It's a 1280x720 Stage.You really should use only 1280 ones, because it's the resolution the sprites are, and mugen can't resize very well. It won't look very good at other resolutions.You shouldn't use this stage at lower resolutions, it's an HD stage, not HR or lowres.Even so, now I included a ton of resolutions. If it's not the one you play, change the localcoord.24/07/10Fixed some bugs, resized the castle and changed some other minor things to look and play like the game.18/07/10Updated for mugen rc8.06/04/10Better background gradient.24/03/10bugfixes.http://parsemugen.webnode.com.br/BONUS:Spoiler, click to toggle visibilty
Wow, it looks so good! Yes we definetly need more of this stages for the new mugen. People are still not doing much for the new Mugen and it seems we are still stuck with the old one. I would love to see SAGAT stage also. Are u working in any other stage or stages right now?
Your stage conversion is nice, but there's still some things you need to fix.- The boundhigh value is too high, and it can cause afterimages if players get close to the top. The correct value for that should be:[Camera];--------------------------------------------------------------boundhigh = -774- I see this is set to a localcoord of 1280, 740 so you had to adjust player 1 & 2 startx values accordingly...but it should really be like this if you want to follow mugen standards:[PlayerInfo];----------------------------------------------------------p1startx = -270p2startx = 270- Now, I'm no one to speak about parallax since I'm still learning to get it right, but I can tell when it's wrong because you can see that characters do not stay their ground and happen to slide somewhat upon camera movement. The y deltas are wrong because if you jump high enough you will see that the wooden floor suddenly rises and hits you in the face. Another thing I noticed was that you made a shadow layer for the floor and since it is not parallaxed you will see it interfere when you perform a jump. Once you get the parallax right you should use the same values on the floor shadow layer for it to look right.Still, with all these bugs you didn't do a bad job.Best of luck on your next creations.
MaxBeta said, March 23, 2010, 06:28:37 pmp1startx = -270p2startx = 270Actually, +/-280 is the correct value. 70 is used for 320 stages, 70*2=140 for 640 stages, and 70*4=280 for 1280 stages.I can tell parse used my program to get some of the values anyway (not that it's a problem in any way, it's mor elike the contrary ).Nothing much to add over what MaxBeta said. Some sprites need cropping.
Cybaster said, March 23, 2010, 07:07:51 pmActually, +/-280 is the correct value. 70 is used for 320 stages, 70*2=140 for 640 stages, and 70*4=280 for 1280 stages.Yes, Cybaster...you are right because the math makes sense, but I don't know if you've noticed that from a standpoint perspective, players will seem further apart on a 1280 stage because of the +/-280 values than what they look like in regular Lores and Hires stages.I really neglected to say that +/-270 is really a preference of mine...so that every stage standpoint looks the same in my mugen.Nevermind...math never fails, only human error.
Thanks for the comments!I'm not working at more stages since I don't have the sprites. I made this one because I found a Hi-res artwork.MaxBeta said, March 23, 2010, 06:28:37 pmYour stage conversion is nice, but there's still some things you need to fix.- The boundhigh value is too high, and it can cause afterimages if players get close to the top. The correct value for that should be:[Camera];--------------------------------------------------------------boundhigh = -774- I see this is set to a localcoord of 1280, 740 so you had to adjust player 1 & 2 startx values accordingly...but it should really be like this if you want to follow mugen standards:[PlayerInfo];----------------------------------------------------------p1startx = -270p2startx = 270- Now, I'm no one to speak about parallax since I'm still learning to get it right, but I can tell when it's wrong because you can see that characters do not stay their ground and happen to slide somewhat upon camera movement. The y deltas are wrong because if you jump high enough you will see that the wooden floor suddenly rises and hits you in the face. Another thing I noticed was that you made a shadow layer for the floor and since it is not parallaxed you will see it interfere when you perform a jump. Once you get the parallax right you should use the same values on the floor shadow layer for it to look right.Still, with all these bugs you didn't do a bad job.Best of luck on your next creations.All fixed. But I kept the startx values at 280. Hopefully the parallax is better.I've updated the stage in the first post.
I've updated with better background gradient.As mugen don't like gradients, I took a screenshot of the background and used dither with the same colors.I don't like dither, but I tried rgb, jigsaw, and mugen can't show a good gradient. Even so, it looks much better now.
Wow, that's actually a pretty bad boundhigh problem.EDIT: Not sure why but I'm with Cybaster on this one.
Zck said, April 23, 2010, 09:30:18 pmEvery time I elevate, the floor tilts up, flies up and exits at the top of the screen.Try downloading the last version. It doesn't happen to me anymore.If it's the last version, send me the characters and I'll try to fix.
I gotta go somewhere, I won`t be back in hours.In the mean time, here`s a question.How do I send characters?
Parse, you just have to set the number of air jumps in the constants to 999 and jump many times to test.
I changed the def.[BG Floor1]type = parallaxspriteno = 0,0layerno = 0start = 0,785 delta = .27,.27xscale = 2,2.52941170588yscalestart = 100yscaledelta = 0I had no idea what I was doing, but it is working better for me now.