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# Messages by MatreroG

### Re: MatreroG's Stages W.I.P. Concepts

August 06, 2022, 07:23:17 PM View in topic context
Posted by MatreroG  in MatreroG's Stages W.I.P. Concepts (Started by MatreroG April 17, 2021, 02:59:14 AM
Board: Sprite Projects

Thanxs guys !

The surface-home of Aquaman and his father, Thomas Curry. Located in Maine, United States.
Aquaman is not going to be part of the bg, it's only a reference.

### Unholy Doctrine School Stage 1.1 & 1.0

July 30, 2022, 08:27:40 PM View in topic context
Posted by MatreroG  in Unholy Doctrine School Stage 1.1 & 1.0 (Started by MatreroG July 30, 2022, 08:27:40 PM

### Re: Stage Creation Help

July 24, 2022, 04:01:17 PM View in topic context
Posted by MatreroG  in Stage Creation Help (Started by copticprincess July 21, 2022, 02:56:58 PM
Board: M.U.G.E.N Development Help

Could you show us the complete code corresponding to the values ​​of the Camera?

### Re: Stage Creation Help

July 24, 2022, 02:52:58 AM View in topic context
Posted by MatreroG  in Stage Creation Help (Started by copticprincess July 21, 2022, 02:56:58 PM
Board: M.U.G.E.N Development Help

Looking back, I personally think that the best way to animate a static image is the velocity or sinusoidal movement parameters. Surely it will be something more fluid and less abrupt.

Try adding some of these lines (sinusoidal move), or both, to all those layers that you want to move a little:
Code:
`sin.y = 10,90,0sin.x = 25,200,0`
You can try and play with different values ​​until you get close to the movement that you think is optimal for each element. Also take into account the following details:
- The 3 parameters are, in order of appearance, the magnitude, the time and the phase.
- "Magnitude" is the number of pixels it will go up and down (or left and right if you use sin.x).
- "time" is the number of ticks necessary to accomplish one cycle.
- "phase" should be used if you have several sinusoidal movements you want to differenciate a little. Learn some Maths to know what it is exactly.

All this and much more is very well detailed and exemplified in the Stage Tutorial made by Cybaster:
https://mugenguild.com/forum/msg.960432/topics/complete-stage-creation-tutorial-104470.0.html#msg960432
You will always be able to check there the necessary codes to complement your bgs.

### Re: Project New Frames for Samurai Shodown V and VI

July 24, 2022, 01:28:40 AM View in topic context
Posted by MatreroG  in Project New Frames for Samurai Shodown V and VI  (Started by krauser January 30, 2022, 07:53:47 PM
Board: Sprite Projects

Lot of cool edits

July 23, 2022, 09:51:22 PM View in topic context
Posted by MatreroG  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
Board: M.U.G.E.N Discussion

Kraven Vs Black Panther

### Re: My foreground sprites aren't showing

July 22, 2022, 12:04:54 AM View in topic context
Posted by MatreroG  in Stage Creation Help (Started by copticprincess July 21, 2022, 02:56:58 PM
Board: M.U.G.E.N Development Help

Mmm, that's weird.
For the trick to work properly and even though they are foreground elements, you need to make sure that one of the layers (the solid one) to be behind the chars with the value layerno = 0 and the other in front (transparent) with the value layerno = 1

### Re: My foreground sprites aren't showing

July 21, 2022, 08:23:42 PM View in topic context
Posted by MatreroG  in Stage Creation Help (Started by copticprincess July 21, 2022, 02:56:58 PM
Board: M.U.G.E.N Development Help

I don't know if you already managed to solve the whole issue..., but you only need two [BG ...] for each foreground to work with the BlackJack Method. For example:

Code:
`[BG foreground 1]type = normalspriteno = 0,0start = 0,466layerno = 0delta = 1.2,1mask = 1trans = none[BG foreground 1 trans]type = normalspriteno = 0,0start = 0,466layerno = 1delta = 1.2,1mask = 1trans = add1`

You can also try increasing the delta value to accentuate the feeling of depth in the stage, as I did in the code above. Otherwise you can leave it static as you were doing before

### Re: My foreground sprites aren't showing

July 21, 2022, 04:53:17 PM View in topic context
Posted by MatreroG  in Stage Creation Help (Started by copticprincess July 21, 2022, 02:56:58 PM
Board: M.U.G.E.N Development Help

@Charles_2011 hit the nail.

Your problem is probably due to that prefix you changed. It should ALWAYS be BG for any layer.

### Dragon Memorial Temple Stage 1.1 & 1.0

July 16, 2022, 02:09:16 AM View in topic context
Posted by MatreroG  in Dragon Memorial Temple Stage 1.1 & 1.0 (Started by MatreroG July 16, 2022, 02:09:16 AM

### Bridge Of Wisdom Stage 1.1 & 1.0

July 13, 2022, 11:06:27 PM View in topic context
Posted by MatreroG  in Bridge Of Wisdom Stage 1.1 & 1.0 (Started by MatreroG July 13, 2022, 11:06:27 PM

### Re: Collab Egypt Stage from The King of Fighters 2003 made by Destroyal & OldGamer

July 08, 2022, 02:55:35 PM View in topic context
Posted by MatreroG  in Collab Egypt Stage from The King of Fighters 2003 made by Destroyal & OldGamer (Started by OldGamer July 07, 2022, 07:04:38 AM

Exhance, expand and update certain classic backgrounds is an art. Good job guys.

### Re: Chess Battle (Shining Force II)

July 08, 2022, 02:52:22 PM View in topic context
Posted by MatreroG  in Chess Battle (Shining Force II) (Started by PotS June 30, 2022, 03:40:17 PM

An updated retro gem.
The addition of super jump and zoom is appreciated.
Thanks.

### Re: Gunstar Heroes - The Core Room

July 08, 2022, 02:47:22 PM View in topic context
Posted by MatreroG  in Gunstar Heroes - The Core Room (Started by ShiroTori July 08, 2022, 03:53:10 AM

Cool stuff, buddy!

### Demon Shrine Stage 1.1 & 1.0

June 15, 2022, 11:33:43 PM View in topic context
Posted by MatreroG  in Demon Shrine Stage 1.1 & 1.0 (Started by MatreroG June 15, 2022, 11:33:43 PM

### Re: Raiden by KarmaCharmeleon && JtheSaltyy

June 08, 2022, 11:02:39 PM View in topic context
Posted by MatreroG  in Raiden by KarmaCharmeleon && JtheSaltyy  (Started by KarmaCharmeleon May 30, 2022, 09:18:39 PM

Great job, guys. Much appreciated.

### Re: Newest And Tallest Avenger Stage 1.1 & 1.0

May 30, 2022, 11:26:11 PM View in topic context
Posted by MatreroG  in Newest And Tallest Avenger Stage 1.1 & 1.0 (Started by MatreroG May 25, 2022, 10:41:12 PM

Fresh out the film even with the purple rips
nice stage, thanks for this! it's cool to see MUGEN stages based off recent MCU movies.
Great stage. New MvC-ish stages are rare these days and those that look this unique, even more rare. Thank you very much for this.
Bold release, *chef kiss*
Yooo! The parallax is on point in this one.
Nice stuff.

Thanks you for this!
Thanks all for the support, guys.

Great stage. Again.
It took me a while to think of some feedback, so it's going to be very minor: I think the statue's delta should be just a touch lower so it feels more in the middle of the back and front layers.
I take note of that. Thanxs.

### Re: Bar With No Name Stage 1.1 & 1.0

May 30, 2022, 08:30:41 PM View in topic context
Posted by MatreroG  in Bar With No Name Stage 1.1 & 1.0  (Started by MatreroG June 18, 2021, 04:02:03 PM

### Newest And Tallest Avenger Stage 1.1 & 1.0

May 25, 2022, 10:41:12 PM View in topic context
Posted by MatreroG  in Newest And Tallest Avenger Stage 1.1 & 1.0 (Started by MatreroG May 25, 2022, 10:41:12 PM