigh = -137Actually goes to boundhigh = -138 But then there's the issue of the unused sprites below the stage also. Changing boundlow to 34 reveals that you have some part of the railing sprite we don't see.If this part was never intended to be seen, you may as well edit it out of the sprite to make it smaller. Also seen here (shown by the red and pink arrows) is the fact that you have both shadow an reflection running at the same time. You should pick one and get rid of the other. While, like in FlameKyo's stages, it may be hard to just notice offhand due to your fog layer, you can still see it. And finally look at the green circle. If you wanted to add a simple animation to the stage, maybe make all of the birds' eyes blink. All you'd need is a few pixels of black to cover the red up from time to time.
Thanks for all the feedback, Tamez.-I'll change the bounds and remove the stray pixel. However, why is Juggy floating?-lol 1 pixel difference. I'll take care of that too.-I'll actually make another couple of lines in the DEF to allow people to have the stage set up like that.Matter of fact, I dig how it looks like with the rail set up that way. -Reflection and shadow were both intended to stay, but I guess I'll remove the shadow since the stage is already dark enough as is. :/-Bird eyes will stay the same since what's what made Jack's stage so creepy. They never blinked. ;~;Again, thanks for all! Anything else I need to fix?EDIT: Updated first post.
Juggy is floating to check stuff in stages. So long as you have your debug keys enabled, you can hit "Ctrl+i" after a jump to make the character stand at that height as if there was a floor. I like using it more than giving a character a lot of jumps because you can just walk around and check stuff. If you are going to make an optional setting so the part under the rail shows, depending on how much you show you may want to remove the Blackjacking. I think it looks better if the shadow/reflection doesn't go over the side (as seen in that pic). Here's the thing about having both shadow and reflection both running... Under [Shadow] there is a value for yscale to adjust how it looks. Reflection doesn't have that option though. Reflection always acts as though it has a yscale = 1 on it. So unless you make shadow be yscale = 1 also, it just looks off. The only reason to have a shadow over a reflection would be to make it look darker, but intensity = under reflection pretty much takes care of that anyway. I never got much chance to play Power Stone, so I didn't know about the bird eyes.
Bitchin'!All we need now are some 2D Power Stone Characters and we're set!Would also like some Killer7 characters to