Newage Mugen

A Mugen community that specializes in stage, screenpack creation, and graphics.

You are not connected. Please login or register

Finished

Go to page : Previous  1 ... 5, 6, 7 ... 14 ... 23  Next

View previous topic View next topic Go down  Message [Page 6 of 23]

126 Re: Finished on Sun Feb 24, 2013 4:15 pm

There's 3 parts of the code you're going to want to look at for that problem:

Verticalfollow is a parameter which goes from 0 to 1. It defines how much the camera will follow a player each time he jumps. So like, for MVC it'd be higher like "0.9" or "0.8" while for something with less camera movement "0.3" would suffice. There's always a lot of debate over this, I change mine every time because for me it depends on the stage.

Floortension defines how high a character must jump in order for the camera to follow him. This will go with the character, so if you like camera movement, have a low value. If not, use a high value like "80" or "90" if you want movement, use something like "30" or "20"

Tension should be left at 50. It's the horizontal distance a character must be from the edge before camera starts moving. This may be your main issue.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

127 Re: Finished on Mon Feb 25, 2013 5:43 am

I learned most of the base codes now. I say we have a party to celebrate this grand achievement and milestone in my career as a rookie stage maker Twisted Evil
I'll post a screen of the stage when I get the chance.


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

128 Re: Finished on Mon Feb 25, 2013 12:15 pm

Okay there's been a whole bunch of problems with BG's and the whole train stage idea. I'm thinking about going back to the original plan to make it a elevator stage.

Honestly, mugen is being a strain on my mind for the last couple of days. I'm gonna take a break since I got loads of school stuff coming up.


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

129 Re: Finished on Mon Feb 25, 2013 12:24 pm

Do what you gotta do. Don't force yourself to work on it.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

130 Re: Finished on Mon Feb 25, 2013 1:54 pm

Good luck with your school work, bro!

View user profile

131 Re: Finished on Tue Feb 26, 2013 8:10 am

Well its not really a break, more like using less time on mugen stuff =/

Well, I got a bit more motivation after that chat with Mark last night and I made this. The original train/elevator idea isn't working well so I'm going to change it to something else, maybe a parallax? It's still the same stage so don't you go calling me a quitter Mark
:orton:

here's the concept so far,
Spoiler:

got any suggestions? Both of you guys suggested the glass barrier idea and Mark told me about the gray scale --> index --> recolor thing but I'll do that once I decide the concept.

Yo Mark, do you still have the original material that you used to make the ground and the pillar things?

Got any ideas? :mcmahon:


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

132 Re: Finished on Tue Feb 26, 2013 8:15 am

Less blur, floor perspective is quite flat itself, parallax might just be more work for you, lol. But a good experience.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

133 Re: Finished on Tue Feb 26, 2013 10:12 am

WattaWright wrote:
It's still the same stage so don't you go calling me a quitter Mark
:orton:
:sandow:

WattaWright wrote:
Yo Mark, do you still have the original material that you used to make the ground and the pillar things?
Floor sprite was taken from Aesthetic's/Waffles' resources thread.
http://www.newagemugen.com/t1869-waffles-resource-thread

As for the pillars, it was taken from the Chaos Code sprite rips by Insanius.
It can be found in his website. Just Google "Logical Bends".


WattaWright wrote:
Got any ideas? :mcmahon:
- Rain/Storm/Ashfall
- Smoke
- Flying Vehicles

View user profile

134 Re: Finished on Thu Feb 28, 2013 10:10 pm

You can always just use ticks and have everything move upward using tileing and velocity. Also, now that you're part of the team I'm moving your topic to the team projects.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

135 Re: Finished on Fri Mar 01, 2013 12:43 am

I actually tried the tiling idea in this before. It was actually pretty good but =/

Anyways, my plan now is to rest from Fighter Factory and just stock up on stage building materials, I think that's why I've been having a tough time.

Im gonna get waffle's stuff and those sprite rips from logical bends, is there anything else I should download? Don't worry about photoshop stuff since I'm stocking up on those as well.


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

136 Re: Finished on Fri Mar 01, 2013 12:49 am

Just check JustNoPoint's forum, they have a lot of resources there. Any resource board from any forum. Spriters Database, Spriters Resource, DeviantArt (for stage images, and gfx images), Konachan (stage images), Zerochan (stage images), Google (for everything),

http://www.polycount.com/ (there's some stage images here, you've got to do digging though, lots of cool stuff.)

Any program: Particle Illusion, Adobe After Effects, Photoshop, Gimp, Paint, Blender (difficult but it's good for 3D stuff).


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

137 Re: Finished on Fri Mar 01, 2013 3:01 am

You're the man GLB Thumbs Up

Thanks bro


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

138 Re: Finished on Sun Mar 10, 2013 9:26 am

Okay heres some updates...

1. Added a nice banner for the thread :wolfcool:

2. My mugen stage making resources accidentally got trashed so I basically lost everything with the new WIP I had going, I even had a major update to show but it's gone now crying

3. With death comes birth and so I've actually started the concept for a new WIP. I will upload the screen as soon as I get it done.

4. I had some stuff backed up on my laptop so I didn't actually lose everything.

Thanks for all the support and feedback bro's :You Rock:


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

139 Re: Finished on Sun Mar 10, 2013 11:01 am

WattaWright wrote:1. Added a nice banner for the thread :wolfcool:
Looks great!

WattaWright wrote:
2. My mugen stage making resources accidentally got trashed so I basically lost everything with the new WIP I had going, I even had a major update to show but it's gone now crying
That happens, bro. Welcome to the club. Thumbs Up

WattaWright wrote:
3. With death comes birth and so I've actually started the concept for a new WIP. I will upload the screen as soon as I get it done.
Cheesin

WattaWright wrote:
4. I had some stuff backed up on my laptop so I didn't actually lose everything.
Thumbs Up





Good luck with your future WIPs, bro!

View user profile

140 Re: Finished on Tue Mar 12, 2013 5:00 pm

Okay here's the new stage.



Bros, the colorloss is pretty bad so I'll RGB the city BG next.

The ground seems fine so far, but as you can see, the cage is retarded. I need some help with that in particular.


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

141 Re: Finished on Tue Mar 12, 2013 6:18 pm

NEW:
The cage should be much much smaller, not in height but in width, the holes on it are way too big to the characters in comparison. Background needs adjustments, very lossy, cage looks like you fucked up indexing or something. Characters should be put lower, ground should be a tad lighter, a darkness overlay could work quite well, some lights inside the building windows would be cool and some properly used blackjack layerno1 items would be cool. Some spotlights that don't glow but also move around would be nice, and so would some planes or jets. A light rain could work as well.


Tengoku:
It's pretty good, I'd call it about 98%. It's a very great stage, I can see the effort put into it and it's refreshing. Perhaps you could get some of the petal blossoms a tad bit more randomized, maybe have it fall past layerno1 occasionally.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

142 Re: Finished on Wed Mar 13, 2013 3:57 am

Well here's what Im gonna do for the new one.

-Add glow animations to most of the lights but have one flickering on and off
-Add a light rain with squirls ripples on the ground
-Have a spotlight moving around behind the cage
-I'll try adding like a helicopter with tiling
-I'll also try animating that train

Don't worry about the colorloss in the BG, I'll fix that.

Could you explain how to do the darkness overlay and the blackjack thing?


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

143 Re: Finished on Wed Mar 13, 2013 4:23 am

The overlay is quite simple;

You're going to create a 640x480 image with a solid black color. After you've done this, create a 641x481 pink/whatever 0 color image and cut-paste the black on top, index, set your pink to 0.

Now in mugen, you're going to want something like this as your last code in the .def:


[BG Overlay]
type = normal
spriteno = 0,0 <--- Obviously edited to your use.
start = 0,0 <--- Do not change.
delta = 0,0 <--- Do not change.
trans = addalpha <--- Do not change.
alpha = 190,185 <----- Edited to your liking.
layerno = 1 <---- Do not change.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

144 Re: Finished on Wed Mar 13, 2013 8:04 am

Nice WIP there Watta, keep up the good work. Thumbs Up


_______________________________________________
View user profile http://mugengames.ucoz.com/

145 Re: Finished on Wed Mar 13, 2013 3:53 pm

Thanks Leo!

So after sorting out some colorloss issues, I'm proud to announce my next WIP now that most of the concept has been sorted out.

It's called "...Before the City Sleeps" (ty to Alp for the name)

Here's a screen of the concept (might tweak a few things later)
Spoiler:

I still need to put this update into the actual stage itself. I'll post more screens once I do so What a Face


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

146 Re: Finished on Thu Mar 14, 2013 3:28 am

Very awesome looking WIP you got there. Thumbs Up

View user profile

147 Re: Finished on Thu Mar 14, 2013 4:17 am

Thanks man. Your PSD saved my ass xD


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

148 Re: Finished on Thu Mar 14, 2013 5:27 am

Regarding your problem with the cage mesh, I suggest that you do this method. It's not that easy but it's doable through trial and error.

JeanBureau Method


-----


Alternative:
Step 1. Get a cage sprite from your sprite resources sire, or someone's sff file. (Make sure to credit)


Step 2. Open it in your image editing software (I'm guessing that you use Photoshop)


Step 3. Using the tool, select the empty space of the sprite. Then invert the selection.


Step 4. make a new layer. Using the Paint bucket tool, fill in the selected region.






Good luck with your project! Thumbs Up

View user profile

149 Re: Finished on Thu Mar 14, 2013 7:42 am

Ok, I understand that method except for the part where he makes the image go really white

Nevermind, I'm trying it out now.

Edit:Shit Mark...it worked :You Rock:


_______________________________________________
View user profile http://mugencoder.com/authors/view/watta

150 Re: Finished on Thu Mar 14, 2013 8:14 am

I highly suggest you use ExShadow's alias rather than Jean's (it's also in the tips tricks and tutorials section)

Jean's alias tutorial is wrong.


_______________________________________________
http://network.mugenguild.com/glb/

View user profile http://www.newagemugen.com/

View previous topic View next topic Back to top  Message [Page 6 of 23]

Go to page : Previous  1 ... 5, 6, 7 ... 14 ... 23  Next

Permissions in this forum:
You cannot reply to topics in this forum