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Fairy Night - released (Read 15868 times)

Started by JeanBureau, December 01, 2011, 08:02:11 pm
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Fairy Night - released
#1  December 01, 2011, 08:02:11 pm
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Hi


That stage was much more of a bitch to put together than it looks like. Hopefully you guys will be happy with the result. I think it could be better but i leave this to a later update in several weeks. I got other stuff on the grill.


- High Jump
- Animated
- Music





LINK:
http://www.mediafire.com/?6hmh999lb9mlk71


My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Last Edit: December 01, 2011, 08:14:37 pm by jeanbureau
Re: Fairy Night - released
#2  December 01, 2011, 08:27:38 pm
Nice stage bruh
Re: Fairy Night - released
#3  December 01, 2011, 09:35:19 pm
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Another one! Nice stage bro!!! Thanks!!!!
Re: Fairy Night - released
#4  December 01, 2011, 10:25:31 pm
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The stage is nice but its slow even when i cut all the sprites in fighter factory so you may want to work on your fps when your creating your stages.
Re: Fairy Night - released
#5  December 01, 2011, 10:38:44 pm
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The stage is nice but its slow even when i cut all the sprites in fighter factory so you may want to work on your fps when your creating your stages.



I don't have any problems with this one at all... I knew Airship Chase stage was heavy that's why I gave 2 DEF but this one didn't cause me any trouble... I played 20 mins on it before releasing it non stop doing lot of supers etc. It didn't slow down a bit.

and what do you mean by cutting the sprites with FF ? Croping ? I'm not croping because this lame ass function fucks up the position of the frames so you have to re align x and y axis one by one for several hundreds of frames... so i avoid it.

However let's consider the issue anyway - what solutions concretely do we have to save fps ? I think i asked this in the help section but didn't got a reply.

I am bit surprised that it slows down your mugen.

My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.

GLB

Re: Fairy Night - released
#6  December 01, 2011, 10:40:43 pm
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I had no FPS issues.

Also, cropping does help quite a bit. I can understand your reasoning for not doing it, though. Since I do the same thing once in a while, lol.
Re: Fairy Night - released
#7  December 01, 2011, 10:53:44 pm
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jeanbureau link=topic=136420.msg1474229#msg1474229 said:
However let's consider the issue anyway - what solutions concretely do we have to save fps ? I think i asked this in the help section but didn't got a reply.
Cropping your sprites and less use of transparencies are the biggest help to this.  You don't have to worry about alignment as long as you keep your original frames.  Also, as far as I know it doesn't really bother positions in game as long as it isn't tiled, unless you do have them that way?
Re: Fairy Night - released
#8  December 01, 2011, 11:14:20 pm
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jeanbureau link=topic=136420.msg1474229#msg1474229 said:
However let's consider the issue anyway - what solutions concretely do we have to save fps ? I think i asked this in the help section but didn't got a reply.
Cropping your sprites and less use of transparencies are the biggest help to this.  You don't have to worry about alignment as long as you keep your original frames.  Also, as far as I know it doesn't really bother positions in game as long as it isn't tiled, unless you do have them that way?

Well here is what happened usually. Let's take the example of the purple shining dust explosion in the sky for this stage. All the frames uncropped are the same size and are contained in a black rectangle.
If i crop them, the frames get different size (because the explosion gets bigger) that means EACH frames suddenly need custom position that must be done one by one manually... And when you got several hundreds of frame... no thanks.
However thank you for the answer at least now i know what to be careful of.

I incorporate all my frames in the center of the screen on FF, and then i make the position of the animation (so all the frames at once), in the DEF file. I do it this way because if i change the SFF for some reason, the code is ready. Whereas if you give custom settings for frames and groups in FF, once you create a new SFF, you're fucked, you gotta do it all again.

I remember analysing you stage BURNING WASTELAND (a stage with a Tank and fire around) - I saw each frames was positionned with FF. I don't know how you do it (manually or not ?) but it's quite impressive because I am not courageous enough to do this. There was no position in the DEF at all... pretty scary to me lol. Although coming from you I'm not very surprised.
My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: Fairy Night - released
#9  December 01, 2011, 11:17:26 pm
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I guess im the only one then that gets slow downs well i know my pc isnt a really good one i been having alot of problems with it so it could be just my pc right now.
Re: Fairy Night - released
#10  December 01, 2011, 11:47:36 pm
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For the cropping, you're supposed to do it after you add the sprites in the the SFF.
Then you can use the "crop all" function, and FF will crop the sprites while keeping them in the same position, doing all the calculation for you, and doing the optimal cropping. It may take a while to do it, but you just need to wait.

Only thing I noticed in your stage is that the fire explosions/lights (or whatever they are) do not loop properly. You need to find the right option or settings in particle illusion to make them loop (dunno how, never used this software).
Also, you made all of the lights synchronised, while it may be interesting to give them different timings.
Re: Fairy Night - released
#11  December 02, 2011, 12:26:04 am
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Quote
For the cropping, you're supposed to do it after you add the sprites in the the SFF.
Then you can use the "crop all" function, and FF will crop the sprites while keeping them in the same position, doing all the calculation for you, and doing the optimal cropping. It may take a while to do it, but you just need to wait.

:O   oooh ok i didn't know that. that's pretty cool. thanks.

Quote
Only thing I noticed in your stage is that the fire explosions/lights (or whatever they are) do not loop properly. You need to find the right option or settings in particle illusion to make them loop (dunno how, never used this software).

You actually CANT loop anim with Particle illusion. I have been going on various forum to find the answer.... you can't.
The only "trick" you can do is manually blend them in so the end sort of fades out while it starts again.

I usually woudn't allow as much as possible non looping animation, but since the lights are higher and are not visible unless you high jump, i thought it might not be annoying too much for the eye. If the lamps were at the level of the players i would have done otherwise.

It annoys me as well to be honest, this problem of "not looping". It's a bit of a waste with every animation if they don't loop...

Quote
Also, you made all of the lights synchronised, while it may be interesting to give them different timings.

yeah... I knew about it... lazyness, i have no excuse for that  ;D  --; there's really no way to fuck around with you  ;D
That makes me think about another question:

2 animations can share the same action code (exemple, Actionno = 21). It will be the same action but they are 2 separate animations since you can change the "start position" / "layerno"
However can you have 2 animations sharing the same action code but have a different timing ?
That would mean that for 2 animations starting at a different time, I don't have to code 2 different actions.

(I am asking because it can be annoying having to duplicate a 150 frames action code, just because one animation is supposed to start 2 seconds after/before the second animation...)

-----------

That being said, i will indeed improve what was because of laziness  :-X


My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: Fairy Night - released
#12  December 02, 2011, 02:15:58 am
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Very cool stage, dude!

As much as i love Sqirlz software for water animation, i just find it too weird to have the players stand on the water... It's my only complain but that is just personal cosmetic preference though!

Keep them groovy stages coming ;)
Re: Fairy Night - released
#13  December 02, 2011, 02:33:20 am
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Congratulations man  8)
Really this stage is very nice
Downloading now for my mugen!  :suttrox:
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: Fairy Night - released
#14  December 02, 2011, 04:02:09 am
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I guess im the only one then that gets slow downs well i know my pc isnt a really good one i been having alot of problems with it so it could be just my pc right now.
Oh snap, my computer is actually better than someone else's.
Re: Fairy Night - released
#15  December 02, 2011, 05:42:03 am
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I must say that I really like how the moonlight shines to give it that atmosphere. Awesome stage! :sugoi:
Re: Fairy Night - released
#16  December 02, 2011, 08:58:14 am
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Very cool stage, dude!

As much as i love Sqirlz software for water animation, i just find it too weird to have the players stand on the water... It's my only complain but that is just personal cosmetic preference though!

Keep them groovy stages coming ;)

yeah i know... limitations of mugen... I could make them being in the water but i hate the effect it does during super moves...
I just imagine that they walk on a 5 or 10 cm layer of water... xD

Quote
Oh snap, my computer is actually better than someone else's.

WTF. You make like the heaviest stages i have seen in the community. How could you do it through a slow computer ? lol. Would you be even more brave than i thought lol.
My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: Fairy Night - released
#17  December 02, 2011, 09:04:59 am
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oh and thank you for the comments guys. glad you like it.
My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: Fairy Night - released
#18  December 02, 2011, 12:46:26 pm
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However can you have 2 animations sharing the same action code but have a different timing ?
That would mean that for 2 animations starting at a different time, I don't have to code 2 different actions.

(I am asking because it can be annoying having to duplicate a 150 frames action code, just because one animation is supposed to start 2 seconds after/before the second animation...)
Unfortunately, I don't think so. BGCtrls don't allow to do that.
But it's not really hard to copy paste the animation and cut/paste the first frames at the end of the animation to change the timings. But yeah, I can understand it's boring to do that for a lot of anims.
Re: Fairy Night - released
#19  December 02, 2011, 04:49:39 pm
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pretty cool stage
Spoiler, click to toggle visibilty

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Re: Fairy Night - released
#20  December 02, 2011, 09:45:46 pm
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Bon sang, quel stage...j'en suis baba...continue comme ça my friend...aucun ralentissement...laisse tomber les jaloux qui se la racontent...A++  trop bon !!!  encore !!!

Oh god what a stage...i'm going crazy  just keep it on your good work...no slowing down...everything's good...C U later for some more...and more !!!

Thx a lot my friend !!!

;)