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Various Parallaxing stages 1.1 (opengl) (Read 38953 times)

Started by Vogel, August 26, 2023, 08:53:39 pm
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Re: Various Parallaxing stages 1.1 (opengl)
#21  September 01, 2023, 02:59:24 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
[youtube]https://www.youtube.com/watch?v=tEbESwqaX6Q[/youtube]

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

Spoiler, click to toggle visibilty



Tried it. Works great. Highly recommend it.

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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."
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[/quote said:
Re: Various Parallaxing stages 1.1 (opengl)
#22  September 03, 2023, 05:25:59 pm
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Re: Various Parallaxing stages 1.1 (opengl)
#23  September 11, 2023, 12:07:25 am
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To @Ex☆Cham I am not allowed to send PMs on here, so I will reply here and hopefully you can see it
I can parallax that floor for you, but I think you should do it, so that you can learn :thumbsup:

Parallax code is pretty simple actually
Width = top width, bottom width
If its the floor that the characters are walking on, then the bottom width is normally the width of the floors sprite and the top width is normally half of that (this changes if it is not the sprite that the characters are walking on)
So if your sprite was 3000 x 300, then width may be width = 1500, 3000
The height of the sprite will determine the angle. A slope would have a high height and a floor would have a low height

Change the delta until the characters do not slide
I could be wrong but I think you want the middle of the sprite to have a delta of 1

The delta value of a parallaxing layer is at the top of the sprite

so if the layer looked like this:

[BG 0,Floor example 1]
type = parallax
spriteno = 0,1
start = 0,0
delta = 0.7, 0.004
mask = 1
Tile = 1
width = 1000, 2000

Then the deltas would look like this:

The middle is 1.5x the delta and the bottom is 2x the delta
So if you wanted a tree in the middle then its delta would be 1.05
This math will change if you do not use halves for the width code.

If you need me to, then I can also explain how to extend the floor forward and backwards
A long time ago, I tried pushing the limits and having it go as far as possible:


Feels like I'm missing something here.
I've been doing this for so long that I can just do everything unconsciously
Im sure someone else will let us know if I said something incorrect or if I missed something :thumbsup:







Re: Various Parallaxing stages 1.1 (opengl)
#24  October 17, 2023, 01:02:35 am
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Is there any way to fix this?

I am using Ikemen Go engine. The rest of your stages work except for this one

Last Edit: October 17, 2023, 02:15:15 am by Shadic12
Re: Various Parallaxing stages 1.1 (opengl)
#25  October 17, 2023, 04:43:28 am
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Hey Vogel is it possible to have some of your other stages you made to have a mediafire link?
There has been a couple stages I wish to try out, but the place it's hosted is not exactly MFG Friendly if you know what i mean.
Re: Various Parallaxing stages 1.1 (opengl)
#26  October 17, 2023, 05:50:31 am
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Is there any way to fix this?

I am using Ikemen Go engine. The rest of your stages work except for this one
Change "tile =" to 0 for layers: [BG 0,snow bottom 2] and [BG 0,snow bottom 3]
Cant remember why that was set to 1, but it doesnt seem to break anything when its turned off :thumbsup:


Re: Various Parallaxing stages 1.1 (opengl)
#27  October 17, 2023, 05:53:23 am
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Hey Vogel is it possible to have some of your other stages you made to have a mediafire link?
There has been a couple stages I wish to try out, but the place it's hosted is not exactly MFG Friendly if you know what i mean.

Let me know which stages you want, and I will post the links here :thumbsup: a
I am going to sleep right now, I will check back here in about 5 hours before I go to work :thumbsup:
Last Edit: October 17, 2023, 06:03:03 am by Vogel
Re: Various Parallaxing stages 1.1 (opengl)
#28  October 17, 2023, 06:20:56 am
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Re: Various Parallaxing stages 1.1 (opengl)
#29  October 17, 2023, 01:15:52 pm
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Dope stages.
Re: Various Parallaxing stages 1.1 (opengl)
#30  October 17, 2023, 10:21:56 pm
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Hey Vogel is it possible to have some of your other stages you made to have a mediafire link?
There has been a couple stages I wish to try out, but the place it's hosted is not exactly MFG Friendly if you know what i mean.

Let me know which stages you want, and I will post the links here :thumbsup: a
I am going to sleep right now, I will check back here in about 5 hours before I go to work :thumbsup:
DOA5 Dojo, Sunlight Altar, The Abandoned Building, Igniz Stage (Big time), City Night, China (Deadly Moves), Demon's Crest Swamp (and yes it's cool),  Bridge Over The Mountains, Vogelwave, and Outworldly Forest
Thanks a plenty if the links are up, esp that Igniz stage. That is just incredible :)
Re: Various Parallaxing stages 1.1 (opengl)
#31  October 18, 2023, 05:09:24 am
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    • https://vogereos.wixsite.com/vogelsdownloads
DOA5 Dojo, Sunlight Altar, The Abandoned Building, Igniz Stage (Big time), City Night, China (Deadly Moves), Demon's Crest Swamp (and yes it's cool),  Bridge Over The Mountains, Vogelwave, and Outworldly Forest
Thanks a plenty if the links are up, esp that Igniz stage. That is just incredible :)


Here you go, sir, all packed into 1, thanks for checking out my stages :thumbsup:
If you go back up in this thread, then you can find Beterhans' code for the Otherworldly Forest stage, his edit is awesome
https://www.mediafire.com/file/xvdrl4ttlcm6iws/Stages.rar/file
Re: Various Parallaxing stages 1.1 (opengl)
#32  October 18, 2023, 05:29:47 am
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Yo Vogel do you want me to send you the Ikemen GO engine to test the stage I mentioned about? It still has problems based on the screenshots I sent you.
Re: Various Parallaxing stages 1.1 (opengl)
#33  October 18, 2023, 05:52:30 am
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Re: Various Parallaxing stages 1.1 (opengl)
#34  October 18, 2023, 09:25:46 pm
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Author already stated that these stages were made for MUGEN 1.1 and there's not guaranteed compatibility with ikemen.
Asking the author to do things for you is rude.
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Re: Various Parallaxing stages 1.1 (opengl)
#35  October 18, 2023, 09:33:54 pm
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Author already stated that these stages were made for MUGEN 1.1 and there's not guaranteed compatibility with ikemen.
Asking the author to do things for you is rude.

Yes, I agree I will not ask any more and be happy with what I have.
Re: Various Parallaxing stages 1.1 (opengl)
#36  October 19, 2023, 06:12:27 am
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Well...I uh broke all your stages.

I wanted to see how far you've come since Katana Zero and well it almost seems like youre a different creator.

Don't get me wrong. You're obviously a much better coder than I doubt I'll ever be and you'll definitely done more right than wrong. HOWEVER, I have to bite the bullet and say I found issues with every last one with maybe the exception of Portal to Heaven...and it didnt take me long to eyeball them either, which means there's probably more Im not seeing.

Out of curiosity. Is Alpine Train the oldest one?