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Dan's Playground - Parallax - (update -16:9 .def file 24/11/20) (Read 14559 times)

Started by Virtua Richie (kenmasters2812), November 14, 2020, 07:50:42 am
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Dan's Playground - Parallax - (update -16:9 .def file 24/11/20)
#1  November 14, 2020, 07:50:42 am
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Last Edit: November 25, 2020, 12:22:23 am by kenmasters2812
Re: Dan's Playground - Parallax edit - Original by cldz
#2  November 14, 2020, 08:23:40 am
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yes..... :D
Re: Dan's Playground - Parallax edit - Original by cldz
#3  November 14, 2020, 10:55:00 am
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looks very good !!
Re: Dan's Playground - Parallax edit - Original by cldz
#4  November 14, 2020, 12:16:57 pm
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Brilliant, congratulations my friend, It is a fantastic edition.
Re: Dan's Playground - Parallax edit - Original by cldz
#5  November 14, 2020, 01:59:37 pm
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Superb.

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: Dan's Playground - Parallax edit - Original by cldz
#6  November 14, 2020, 06:47:36 pm
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Great job on this stage as well.  Parallax is on point!
Support me @ ko-fi.com/violinken


Re: Dan's Playground - Parallax edit - Original by cldz
#7  November 15, 2020, 07:55:02 am
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Thanks fellas! Took me a couple of years doing this on and off, but I'm feeling more confident doing this style of edit. The more of us doing this the merrier, with Tatsu not releasing anything (publicly anyway) for a very long time

Not that I normally take requests, but I feel like I can now have a crack at Metro City and Gairyu Isle suggested by Yuga and Flow. Can't promise a time frame but they'll be coming at some point
Re: Dan's Playground - Parallax edit - Original by cldz
#8  November 15, 2020, 09:03:06 am
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Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff

Code:
[Info]
name = "Playground"
displayname = "Dan's Playground 16:9"
author = "cldz"; Edited by KenMasters2812; Modified by Beterhans
versiondate = 11,14,2020
mugenversion = 1.1

;-------------------------------------------------------
;sprites ripped from "sfa3"
;------------------------------------------------------------------------------------------------------------------------
;thank you list;CAPCOM
;               nebula-2.25b,ppsspp,WinKawaks
;               Elecbyte[M.U.G.E.N]
;               VirtuallTek[Fighter Factory 3]
;               you ;)
;------------------------------------------------------------------------------------------------------------------------

;[Camera]; 4:3
; startx = 0
; starty = 0
; boundleft = -224
; boundright = 224
; boundhigh = -110
; boundlow = 0
; verticalfollow = 1
; tension = 48
; tensionhigh = 30
; tensionlow = 30
; overdrawhigh = 20
; overdrawlow = 20
; cuthigh = 0
; cutlow = 15
; startzoom=1;
; zoomout=0.85
; zoomin=1;

[Camera]; 16:9
startx = 0
starty = 0
boundleft = -150;224
boundright = 150;224
boundhigh = -180
boundlow = 0

tension = 90
tensionhigh = 100
tensionlow = 30
;floortension = 160
overdrawhigh = 20
overdrawlow = 20
cuthigh = 0
cutlow = 15
startzoom=0.75;
zoomout=0.65;
zoomin=0.75;

;---------------------------------------------------
;---------------------------------------------------
[PlayerInfo]
p1startx = -72
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 72
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound  =  0

[Scaling]
topz     = 0
botz     = 50
topscale = 1
botscale = 1.2

[Bound]
screenleft = 25
screenright = 25

[StageInfo]
zoffset = 155;35 off ground 205 original
;zoffsetlink = 101
autoturn = 1
resetBG = 1
localcoord = 320,180
;--------------------------------------------------------
[Shadow]
intensity = 60
color = 0,0,0
yscale = 0.1
fade.range = -400,-100

[Music]
bgmusic = stages\mugen1.1\playgroundKM2812.mp3
bgmvolume = 100
bgmloopstart = 375428
bgmloopend = 7690695

[BGdef]
spr = playgroundKM2812.sff
debugbg = 0
;----------------------0'19.644


;----------------------
[BG sky_bottom]
type  = normal
spriteno = 4,0
start = 40,175
delta = 0.4352678571428571,0.6852678571428571
mask = 1
[BG sky_top]
type  = parallax;normal
spriteno = 4,1
start = 50,193
scalestart = 0.420,0.645
width = 1675,1155
delta = 0.3352678571428571,0.4952678571428571
zoomdelta = 0.38
yscaledelta = -0.0125
mask = 1
;----------------------


;----------------------
[BG houses_back];houses back
type  = normal
spriteno = 3,0
start = 0,180
delta = 0.5254464285714286,0.7754464285714286
mask = 1
[BG back_fence_right_car];fence & right car
type  = normal
spriteno = 2,20
start = 0,180
delta = 0.6125928571428571,0.8258928571428571
mask = 1

[BG tree_trunks];tree
type  = normal
spriteno = 2,211
start = 0,180
delta = 0.6758928571428571,0.8258928571428571
mask = 1
[BG tree_leaves_left];tree
type  = normal
spriteno = 2,2111
start = 148,181
delta = 0.7058928571428571,0.8258928571428571
mask = 1
scaledelta=-0.00058,0
[BG tree_leaves_right];tree
type  = normal
spriteno = 2,2112
start = 147,181
delta = 0.7058928571428571,0.8258928571428571
mask = 1
scaledelta=0.00058,0


[BG tyres_small_left]
type  = normal
spriteno = 2,212
start = 15,180
delta = 0.7358928571428571,0.8258928571428571
mask = 1
[BG left_house_big]
type  = normal
spriteno = 2,1
start = -77,180
delta = 0.6508928571428571,0.8258928571428571
mask = 1
scaledelta=0.00067525,0


[BG crow]
type  = anim
actionno = 5
start = 15,180
delta = 0.7258928571428571,0.8258928571428571
mask = 1

[BG swing_set]
type  = normal
spriteno = 0,0
start = 0,180
delta = 0.771875,0.9
mask = 1

;------
[BG floor];40,8
type  = parallax
spriteno = 1,1
start = 0,180
mask = 1
delta= 0.89,1
width = 1024,1648
scalestart = 1,1;.05
scaledelta = 0,-0.004
ID = 101

[BG tyre_left]
type  = normal
spriteno = 1,2
start = -25,180
delta = 1.85,1;1.977224576271186
mask = 1
layerno = 1


[Begin Action 5]
5,0, 0,0, 3
5,1, 0,0, 3
5,2, 0,0, 3
5,3, 0,0, 3
5,4, 0,0, 3
5,5, 0,0, 3
5,6, 0,0, 3
5,7, 0,0, 3
5,8, 0,0, 3
5,9, 0,0, 3
5,10, 0,0, 3
5,11, 0,0, 3
5,12, 0,0, 3
5,13, 0,0, 3
5,14, 0,0, 3
5,15, 0,0, 3
5,16, 0,0, 3
5,17, 0,0, 3
5,18, 0,0, 3
5,19, 0,0, 3
5,20, 0,0, 3
5,21, 0,0, 3
5,22, 0,0, 3
5,23, 0,0, 3
5,24, 0,0, 3
5,25, 0,0, 3
5,26, 0,0, 3
5,27, 0,0, 3
5,28, 0,0, 3
5,29, 0,0, 3
5,30, 0,0, 3
5,31, 0,0, 3
5,32, 0,0, 3
5,33, 0,0, 3
5,34, 0,0, 3
5,35, 0,0, 3
5,36, 0,0, 3
5,37, 0,0, 3
5,38, 0,0, 3
5,39, 0,0, 3
5,40, 0,0, 3
5,41, 0,0, 3
5,42, 0,0, 3
5,43, 0,0, 3
5,44, 0,0, 3
Last Edit: November 15, 2020, 01:22:02 pm by beterhans
Re: Dan's Playground - Parallax edit - Original by cldz
#9  November 15, 2020, 09:40:45 am
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    • Australia
Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff


Thanks heaps! I didn't think this was possible without specifying a 16:9 localcoord, which I think messes with the fall state physics (I could be wrong). Also, I'm not sure if it's just me but the pixel scaling looks cleaner than simply using stage zoom.

I'll update the zip file later, and add a 16:9 .def file for my other stages


EDIT: Nevermind! Your method was stage zoom, but it seems I've been using the wrong values all along!
Last Edit: November 15, 2020, 10:19:14 am by kenmasters2812
Re: Dan's Playground - Parallax edit - Original by cldz
#10  November 15, 2020, 01:23:08 pm
  • ****
Thanks.

I've did the 16:9 conversion

here is the def for 16:9 no change on sff


Thanks heaps! I didn't think this was possible without specifying a 16:9 localcoord, which I think messes with the fall state physics (I could be wrong). Also, I'm not sure if it's just me but the pixel scaling looks cleaner than simply using stage zoom.

I'll update the zip file later, and add a 16:9 .def file for my other stages


EDIT: Nevermind! Your method was stage zoom, but it seems I've been using the wrong values all along!

thanks too for your edit.

BTW please change

camera bound left and right to 150, value 160 will have black bar when zooming out.
         boundleft = -150;224
   boundright = 150;224
Re: Dan's Playground - Parallax edit - Original by cldz
#11  November 15, 2020, 07:31:20 pm
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  • I must continue my training...
I like how you guys kinda colab on this. Reminds me of the good ol days of mugen.

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: Dan's Playground - Parallax edit - Original by cldz
#12  November 16, 2020, 05:28:47 am
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Looks cool, if you were to break up the swing sprite and add some extra parallax values to the poles, you could eliminate some of the sliding across the ground
Re: Dan's Playground - Parallax edit - Original by cldz
#13  November 18, 2020, 07:39:13 am
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Minor update:
- 16:09 Camera config in the .def file (uncomment to enable)
- separated swing sprite, added parallax values, tweaked floor height and deltas to reduce the sliding appearance of the swing set

Thanks to beterhans and ExShadow
Re: Dan's Playground - Parallax edit - Original by cldz
#14  November 23, 2020, 02:29:07 pm
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Hello
First of all great job
I have a little problem if i use your new update and uncomment the 16:9 Line
The stage doesn t fit the screen on the contrary if i copy paste the code by beterhans i have no problem
Re: Dan's Playground - Parallax edit - Original by cldz
#15  November 23, 2020, 03:35:20 pm
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Hello
First of all great job
I have a little problem if i use your new update and uncomment the 16:9 Line
The stage doesn t fit the screen on the contrary if i copy paste the code by beterhans i have no problem

it's not possible just un-comment something to get true 16:9 stage.

every BG element's coordinates have to be changed to fit in. if you compare the 4:3 and 16:9 file. you will see the difference
Re: Dan's Playground - Parallax edit - Original by cldz
#16  November 23, 2020, 03:49:13 pm
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Thanks for your answer beterhans so the 16:9 config by ken is not ok
Re: Dan's Playground - Parallax edit - Original by cldz
#17  November 23, 2020, 04:13:30 pm
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To make it easier, there should be 2 separate defs.
Re: Dan's Playground - Parallax edit - Original by cldz
#18  November 24, 2020, 01:22:34 am
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Thanks for spotting this guys, seems I've been running with a stagefit of 0 all along!

I've updated the archive with a separate 16:9 def by betterhans with the recent tweaks I've done.

My bad if you've had to re-download this stage a bunch of times, this is why my day job isn't in dev! :P
Re: Dan's Playground - Parallax - (update -16:9 .def file 24/11/20)
#19  November 25, 2020, 10:01:14 pm
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Il works perfectly   Now thank you
Maybe your old edit with 16:9 config  ;)
Re: Dan's Playground - Parallax - (update -16:9 .def file 24/11/20)
#20  August 01, 2024, 09:43:51 am
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hmmm, the stage height camera is delayed and you have to have a multi jump character to be able for the stage to scroll vertically. Also, having stage/the stage.sff crashes the game. Removing 'stage/' makes the stage not crash. The 16:9 version messes up char scaling and explod/helper positions, so if a char hasnt been fully converted, there will be visual issues. And even if you did, the char effects would still be messed up because no char is coded in 320,180. They have 320,240 and up effects so anything below that will be cut off. It's best to probably use ai upscale and use a 1440, 1080 localcoord.
-What you know,
                    Can blind you from the truth.
Last Edit: August 01, 2024, 10:09:26 am by Sh1nRa358