The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Edits & Addons 1.0+ => Topic started by: GDPenguin on May 20, 2023, 10:18:56 pm

Title: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on May 20, 2023, 10:18:56 pm
Hey...
Yeah I kinda retired from mugen a while back, but I had an itch to make a stage.
Hope you like it :)



Download
https://www.mediafire.com/file/amtbmycpksz4yfw/China_Wall_Dusk-1.1.rar/file (https://www.mediafire.com/file/amtbmycpksz4yfw/China_Wall_Dusk-1.1.rar/file)
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: DeathScythe on May 20, 2023, 11:24:40 pm
Hey, good to see you back, and it's even better when you bring a good edit like this! Loved the 3D feeling on this one. :thumbsup:
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on May 22, 2023, 06:04:57 am
Hey, good to see you back, and it's even better when you bring a good edit like this! Loved the 3D feeling on this one. :thumbsup:
Thanks, mate. I might update it a teenie bit. I see there is some of the people sliding around a tiny bit.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Vegaz_Parrelli on May 24, 2023, 09:29:47 pm
Well done. Good to see some proper scale delta usage.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on May 26, 2023, 06:00:30 am
Well done. Good to see some proper scale delta usage.

Thanks, man. You and that OG guy what's his face is what got me into making 3d ish stages with a bunch of layers and parallax.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Vegaz_Parrelli on May 26, 2023, 04:39:00 pm
Well done. Good to see some proper scale delta usage.

Thanks, man. You and that OG guy what's his face is what got me into making 3d ish stages with a bunch of layers and parallax.

I'm glad to inspire you. Keep it up.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: harry7mason on May 27, 2023, 06:25:02 am
I can't get the stage to work. I keep getting an error every time I try.
Also in the sff neither group 5 or 6 appear to me.
Anyone else has happened?  :???:
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: YugaCurry on May 27, 2023, 08:21:16 am
Yea it doesn't work. Don't know how Vegas played it cuz I cant get it to work. Most of the sprites are missing as per the def code. Probably uploaded the wrong file.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on May 27, 2023, 11:47:46 am
Ummmm... Weird.
Let me check real quick.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on May 27, 2023, 12:05:38 pm
Turns out I'm a bit of an idiot. Link updated :D
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: harry7mason on May 28, 2023, 01:48:22 am
Yes! it's working now.
Thank you very much for this beautiful stage  ;)
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Vegaz_Parrelli on May 30, 2023, 05:47:34 pm
Yea it doesn't work. Don't know how Vegas played it cuz I cant get it to work. Most of the sprites are missing as per the def code. Probably uploaded the wrong file.

I hadn't tested it on my mugen. Just feedback based on the video. But I downloaded the update and can confirm it works and it looks great. I enjoy the subtle change in the floor parallax and the delta's of each layer. Again, I'm especially impressed with the scale delta of the wall and the statue. It's been a while since I've dove into someone's .sff and def. That usually means I was very impressed, curious as to how it was done or both. I'll leave it up to you as to which one it was this time...lol.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on June 01, 2023, 08:33:05 pm
Yea it doesn't work. Don't know how Vegas played it cuz I cant get it to work. Most of the sprites are missing as per the def code. Probably uploaded the wrong file.

I hadn't tested it on my mugen. Just feedback based on the video. But I downloaded the update and can confirm it works and it looks great. I enjoy the subtle change in the floor parallax and the delta's of each layer. Again, I'm especially impressed with the scale delta of the wall and the statue. It's been a while since I've dove into someone's .sff and def. That usually means I was very impressed, curious as to how it was done or both. I'll leave it up to you as to which one it was this time...lol.

Scale deltas are fun, but I suck at math, so I just write random numbers until stuff works and doesn't slide around lol
And then I use the street fighter 4 3d stage as a starting point for walls normally. Honestly the statue was harder to figure how to make look not weird. Because the foot kept going off the platfom.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Charles_2011 on June 01, 2023, 09:10:40 pm
Hello GDPenguin.

First of all, congratulations, the stage looks great. About deltas let me give you a tip with a quick example using a random mountains and sky of a random stage:

Mountains Front:
Let´s asume that this is the code for the front mountains and works fine:
delta=0.45,0.67

Mountains back:
Ok, let move the second sprite, reduce in this case the 45 for 42 and the 67 for 64
delta=0.42,0.64

Why 42?
If you reduce the value the sprite that its begind moves faster, in this case mountains back.

Why 64?
That value that is at the end of the code produce the elevation of the sprite my friend, so if you jump or use a super jump you´ll see an elevation of the sprites like MVC stages.

Sky:
delta=0.37,0.61
Same changes as before, let´s reduce the values in compare with the last code. About the Sky on a stage there is something funny: It moves faster in comper to the rest of the stage, obviously in some cases. If you want to see a quick example watch Fatal Fury stage of KOF96.

Mainly the first code that you have to pay attetion is the code for the floor, just reduce the values of the sprites that you add behind, of course, if you want to see movement.

I hope that this help you, and again, the stage looks great, congratulations.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Rabano on June 01, 2023, 10:47:40 pm
Really Nice
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on June 02, 2023, 04:26:15 pm
Hello GDPenguin.

First of all, congratulations, the stage looks great. About deltas let me give you a tip with a quick example using a random mountains and sky of a random stage:

Mountains Front:
Let´s asume that this is the code for the front mountains and works fine:
delta=0.45,0.67

Mountains back:
Ok, let move the second sprite, reduce in this case the 45 for 42 and the 67 for 64
delta=0.42,0.64

Why 42?
If you reduce the value the sprite that its begind moves faster, in this case mountains back.

Why 64?
That value that is at the end of the code produce the elevation of the sprite my friend, so if you jump or use a super jump you´ll see an elevation of the sprites like MVC stages.

Sky:
delta=0.37,0.61
Same changes as before, let´s reduce the values in compare with the last code. About the Sky on a stage there is something funny: It moves faster in comper to the rest of the stage, obviously in some cases. If you want to see a quick example watch Fatal Fury stage of KOF96.

Mainly the first code that you have to pay attetion is the code for the floor, just reduce the values of the sprites that you add behind, of course, if you want to see movement.

I hope that this help you, and again, the stage looks great, congratulations.


First of all thanks :)

I'm not sure what you're asking here besides reducing the vertical delta to make stuff move up a bit when jumping.
Because the rest I'm already aware of and doing., but I do see what you mean with the vertical delta, and I tried playing around with bigger differences in the horizontal delta. ( Not uploaded btw )
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: DeathScythe on June 02, 2023, 04:56:02 pm
Maybe it's me, but I think it's some language barrier going on.
You said you suck at math and just put "random" values , then Charles wanted to teach you how basic delta values works, but of course, I think you already know that, and I assume you were talking about calculating exact deltas with formulas and such.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on June 02, 2023, 05:00:32 pm
Maybe it's me, but I think it's some language barrier going on.
You said you suck at math and just put "random" values , then Charles wanted to teach you how basic delta values works, but of course, I think you already know that, and I assume you were talking about calculating exact deltas with formulas and such.

Ahh. Maybe. Yeah I tried watching  beterhans's video on floors and stuff, but I didn't quite get it and got weird results when trying to use his formular.
So, I use visual cues, like if some pixels are going too offset of each other when moving around.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Charles_2011 on June 02, 2023, 05:44:05 pm
Exactly, thank you DeathScythe.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on June 02, 2023, 05:49:11 pm
Exactly, thank you DeathScythe.

Cool, got it.
A little tip the other way around if you wanna dive into 3D scale delta stuff. The cool thing about this is, if you align it correctly you only have to do half of the stage and then you can copy and flip all the values to the other side of the stage and it will fit. ;)
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: Vegaz_Parrelli on June 02, 2023, 05:52:25 pm
Exactly, thank you DeathScythe.

Cool, got it.
A little tip the other way around if you wanna dive into 3D scale delta stuff. The cool thing about this is, if you align it correctly you only have to do half of the stage and then you can copy and flip all the values to the other side of the stage and it will fit. ;)

Absolutely true

Maybe it's me, but I think it's some language barrier going on.
You said you suck at math and just put "random" values , then Charles wanted to teach you how basic delta values works, but of course, I think you already know that, and I assume you were talking about calculating exact deltas with formulas and such.

Ahh. Maybe. Yeah I tried watching  beterhans's video on floors and stuff, but I didn't quite get it and got weird results when trying to use his formular.
So, I use visual cues, like if some pixels are going too offset of each other when moving around.

I use math and visual cues. In particular, with parallax I start with the floor. Much like you, I use kfm and watch how pixels move under his feet. Once it looks like he's "stuck" to pixel as it moves I know I've got it perfect. Then I use math to calculate anything moving on top of the floor. Then, visual cues to determine anything in the background behind the floor. Beterhans is a pretty good one to follow. I personally learned from Margatroid. He's the GOAT. Period.
Title: Re: China Wall Dusk | 3D Parallax Edit 1.1
Post by: GDPenguin on June 02, 2023, 05:56:37 pm
Exactly, thank you DeathScythe.

Cool, got it.
A little tip the other way around if you wanna dive into 3D scale delta stuff. The cool thing about this is, if you align it correctly you only have to do half of the stage and then you can copy and flip all the values to the other side of the stage and it will fit. ;)

Absolutely true

Maybe it's me, but I think it's some language barrier going on.
You said you suck at math and just put "random" values , then Charles wanted to teach you how basic delta values works, but of course, I think you already know that, and I assume you were talking about calculating exact deltas with formulas and such.

Ahh. Maybe. Yeah I tried watching  beterhans's video on floors and stuff, but I didn't quite get it and got weird results when trying to use his formular.
So, I use visual cues, like if some pixels are going too offset of each other when moving around.

I use math and visual cues. In particular, with parallax I start with the floor. Much like you, I use kfm and watch how pixels move under his feet. Once it looks like he's "stuck" to pixel as it moves I know I've got it perfect. Then I use math to calculate anything moving on top of the floor. Then, visual cues to determine anything in the background behind the floor. Beterhans is a pretty good one to follow. I personally learned from Margatroid. He's the GOAT. Period.

Margatroid is a BEAST.