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GLB's Official Stage Topic.

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126 Re: GLB's Official Stage Topic. on Fri Jul 25, 2014 2:27 pm

You know I visit the chat like...when can. Still I try to be active on the forum and give advice, as needed. Also, comment on other members topic's. Just send whatever you have Gl and I will test for ya. Take care and keep it rocking man.

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127 Re: GLB's Official Stage Topic. on Fri Jul 25, 2014 6:38 pm

Thanks, guys. I'll send it to Madlax, Cham, Alp and Grayfox.

Thanks, Mark. Let me know whenever you can do stuff.


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128 Re: GLB's Official Stage Topic. on Fri Jul 25, 2014 7:55 pm

Kay...

-Your verticall follow is too high imo fell odd when you jump due the size.

-Fish animation is ok however is too fast imo and how looks ingame seems to be missing 1 frame to loop correctly from my view.

-I still think maybe adding a colored overlay that match the BG coloring would be nice.

Not much can be said as the stage is atm looks ok


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129 Re: GLB's Official Stage Topic. on Fri Jul 25, 2014 9:43 pm

- Ok, changed vertical follow to .3.

- You're right, i had heavy eyes when coding that, missed a couple frames. Fixed and slowed down.

- I'm thinking about it, i'll work on one. Can't guarantee it'll stay if it drops FPS really bad.

Thanks.


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130 Re: GLB's Official Stage Topic. on Fri Jul 25, 2014 11:04 pm

I tested it.

1.) I agree on Excahm the fish anims are bit fast.

and. . .

2.) I tried duplicating all 601 fish frames animations, it didn't lag me actually since you don't have to many sprites in your stage.

Here's what did so far.

As for your Action 0 code I did this:
[BG Fish]
type  = anim
actionno = 0
layerno = 1        
start = 270,-5 ----------> Here are my start values on the first 601 animations.
delta = 1.2,0 -----------> I added delta on the first value only.
[Begin Action 0]
blah blah blah anims


And my own duplicate:
[BG Fish]
type  = anim
actionno = 2
layerno = 1        
start = -270,-5 ----------> Here are my start values on the second 601 animations.
delta = 1.2,0 -----------> I added delta on the first value only.
[Begin Action 2]
blah blah blah anims


Overall looks fine for me.


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131 Re: GLB's Official Stage Topic. on Sat Jul 26, 2014 3:44 pm

Im hopefully gonna get a new keyboard tomorrow, I'll see what I can do to help then :)


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132 Re: GLB's Official Stage Topic. on Sat Jul 26, 2014 6:50 pm

Speed and frames fixed, I'll be uploading the update later.

I'll try duplicating it then, Madlax. But I'm almost positive my FPS will drop.


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133 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 2:43 am

G wrote:I'll try duplicating it then, Madlax. But I'm almost positive my FPS will drop.
Well it's up to you really if you like duplicating the anims in the cause of FPS drop, or you just leave it the way it should be.


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134 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 5:37 am

Got a new keyboard, you can send me the stage if you want anymore feedback :)


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135 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 11:10 am

Sounds good, i'll send it out later. Phoenix cut the frames for me so they're less than 600, I'll be testing them to make sure they loop later on, then i'll try fucking with my animated overlay again. As is, the overlay drops me to 30 FPS but duplicating the fish layers didn't, that worked out fine. So once there's less fish perhaps it'll work better (cuz less trans layers) Then i'll be speeding up the fish and floor anims.


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136 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 11:25 am

600 Jesus Christ. How come it's so many frames?


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137 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 11:39 am

My fish were 601 frames, lol. I ripped them from the NeoClipArchive site with ifranview. I could've cut and condensed them no prob but i'm really not good at finding good loop spots. So i literally just extracted and batched, lol.


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138 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 9:44 pm

Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file size.

13MB still looks fine to me.


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139 Re: GLB's Official Stage Topic. on Sun Jul 27, 2014 10:56 pm

They're cut and looped down to 150 now.

I've updated about everything suggested so far. It's still going to be a while though, i'll probably hold it for a bit and add more elements to it.


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140 Re: GLB's Official Stage Topic. on Mon Jul 28, 2014 2:19 am

mAdLaX wrote:
Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file size.

13MB still looks fine to me.

Screenpacks are hugely different from stages. It's fine for a screenpack to have many frames like that, stages run differently to screenpacks. 600 frames on a stage is massive, luckily GLB cut it down.


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141 Re: GLB's Official Stage Topic. on Tue Jul 29, 2014 2:35 am

Batmeng wrote:
mAdLaX wrote:
Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file size.

13MB still looks fine to me.

Screenpacks are hugely different from stages. It's fine for a screenpack to have many frames like that, stages run differently to screenpacks. 600 frames on a stage is massive, luckily GLB cut it down.
Still... Large sized Screenpack or Stages cost too much RAM.


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142 Re: GLB's Official Stage Topic. on Tue Jul 29, 2014 10:07 am

That's just a small price to pay whenever you'll use an animation heavy stage, and I trust GLB. I'm pretty aure he can pull it off with his stage expertise.

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143 Re: GLB's Official Stage Topic. on Tue Jul 29, 2014 1:21 pm

mAdLaX wrote:
Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file
Try running it in 1.1 with OpenGL. No chance in hell.  :Shieet: 


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144 Re: GLB's Official Stage Topic. on Tue Jul 29, 2014 5:16 pm

Dissidia wrote:
Try running it in 1.1 with OpenGL. No chance in hell.  :Shieet: 

As long it doesnt went over 400MB either stage or screenpack should work fine.



Last edited by カナダの駆逐艦 on Tue Jul 29, 2014 8:49 pm; edited 1 time in total


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145 Re: GLB's Official Stage Topic. on Tue Jul 29, 2014 8:43 pm

Dissidia wrote:
mAdLaX wrote:
Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file
Try running it in 1.1 with OpenGL. No chance in hell.  :Shieet: 
fuck 1.1 lol


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146 Re: GLB's Official Stage Topic. on Wed Jul 30, 2014 3:05 am

カナダの駆逐艦 wrote:
Dissidia wrote:
Try running it in 1.1 with OpenGL. No chance in hell.  :Shieet: 

As long it doesnt went over 400MB either stage or screenpack should work fine.

LOL that's bullshit. I get 1-2 FPS on Jeanbeareau's Imperial City stage, which is less than 100 MB. Any stage over 100MB on any mugen is gonna cause lag. 700 frames is not something normal.


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147 Re: GLB's Official Stage Topic. on Wed Jul 30, 2014 9:06 am

well then don't use it


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148 Re: GLB's Official Stage Topic. on Wed Jul 30, 2014 1:03 pm

Jazz Jam Jizzle wrote:
Dissidia wrote:
mAdLaX wrote:
Batmeng wrote:600 Jesus Christ. How come it's so many frames?
This is just little compare to Oxy's Nicronite Screenpack which is 749 frames of animations with 200+MB file
Try running it in 1.1 with OpenGL. No chance in hell.  :Shieet: 
fuck 1.1 lol

OH hell NO!!!

But yeah 749 frames is a shit load.. you may have to look for loop points in the animation, It's a bitch though!


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149 Re: GLB's Official Stage Topic. on Wed Jul 30, 2014 9:44 pm

Frames may be re-extended from 150 to about 312. There's this annoying line in the sprites where fish keep disappearing and one frame seems to be off. I'm not sure what much else to add to this, though. I know Grayfox suggested some stuff i'll look into, maybe i'll do like some water splashes or something.


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