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Celestis: The Ori Holy City (Night) Beta Release. (Read 21605 times)

Started by ( ゚ o゚) It's Urza!, December 05, 2007, 03:28:07 am
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Celestis: The Ori Holy City (Night) Beta Release.
New #1  December 05, 2007, 03:28:07 am
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Those familiar with the Science Fiction show Stargate SG1 will recognize this stage.




Yes, you're fighting in the water (in the series the waters on the plain of Celestis are extremely shallow, about 2 to 3 cm deep).

Get it here.


Hallowed are the Ori.


Ecchi, it calls to me...
Last Edit: July 30, 2008, 11:14:01 pm by DMK
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#2  December 05, 2007, 04:12:50 am
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Yes, you're fighting in the water (in the series the waters on the plain of Celestis are extremely shallow, about 2 to 3 cm deep).

Get it here.


Hallowed are the Ori.



Perhaps then you should make another layer in the foreground so that it looks like they are wading through the water...you could even use that transparency trip from some months ago so that the water is mostly transparent past the soles or something...I understand how SHALLOW 3cm is, but it should still look like they are stepping IN the water rather than ON it as if it were solid matter.
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#3  December 05, 2007, 04:20:28 am
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or the stage is giving them the power of Gee-whiz ( i respect the holy guy)
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#4  December 05, 2007, 04:24:25 am
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Once I refine my layering I will re-release this stage with the desired water effects.


Ecchi, it calls to me...
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#5  December 05, 2007, 10:39:08 am
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Nothing to much to say except it's a single layer, single image stage with mild to moderate color loss (depends on which part of the stage that's being looked at).  Stage needs animation or something else to help bring it to life.

zoffset line should be placed a little higher.

As for feet in water, use blackjack trick.
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#6  December 05, 2007, 03:36:30 pm
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Nothing to much to say except it's a single layer, single image stage with mild to moderate color loss (depends on which part of the stage that's being looked at).  Stage needs animation or something else to help bring it to life.

zoffset line should be placed a little higher.

As for feet in water, use blackjack trick.


Dynamite input as usual.


Blackjack trick?

Ecchi, it calls to me...
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#7  December 05, 2007, 10:46:25 pm
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Blackjack trick is usually used to allow fighters to be seen through foreground objects.  You can use it here to simulate water covering the fighters' feet.

Split the image into at least 2 parts.  The bottom part should be 3-4 pixel lines higher than the zoffset line.

Example: (bottom would be normally coded like this)
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
layerno = 1

Replace With:
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = sub

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = add1
layerno = 1
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#8  December 05, 2007, 10:54:52 pm
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Blackjack trick is usually used to allow fighters to be seen through foreground objects.  You can use it here to simulate water covering the fighters' feet.

Split the image into at least 2 parts.  The bottom part should be 3-4 pixel lines higher than the zoffset line.

Example: (bottom would be normally coded like this)
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
layerno = 1

Replace With:
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = sub

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = add1
layerno = 1

I see. Thanks!

Ecchi, it calls to me...
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#9  December 05, 2007, 11:08:58 pm
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I think some fog and lighting effects could help this stage a good bit as well.

GOH: bmc would tell birds that they're broken because they shouldn't air recover.
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#10  December 06, 2007, 01:44:02 am
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Ecchi, it calls to me...
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
#11  December 06, 2007, 08:41:19 am
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As Ziltama said, try giving another Z-offset.

Reflection instead of shadows please. And try to make them match the reflection of the buildings on the water in terms of intensity.
As animations, you could try to make the lights (from the windows) glow a little bit.
Try to separate sky from buildings and give them different deltas. It will give more depth to the stage, and maybe you'll be able to add a little fog with X-velocity behind the buildings but in front of the sky.

Finally, just some nitpicking : try giving the same name to both the def and the sff, it's easier to keep track of them after in the stage folder.
Re: [Stage] Celestis: The Ori Holy City (Night) Beta Release.
New #12  December 06, 2007, 07:27:57 pm
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Example: (bottom would be normally coded like this)
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
layerno = 1

Replace With:
[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = sub

[BG Blackjack]
type  = normal
spriteno = ?,?
start = x,y
delta = 1, 1
trans = add1
layerno = 1

Now would I add that over or below (I've split the image, now it's of better quality)

[BG Cityscape]
type  = normal
spriteno = 0, 0
start = -320, -240
delta = 1, 1
mask = 0

 




Another picture of Celestis.


Ecchi, it calls to me...
Last Edit: December 06, 2007, 07:56:10 pm by Urza, Planeswalker