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Various Parallaxing stages 1.1 (opengl) (Read 25857 times)

Started by Vogel, August 26, 2023, 08:53:39 pm
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Various Parallaxing stages 1.1 (opengl)
#1  August 26, 2023, 08:53:39 pm
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Hello friends, I've created many stages over the 3-4 years that I've been on mugen, but have not uploaded any of them on this site.
Not sure if anyone else has uploaded them for me, so I will do that now
There are lots I'm not uploading because I think they suck

Im still very much lacking, but I hope you enjoy them

Alpine Train (Original)

https://drive.google.com/file/d/1pC3DuK8M5cxkc9c-kJdxKwJ5mJQwjUhN/view
Lightning Desert (Naruto)

https://www.youtube.com/watch?v=GpLPXeNaJTk&t=1s&ab_channel=Vogel
Orochimaru's Hideout (Naruto)

https://drive.google.com/file/d/19AlTxHucuPEVjhIFEn7PhHX41B6zH3rq/view
Uchiha Hideout (Naruto)

https://drive.google.com/file/d/1ojGm7oFWS7_oe_0ETkNXzaMCGoB0Xvqh/view
Mount Hua Sect (Return of the Blossoming Blade)

Snow:https://drive.google.com/file/d/1aP_lFpsNGENBLKfT3vx4H9WKOGoxp3Ky/view
Blossom:https://drive.google.com/file/d/1VEI5IMqRxh1Aab0zXKN7_zJA-YfPbz7J/view
Japan Park (Original)

Day and night: https://drive.google.com/file/d/1eK1wXy2mNJ8pSgiwV4Qx0XW-zd0Rl7_q/view
Portal To Heaven(Original)

https://drive.google.com/file/d/1S6ZHcMzh14NzNTs2DDxQ5SXkSoHXjAYy/view
Otherworldly Forest (original)

https://drive.google.com/file/d/11-zHtYyTaQTb6bHi2ZObKC4ezlge2z6Q/view
Hidden Rain Lower (Naruto)

https://drive.google.com/file/d/1dDdQ356pTWi-0z6mifvKiKwHRyFXUH6i/view

Here is an Unfinished stage that will never be finished. Finish it or use it if you want
Shrine of the Vanquished Remaster(Last Blade 2)

https://drive.google.com/file/d/1Y7MtlWpXqpL9Wk8AjnGvgDuohMXpPR52/view
Thanks for checking my stages out! :)

You can view the rest of my content here:
https://vogereos.wixsite.com/vogelsdownloads

Hold up i need to fix these youtube links haha

Last Edit: August 26, 2023, 09:53:36 pm by Vogel
Re: Various Parallaxing stages
#2  August 26, 2023, 09:31:54 pm
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really nice.is for ikemen?
Re: Various Parallaxing stages
#3  August 26, 2023, 09:59:05 pm
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I don't know anything about ikemen, but I looked it up, and it seems like 1.1 stages work on it? I'm not sure  :thumbsup:
Re: Various Parallaxing stages
#4  August 26, 2023, 10:30:22 pm
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Either you're being sarcastic, or you have no idea how good your stages are. High quality,  parallax with great understanding of scale delta and perspective. In fact its rare that I see this level of scal3d delta use. These stages are excellent. My only critique is on the portal to Heaven stage. Maybe slow the delta down on the fog on the ground, or slow the velocity. You most likely calculated the deltas with math, so i understand if you'd wanna keep the values. Just a suggestion. Looking forward to more from you.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Last Edit: August 27, 2023, 02:41:18 am by Vegaz_Parrelli
Re: Various Parallaxing stages 1.1 (opengl)
#5  August 27, 2023, 01:36:09 am
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Bruh, you doing the type of stages I would like to do

If had any clue how parallax and number values work.

But that asides! Most thede stages look GOOD, some minor inconsistencies with the art style of some layers (but that's nitpicking.)
Re: Various Parallaxing stages 1.1 (opengl)
#6  August 27, 2023, 01:45:11 am
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Vogel!!! I have been eyeballing your works and I am loving the amount of detailwork you placed on these stages! The amount of parallax/delta and pseudo-3D you placed here is legendary! Welcome to the guild! :D
Re: Various Parallaxing stages 1.1 (opengl)
#7  August 27, 2023, 06:53:30 pm
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really nice set.

Thanks for sharing
Re: Various Parallaxing stages 1.1 (opengl)
#8  August 27, 2023, 10:17:44 pm
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This is amanzing, Vogel. Congratulations, really nice work.
Re: Various Parallaxing stages 1.1 (opengl)
#9  August 27, 2023, 11:08:27 pm
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Thanks for all the praise and feedback! You guys are awesome :thumbsup:
Re: Various Parallaxing stages 1.1 (opengl)
#10  August 28, 2023, 03:43:27 am
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Youtube recommended your channel to me a while ago, and I subscribed. Nice to see you around here. Your work with parallax and deltas is very good, it really conveys the depth of the stages well. Having said that, I would like to leave my feedback and I'll use "Alpine Train" stage for it.

- Zoom
You sett "zoomin = 1.15", which leaves the stage with the minimum zoom of 115%. Unless it's something specific to a full game, in my opinion it would be better to leave "zoomin = 1" because it ends up cutting part of the stage for no reason.


- Zoomdelta
Although your stages have "zoom", the two that I checked, the one mentioned above and "Orochimaru's Hideout" do not use this parameter. This would help even more to improve the stages. Electro made a basic tutorial that is very useful:
Spoiler, click to toggle visibilty


- Startx
p1startx =-500
p2startx = 500
p3startx = -720
p4startx = 720

The above values, mainly for P1 and P2 can cause some problems in intros, since most chars follow the default of -70 for P1 and 70 for P2 in low-res stages (320x240). For higher resolution stages:
640x480: -140 and 140.
1280x720: -280 and 280.

I usually omit the values for P3 and P4, and in such cases the engine ends up using the default values:
320x240 = p3startx = -100, p4startx = 100
640x480 = p3startx = -200, p4startx = 200
1280x720 = p3startx = -400, p4startx = 400

Before: https://imgur.com/0TKywN6
After: https://imgur.com/EzizCHr


- Bounds
leftbound  = -1800
rightbound =  3000

The values must be the same for both left and right (with the exception that the left value is negative). Although "Alpine Train" isn't that big of a stage, so I think a bug would be unlikely. So both being "1800" or "3000" wouldn't make a difference in this stage.


- Music
By default, the music path is bgmusic=sound/sound.mp3. I went to test it and saw that in stages the path used the "stages" folder. And for volume, the recommended is "bgmvolume = 100", 255 was more used in WinMUGEN, "bgvolume = 255". Unless it's intentional that the music volume is at 255%.


- debugbg = 1
- debugbg allows you to easily debug your stage and find graphical glitches, as magenta will appear at places where there are no sprites. When creating a stage, always set this value to 1. Set it back to 0 when you have finished creating/debugging the stage.


- "Unnecessary code"
scaledelta = 0, 0
scalestart = 1,1

Not quite a problem per se, but parameters pointed like this have no effect and just increase lines of code for no reason. And considering that the 1st line appears 29 times and the 2nd 32 times, this can get in the way a little if you revisit your stage.


A few things to polish, but great stages anyway. Hope to see more of your work. Thanks for sharing.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Various Parallaxing stages 1.1 (opengl)
#11  August 28, 2023, 10:07:43 am
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Congrats!! All these looks awesome!!
I swear there was something cool here!!
Last Edit: August 28, 2023, 10:11:29 am by FeLo_Llop
Re: Various Parallaxing stages 1.1 (opengl)
#12  August 28, 2023, 05:26:32 pm
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I don't think people realize how much went into these stages. Slayer touched on some good points, all of which I agree with. Although I myself have gotten critiqued for my use of zoomin values > 1. With that said, I'm gonna make it a point to provide feedback on every stage shown above starting with Hidden Rain Lower.

+Superb use of parallax. Not just on the floor but on the tops of the rocks. This combined with you fine tuned scale delta created some very convincing 3D objects in the background.
+Adding graphical changes to the objects as the meet the water, horizon and other parts of the stage. These things go a long way to blending stage elements together.
+Excellent depth made even better by effective creation of proper perspective. Some people complain when objects seem to small compared to the fighters. But you obviously understand perspective.
+Atmosphere and bgm selection. IMO, this is VERY important. The rain, gloomy blue colors that are included, but don't overtake each object are well done. And the music fits the mood nicely. However...
-Bgm doesn't loop or fade and cuts of suddenly. My guess is that you don't edit music at all. That's fine. Most of the community doesn't.
-Some Magenta was seen at the top in the middle of the stage. Only when zoomed out during a superjump, but that's a no-no.

What particularly impressed me was the use of parallax on the tops of the rocks. I've used this on "square" objects but I admire the fact that you cut and seperated each rock into 3 pieces, and coded them to create 3D objects. That alone shows great pride in your work. And you SHOULD be proud. You got some great feedback from Ex☆Cham, Flowrellik, beterhans, Charles_2011, Slayer and even Felo_Llop. All of which are respected contributors themselves. So keep sharing.

You should also check out Newage Mugen. They have a bit of a bad rep around here, but all the best stage creators hang out there. Some of them hang out here too, but the rest hang out there exclusively. The devs definitely show love to high level stage creators. See you around...

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Various Parallaxing stages 1.1 (opengl)
#13  August 28, 2023, 07:11:40 pm
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HI Vogel
Now you are one of my favourite stage maker

so I start to edit one of your work to adopt my True widescreen (TWS standard)

-Otherwolrdy forest (TWS and Vibrancy edit)-

and added some vibrancy to it
hope you like it

no sff change
no music change
all code change

https://www.youtube.com/watch?v=tEbESwqaX6Q


copy and paste all of the following code and overwrite to try it

Spoiler, click to toggle visibilty

Last Edit: August 28, 2023, 07:29:55 pm by beterhans
Re: Various Parallaxing stages 1.1 (opengl)
#14  August 29, 2023, 03:04:18 am
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@beterhans
Since I'm already a big fan of your TWS stage edits, I definitely gave your edit a try and unfortunately got an error. Not sure what it means, but I've never had an error with any of your other edits/ stages. Just letting you know.

Spoiler, click to toggle visibilty
Re: Various Parallaxing stages 1.1 (opengl)
#15  August 29, 2023, 06:17:59 am
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@beterhans
Since I'm already a big fan of your TWS stage edits, I definitely gave your edit a try and unfortunately got an error. Not sure what it means, but I've never had an error with any of your other edits/ stages. Just letting you know.


Thanks from your log it only says failed to load BG. I guess you used wrong file name.
please delete all 3 file and start from begining.
1. download original rar file (3 file inside)
2. 3 file name have no _ (you error logs shows the file name have _)
3. edit the Otherworldly Forest.def (no _ underline)
4. remove containt of Otherworldly Forest.def and copy in the new one from previous post.
Re: Various Parallaxing stages 1.1 (opengl)
#16  August 29, 2023, 06:47:34 pm
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  • I must continue my training...
Back with some more feedback...

LIGHTING DESERT
+Superb. Basically just cut and past all the good things about Hidden Rain here.

MOUNTAIN HUA SNOW
+More of the same good qualities. Particularly the way you created a mirror effect within the exposed brick on the floor. However...
-If you walk to close to either side you can see the reflection sprite "clipping" through the snow.
-You can see pink at the top of the screen.
?When you jump, it looks like the trees are floating in air. Unless that's intended, in which case thats actually pretty cool.
-The tiled mountain range has a very visible white line where the tile ends.
MOUNTAIN HUA BLOSSOM
+Same good stuff as Snow version
-Same bad stuff minus the "clippin".

OROCHIMARU'S HIDEOUT
+Excellent parallax and 3D effects. Particularly the snake. Smart use of seperating parts of the snake and coding them. But...
- The top left part of the snakes body cuts of and can be seen during high jumps. Not major. Just extend it and you golden.

PARKS DAY AND NIGHT
+Love the concept. A part battle with a full suburban area in the back. No complaints on either of these but keep in mind what Slayer said about "bounds"...

PORTAL TO HEAVAN
+Brilliant use of the window code to create a door only visible when goin threw the portal.
- Noticeable lines on the floor, seemingly created by some type of overlay sprite.
- Projectiles get stuck on the edge of the screen if they miss the opponent. Increase the left/right bound to 2000+
- Every 3 cycles the dragons look like they are on top of each other. Not a big deal, but maybe move one up and change scalestart so one appears closer than the other.

I would love to see you finish the shrine stage. It has a TON of potential! Great works bro. Keep going.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Various Parallaxing stages 1.1 (opengl)
#17  August 30, 2023, 03:51:14 am
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@beterhans
Thank you for the help, that worked perfectly. I actually followed the link from Vogel's website which has the stage hosted on MArchive, but apparently it is not the same version. I already loved the stage, but it looks much better in TWS format and the added vibrancy looks awesome. Thank you very much to both of you yet again.
Re: Various Parallaxing stages 1.1 (opengl)
#18  August 30, 2023, 07:36:55 am
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Thanks for all of the feedback, Vegaz, I cannot thank you enough for this!
A lot of stuff I missed there, I really appreciate you guys letting me know of these problems
Re: Various Parallaxing stages 1.1 (opengl)
#19  August 30, 2023, 12:13:41 pm
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These are SO clean, dude! What???
Most of these I'm not even sure how you managed to get this right. Keep it up!
[img width=600
Keep it real, keep it original
Re: Various Parallaxing stages 1.1 (opengl)
#20  September 01, 2023, 12:22:04 am
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Dear Vogel,

I wanted to take a moment to express my heartfelt gratitude for your generous sharing of the magnificent Mugen stage during our recent journey. Your contribution is truly appreciated, and I am excited to announce that I will be incorporating it without hesitation into my own danzey legendary tournament. Your support means a great deal to me, and I look forward to continuing this collaborative spirit in the future.

Warm regards,

my older name was danzey,now i'm SHIN DANZEY
FOLLOW ME ON YOUTUBE AND my Website