-Optimized it, shouldn't cause any frame drop now, will do this for a few other SkullGirls stages, because I exceeded with the layering in some, also did a better placement of elements.-Resolution is 1280x720DL:https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/skullgirls
Geeze! This is beautiful!Please, keep on layering, Margatroid.This looks silky smooth & slick.Thank you!Spoiler, click to toggle visibiltyJust for info, therefore spoilered.Browsing your creations I recognized that the following links throw errors:Streets of New Meridian(3D)Anti-Skullgirls Lab(3D)Little Innsmouth - NightLittle InnsmouthMedici Tower(3D)Final Atrium
Hi MargatroidThanks for the update, Great Stageonly have 2 suggestions1. The default settings of the camera is too jumply, even a small jump or character bounce on the ground will make camera jump. this make people dizzy.2. the default zoom level is too big. character looks too bigI've tweaked settings like following to make the character less big and less jumpy.Hope you can give it a tryalso I'll update a demo videosettings[Camera]startx = 0starty = 0boundleft = -725boundright = 725boundhigh = -200boundlow = 0verticalfollow = .7floortension = 100tension = 300overdrawhigh = 100overdrawlow = 100cuthigh = 0cutlow = 0zoomin = 0.9zoomout = 0.75tensionhigh = 140tensionlow = 380ModifiedI noticed your video is on Marbut in your video your camera moves very slowly and character is not very big.I wonder you uploaded a wrong file or your mugen settings is different than mine?I made a video for thislook at the 1st part ryu is quite big in size and even a small jump the camera moves a lot.the rest is modifiedhttps://www.youtube.com/watch?v=LFP5n1KDc9Y
beterhans said, March 05, 2019, 04:05:55 pmYeah, it has to do with your characters too, you're right about the zoom out might be too strong for default ones (I actually like that way because makes zoomdelta more notable), but if it feels annoying one can reduce it by setting tensionlow to 100, no need to change anything else in the stage def.When you change the resolution of mugen to higher, sometimes you need to change or add a localcoord to the characters too, try 420x240, or they will appear too big, the stage will display correctly in 850x480 & 1280x720, if you set the stage localcoord to 960x720 you will be able to use it in standard resolution (640x480), you can increase the bounds here, the enjou stage looks good because the characters in that game are big compared to other characters, so it seems there's no need to change anything, unless used with other stages that require a certain localcoord with characters I guess.TiE said, March 05, 2019, 08:07:09 amSpoiler, click to toggle visibiltyJust for info, therefore spoilered.Browsing your creations I recognized that the following links throw errors:Streets of New Meridian(3D)Anti-Skullgirls Lab(3D)Little Innsmouth - NightLittle InnsmouthMedici Tower(3D)Final AtriumThat I exceeded myself with the layering is not an overstatement, the laboratory has about 3500 layers showing at the same time, not even counting animations :P, wanted to be the closest to source possible and works for me perfectly, it allows for some nice effects too, but I guess if I'm going to release it then I shouldn't sacrifice performance, will optimize & re-upload these eventually.
Margatroid said, March 05, 2019, 11:54:25 pmYeah, it has to do with your characters too, you're right about the zoom out might be too strong for default ones (I actually like that way because makes zoomdelta more notable), but if it feels annoying one can reduce it by setting tensionlow to 100, no need to change anything else.When you change the resolution of mugen to higher, sometimes you need to change or add a localcoord to the characters too, try 420x240, or they will appear too big, the stage will display correctly in 850x480 & 1280x720, if you set the stage localcoord to 960x720 you will be able to use it in standard resolution (640x480), you can increase the bounds here, the enjou stage looks good because the characters in that game are big compared to other characters, so it seems there's no need to change anything, unless used with other stages that require a certain localcoord with characters I guess.Actually I modified enjou too. Is that means your akuma in your video is not stock POTS's version but a version with localcoord settings? is that the reason he looks normal?tensionlow to 100some stage is tensionlow = 100 but that will cause zoom out too fast. tried a setting around 300 or 400 will make 16:9 stage zoom out or zoom in smoothly.
GLB said, March 05, 2019, 09:38:59 pmStill THE goat stage creator. Keep doing your thing, bro-bro. Fixed that for you Lil Bro...Lol! You da man, Margatroid.
beterhans said, March 06, 2019, 01:44:16 amThat's the reason yes, akuma is tiny, that's why it doesn't look so off in your video (I assume you modified zoom in enjou).but this is the actual correct proportion for the stage.
Margatroid said, March 07, 2019, 04:40:38 pmbeterhans said, March 06, 2019, 01:44:16 amThat's the reason yes, akuma is tiny, that's why it doesn't look so off in your video (I assume you modified zoom in enjou).but this is the actual correct proportion for the stage.Wah That's quite un-practical for me to change all my character just for each stage.But Thanks for the answer. Now I understand why.By the wayYou are the best guy I ever knew who can make perfect parallax BG elements.Would you mind take a look at this stage the one made by me.I followed some guide and can't figure out the formula. so all the numbers is by guess...http://mugenguild.com/forum/topics/acemillions-2k19-stage-thread-hd-hiphop-3419-186089.20.htmland I saw one guide made by you by using widthbut I can't make it right. and I guess the width one is only good for Square floor sprite right? if the sprite is already trapezoid, the width won't help right?
beterhans said, March 07, 2019, 05:45:37 pmI guess the width one is only good for Square floor sprite right? if the sprite is already trapezoid, the width won't help right?It depends of what you want to do, you can make it work with a trapezoid really...but yeah normally you use width for tiles, unless you want to stretch the floor too much.The ropes aren't aligned perfectly with a vanishing point so a parallax won't be perfect, if using xscale I would just reduce it a bit so that it doesn't look so off, something around:[BG Floor Parallax]type = parallaxspriteno = 30,0start = 0,500trans = nonemask = 1delta = 0.8, 1 xscale = 1, 1.4scalestart = 6,6ID = 30The details still will shear though, that's the problem with xscale.You still can try width, but it will look stretched with this floor if you don't edit the sprite;[bg 0] type=parallaxspriteno=30,0start=0,500delta=.67,1mask=1width=1500,2750scalestart = 2,6ID = 30[BG Floor Botton]type = normalspriteno = 30,1start = 0, 698delta = 1.2283, 1trans = nonemask = 1velocity = 0,0tile = 0,0tilespacing = 0,0scalestart = 7.2,6ID = 31
Margatroid said, March 08, 2019, 11:51:18 pmID = 31Thanks for the replyI guess you misunderstood me.but I found a new way for this Im testing it out. and will share later.
Margatroid said, March 08, 2019, 11:51:18 pm111Thanks for the guideNow I figured out a way by myself from your helphere is my understanding.. on xcaleI made a tutorial on thathttp://mugenguild.com/forum/msg.2433894