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Sandopolis Zone 2 (Read 2990 times)

Started by Mr. I, February 10, 2008, 06:50:24 pm
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Sandopolis Zone 2
#1  February 10, 2008, 06:50:24 pm
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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: February 10, 2008, 08:52:46 pm by Shift b is B
Re: Sandopolis Zone 2
#2  February 10, 2008, 07:08:43 pm
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I always wanted to make a stage out of this just so I had an excuse to use that BGM.  ;P
Speaking of BGM, it's seriously unoptimized, you're using 2:33 minutes when I have the same one with just 41 seconds and complete. More feedback:

- Intro lasts too long, hides the characters' own intros
- Either verticalfollow or floortension is too low, chars go offscreen before reaching the top. Stage doesn't need to be that high btw
- Floor and wall could've been tiled for a much, much smaller SFF
- Reducing the deltas of [BG main] to something like .5,.5 gives a nicer effect
- Movement of ghosts could be a lot more interesting, like floating around the screen with a low delta, and moving towards the center when they're fully "transformed"
- If you use BGCtrl with type=anim you can switch the ghost/wall/whatever's anim, no need to put the whole darkening as huge single anims
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Re: Sandopolis Zone 2
#3  February 10, 2008, 07:32:32 pm
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Thanks for feedback. I wanted to get some today so i can make the minor changes that people want.
As for the feedback...

- Intro thing is a personal preference of my desire to keep true to the game. But perhaps i could lessen the amount of time the screen stays black to accommodate for other characters' intros.

- I use umihei's ryu and sa2 to judge the verticalfollow and floortension. I'll make those adjustments accordingly. I also reduced boundhigh to -350.

- I tend to be overdoing when it comes to floor and mainbgs since the last thing i need is a floor or a main doesn't cover enough area. Plus i found it a bit easier to use a single large image so that lantern placement could be done a bit easier than if the image were tiled. Perhaps in the future when i come back to this stage, will i tile and optimize the file size.

- deltas of bg main and lanterns reduced to your suggestions.

- i like your suggestion about the ghost movement but i don't know how to execute what you suggest.  Eventually i'll figure out a creative way to implement the ghosts and their movements.

- i tried the bgctrl suggestion earlier, but it didnt turn out very well. so i just made large anim files. I'll try to optimize them in the future.
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.
Re: Sandopolis Zone 2
#4  February 11, 2008, 02:49:41 am
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Yeah thats the level i got stuck on when i first played sonic & knuckles. Good stage it would be funny if the ghosts attack the players when it goes dark but that would probably piss people off.
Re: Sandopolis Zone 2
#5  February 12, 2008, 07:43:51 am
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I hated going thru this stage in the Game because it was a pain in the Butox, but I loved this stage you made. Do you plan on making all the Sonic Stages? If you did that would be cool
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