THE ULTIMATE STAGE TUTORIAL

Started by Cybaster, August 29, 2009, 04:26:30 PM

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Randomish

Welcome to the House of Fighting.

Tamez

#21
QuoteI'll let you know if there's more.   :laugh:

Found more. 


You should probably explain how in hi-res stages the bounds need to be half of their true value. 

And you don't have anything about zoffsetlink in there (including using "type = dummy" stage items as a way to accomplish zoffset linking). 

www.elecbyte.com

Mr. I

#22
Spoiler: Tamez already mentioned it (click to show)
From past experience, I think the tilespacing parameter works differently for "normal" and "anim" elements.

With normal elements (non-animated) when tilespacing = 0, 0: tiling will occur as one would expect where the element is duplicated with no spaces in between the images. A 100 x 100 image tiled once in the x direction will result in a total of 200 x 100 pixels of space covered.

With animated elements, when tilespacing = 0, 0: tiling will not occur the same way but instead the tile will be created at the same coordinates as the original image. A 100 x 100 animation tiled once in the x direction will cover 100 x 100 pixels. To achieve a similar effect for normal elements, tilespacing should be the actual width of the image; in this case: tilespacing = 100, 0.

Didn't read that lol

The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.

johnny916

awesome tutorial, one question, is there a code you can use to make a platform that you can jump and land on, i thought i seen it somewhere but i can't remember

Cybaster

#24
@ Tamez : I was waiting for your feedback, I knew you wouldn't miss anything and would eventually spot mistakes. ;P

QuoteI think "leftbound and rightbound should NOT be lowered" would be better.
If you want to make a really long stage, you need to increase these values or you can run into character problems as well.

When I had a boundleft -600/boundright 600, Ryu by P.o.t.S. would get his Shinkuu HadouKen stuck on the right side wall because the stage wasn't wide enough.  Jill by BEK/XCB would get her Cerberus stuck there also, so it was not an isolated incident.
Will add more info, yeah.

Quote
No, it's not.

Tile can be whatever value you need it to be so long as it is a whole number.
When tile is set to anything over 1, it will cease to be infinite.  Tile = 2,0 will show the stage item in the original location, and will place one more time, horizontally in ths case.  So tile = 2,0 is showing the item two times.  You can use tile this way to place something on the screen a limited number of times.
DOH !!! I SUX ! --;
I will correct this for sure. I learned something new. :sugoi:

QuoteFor parallax, here is another excellent post by Orbinaut (previously Shift b is B):
http://mugenguild.com/forumx/index.php?topic=85746.msg737002#msg737002
Will add. :)

QuoteNo explanation of how "window = " works?
I decided to skip some parts on purpose. Window is barely ever used, and the few times I've seen it, it was a disaster. I just avoid this parameter.
There are other things I didn't mention such as how to create 3D stages using high delta values, using p1startz/p2startz to create easy interaction between stages and chars, neither did I add anything about ZOffsetLink. I think these parameters are really advanced, and even though the tutorial is aimed to everybody, if one wants to go as far as using ZOffsetLink or Window, he should be intelligent enough to look at the docs and figure things out on his own. :P

QuoteThat's how it is in the docs, but having the "d" on the end will make mugen crash.
Will add. I'll also add the link to your BGCtrl tutorials, thanks. :)

@ Orbinaut : I'll make a mix of your post and Tamez's one for the explanation on tile + tilespacing.

@ johnnyb916 : it's not possible by coding a stage alone. To do that, you need to code it in the characters specifically.

Thanks everybody for your comments. ;D

EDIT : fixed everything.

Cenobite 53

Really nice Tutorial  :)

Found a kinda funny typo in it (chapter 5.2)
QuoteOnce again, I won't be holding your hand, as you should have enough experience to ass sprites in the SFF and code the clouds on your own.
;D
look at my sprite rips  HERE
look at my TMNT Project HERE
My Contribution to mugen: Stages: 897 | Chars: 8 | Fullgames: 1 | Spritesheets: 85

[Gun0]

dl the stage and read the tutorial cause i need this to look back on. thanx

MirageAtoli

#27
What would really be nice is a visual description of the box-model for the stage.

I am a little to confused as to where exactly is 0,0 ? Is it middle-bottom?
Quote from: Titiln on December 31, 2007, 10:46:10 PM
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Quote from: Beatrice on March 01, 2010, 06:55:03 PM
Quote from: Iced
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S

Cybaster

You mean something like :

0,0 ---------------------------- 320,0
|                                              |
|                                              |
|                                              |
|                                              |
|                                              |
|                                              |
240,0 ------------------------- 320,240

???

That may indeed be a good idea.

Blacksaiyen

THANK YOU SO MUCH, CYB (+ all the people who've given useful feedback in order it's improved, I mean it) !!!!!!!

You've no idea how it's appreciated to be provided with this ; it both helps to understand mugen mechanics and it's interactive at the same time (relying on a CONCRETE example, nothing general that you still don't understand), just like when you were used to learn the alphabet with whatever stupid animal when you were 6 (+/-), it's entertaining (I miss these times so much xD).
Really really appreciated, it has been said, we've no longer any excuse now for giving a try  ;P  ;P
Quote from: Deltacide1Here come all the Street Fighter NOOBS that have never played a fucking Street Fighter game until 4.
Fucking we are dumb fucks spamming this site for ten yearss !

MirageAtoli

Quote from: Inglourious CyBasterd on September 07, 2009, 08:30:14 AM
That may indeed be a good idea.

Yeah.

But it would cover the entire stage, even what is off the screen, and the bounds as if it were padding, and the zoffset etc.
Quote from: Titiln on December 31, 2007, 10:46:10 PM
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Quote from: Beatrice on March 01, 2010, 06:55:03 PM
Quote from: Iced
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S

PotS

Quote from: Inglourious CyBasterd on September 07, 2009, 08:30:14 AM
You mean something like :
0,0 is in the middle top! Your tutorial license shall be revoked! >:(
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Cybaster

I didn't say this image/representation applied to stages in Mugen. ::) ;D

PotS

:D

I guess this could be stickied for a while.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Cybaster

Doh, this gets stickied here and in the tuto section, I must be a VIP ! 8)

c001357

#35
Yes you are/

Cybaster

#36
Of course I am !

c001357

waiting for the ultimate lifebar and screenpack tutorial ;D

MOTVN

Quote from: MirageAtoli on September 07, 2009, 05:53:51 PM
Quote from: Inglourious CyBasterd on September 07, 2009, 08:30:14 AM
That may indeed be a good idea.

Yeah.

But it would cover the entire stage, even what is off the screen, and the bounds as if it were padding, and the zoffset etc.

something like this?

MirageAtoli

Quote from: Titiln on December 31, 2007, 10:46:10 PM
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Quote from: Beatrice on March 01, 2010, 06:55:03 PM
Quote from: Iced
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S