Inside the pyramid in s3&k. Animated with full lighting effects. Some people found this level hard, but personally it was my favourite.http://www.sendspace.com/file/mrqmzrThis fixes boundhigh, floortension and vertical follow problems. It also adjust deltas to look better.http://www.sendspace.com/file/xix0kn
I always wanted to make a stage out of this just so I had an excuse to use that BGM. Speaking of BGM, it's seriously unoptimized, you're using 2:33 minutes when I have the same one with just 41 seconds and complete. More feedback:- Intro lasts too long, hides the characters' own intros- Either verticalfollow or floortension is too low, chars go offscreen before reaching the top. Stage doesn't need to be that high btw- Floor and wall could've been tiled for a much, much smaller SFF- Reducing the deltas of [BG main] to something like .5,.5 gives a nicer effect- Movement of ghosts could be a lot more interesting, like floating around the screen with a low delta, and moving towards the center when they're fully "transformed"- If you use BGCtrl with type=anim you can switch the ghost/wall/whatever's anim, no need to put the whole darkening as huge single anims
Thanks for feedback. I wanted to get some today so i can make the minor changes that people want.As for the feedback...- Intro thing is a personal preference of my desire to keep true to the game. But perhaps i could lessen the amount of time the screen stays black to accommodate for other characters' intros.- I use umihei's ryu and sa2 to judge the verticalfollow and floortension. I'll make those adjustments accordingly. I also reduced boundhigh to -350.- I tend to be overdoing when it comes to floor and mainbgs since the last thing i need is a floor or a main doesn't cover enough area. Plus i found it a bit easier to use a single large image so that lantern placement could be done a bit easier than if the image were tiled. Perhaps in the future when i come back to this stage, will i tile and optimize the file size.- deltas of bg main and lanterns reduced to your suggestions.- i like your suggestion about the ghost movement but i don't know how to execute what you suggest. Eventually i'll figure out a creative way to implement the ghosts and their movements.- i tried the bgctrl suggestion earlier, but it didnt turn out very well. so i just made large anim files. I'll try to optimize them in the future.
Yeah thats the level i got stuck on when i first played sonic & knuckles. Good stage it would be funny if the ghosts attack the players when it goes dark but that would probably piss people off.
I hated going thru this stage in the Game because it was a pain in the Butox, but I loved this stage you made. Do you plan on making all the Sonic Stages? If you did that would be cool