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Heph next move

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1 Heph next move on Tue Dec 17, 2013 10:01 am


Do you think, guys, something like this can be usefull for somebody.

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2 Re: Heph next move on Tue Dec 17, 2013 10:09 am

I guess so...

You should post resources in the resources section :)

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3 Re: Heph next move on Tue Jan 21, 2014 12:58 pm

Ok. So now I'll need your help, you awesome stage guys.
This is what I got right now (like a preview or something):

I can get all those sprites at the maximum resolution. Characters moving, ect.
Now, I got 2 options in front of me:

1/ Trying to make it Low Res
2/Trying to make it HD

So I'm asking you, mates:
1/ If I make it Low Res, did the 1080p resolution of raw sprites is usefull? I mean that maybe it will be less "pixel art" at the end?
2/ (and the most important): If i make it HD: How can I upscaling it? A little bit like Ace-Million Method. You got some advices for me?

I got a really clear idea on how will this stage look at the end, and I will put a lot of stuff (animations here) and time in it.I really think it worth it.

So a third question is coming here:
3/ If I make it HD, upscale it, and put a lot of animations in it; I'll have to apply the filter (or the upscale process) on the other little animations. Do you think that it will looks weird, or something?

Guys, thank you for your help. Really!

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4 Re: Heph next move on Wed Jan 22, 2014 2:49 am

Don't add filters to it. Don't make it HD. Don't make it Ace-Million style.

But in all seriousness though:
1. LowRes

2. I guess it'll have more "detail" in the sprites, but we're talking about Retro NES Style sprites here. I think it doesn't matter if it's upscaled. I even suggest for you to decrease the image size so that you'll be able to conserve memory.

3. In my opinion, filtered sprites look horrible. It might look good on some stages, but there are so many colors on the sprites you're using. Adding filters to it might ruin the output. I suggest to stick with lowres, unfiltered sprites.

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5 Re: Heph next move on Wed Jan 22, 2014 7:23 am

A good lowres stage is like eating a good pizza after a a tough long year. Adding filters to low res style is something a retard would do. Sometimes it works, but 98% of the time, you'll just make it into an Ace-Million stage.

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6 Re: Heph next move on Wed Jan 22, 2014 7:49 am

ok. Thank you, first.
So What I'm planning to do with your advices:
- I'll keep making this stage with the insane resolution, because.. Well I made a lot of stuff.
I got all frames of cop car, the 2 first neon done.
Next step is the green door opening, and more neon rip.

- I'll make it Low Res, then I'll check once everything is done if a filter is required, or not.
What I tried made the stage looks "less pixelated", but It was much more "blurry", it's strange.

EDIT: 3rd neon rip done.
EDIT2: EPIC. This green door got... 68 frames.  Angry
EDIT3: Playing with the .sff, learning how to code basic stuff. It works pretty well. Some animations are already in.  :Shieet: 

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7 Re: Heph next move on Thu Jan 23, 2014 5:49 pm

There are ways to filter successfully, but usually the outcome on sprites/resources like this is useless without a lot of patience, artistic skill and redrawing of most of the image. IMO each resource should be made in its given resolution unless you have plans to heavily edit it.


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8 Re: Heph next move on Fri Jan 24, 2014 7:17 am

Ok, G.
As my skills are limited in editing stuff, I think I'll continue for a low res stuff.

Now, I got 2 questions:
1/ With this 1080p resolution (because in fact, this is 1080p), the stage will be Hi Res?
Because if I don't use any filters as you guys recommend me, it will stay with the look retro (not a bad thing), but... How can I tell it? I don't know if you can understand me here or not. :D

2/ If I send a Beta version soon, who wants to test it? (Just little feedback to know If I go in the good direction, or not).

EDIT: All cop cars, neons, green door rips done. 80% of the sprite rip are done. Need more extra stuff.
Stage is working but not optimised yet. Cheesin 

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9 Re: Heph next move on Sat Jan 25, 2014 6:01 am

And yes, I think you should set it to Hires = 1, since you said you won't be resizing the sprites. But I think it's very unnecessary since you can just batch resize the sprites using RAD Video Tools, or some Imabe editing program. But there's one problem, since we're dealing with pixel draw sprites, i'm not sure how it'll look once it's resized. If you think it still looks fine even when scaled down, then I suggest that you go with the lowres, scaled down sprites route.

2. I'd love to give it a go. :)

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10 Re: Heph next move on Sat Jan 25, 2014 6:37 am

Thank you, MP!!!
Bad news. I made the classic noob mistake.. I didn't checked this parameter, and of course I didn't had this line of Hires=1. In fact I used a .def file of one stage that was Hi Res, and I see that this line was not in.
Well, so I'm afraid to put this line and see that everything  changed.  :mikuunsee: 

Thank you for your help, men!! I'm learning a lot with your advices and with the fact I'm working with Cybaster's tutorial.

EDIT: Ok. I put the line HiRes=1, and this is not as terrible as I expected. I just got to go more deeper in all those parameters. I'll come back later when I'll be ready to give you more progress! :)

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11 Re: Heph next move on Sat Jan 25, 2014 8:20 am

Wait, I made a noob mistake too! I forgot to mention that there are other ways of making stages hires. Watta will cover the explanation for you! Hehe.

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12 Re: Heph next move on Sun Jan 26, 2014 5:04 am

What version of mugen are you making this for?

MP wrote:Watta will cover the explanation for you! Hehe.


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13 Re: Heph next move on Sun Jan 26, 2014 5:30 am

Mugen 1.1, Watta.
EDIT: But I can make a 1.0 version 2 finger in the noise, if no filter used.
Because I don't think that the Genesis was able to hand millions of colors. :D

(I just have to index the sprite, long but just click process).
I made pretty good progress yesterday. 95% animations of neons added in the .sff.
I need to rip 1 more and add it, plus improving the code, to make them more funky.  :Shieet: 

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14 Re: Heph next move on Sun Jan 26, 2014 7:06 am

Alrighty then, hand 'em over to us for testing! Prepare yourself, we won't go easy on you. Twisted Evil 

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15 Re: Heph next move on Sun Jan 26, 2014 7:17 am


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16 Re: Heph next move on Sun Jan 26, 2014 7:18 am

No problem, MP! When I'm ready for a beta test, this is for you!  pirate 
It will help me to improve my skills! :)
But not now, I think this stage is complete at 20%. I need more time!  What a Face

EDIT: Or maybe when you'll see what I've done, you will say "Holly shit", Watta.  :Sponge: (I hope).

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17 Re: Heph next move on Sun Jan 26, 2014 7:33 am

We'll see.  :ILU: 

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18 Re: Heph next move on Sun Jan 26, 2014 8:10 am

Alright, no worries. Perfection can't be achieved with rushing.

But we'll still go Dark Souls on your stage feedback though. NO MERCY!!

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19 Re: Heph next move on Sun Jan 26, 2014 10:33 am

NONE  Cannot Unsee 

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20 Re: Heph next move on Sun Jan 26, 2014 11:02 am

Yeah! That's why I'll take the time to do stuff correctly. :)

Do you want I tell you how many sprites it ALREADY has?  What a Face 
Or you want a surprise.

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21 Re: Heph next move on Sun Jan 26, 2014 11:06 pm

I would test if i had a computer, which won't be for a while. crying 

I trust MP and Watta will help a lot. Just some friendly reminders:

Hires stages commonly have creators that use huge sprites, watch your FPS and try to keep it running smooth.
Crop your sprites.
Watch your deltas, make sure they are accurate.
Make sure your stage is symmetrical , i.e correct bounds.
Debug remains off.

These are the most common mistakes in stages imo.


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22 Re: Heph next move on Mon Jan 27, 2014 2:15 am

Yes, this is my problem right now.
But I'll check it last, I think, As if I put HiRes=1 or not, all sprites and animations stays at the good place, so I'll check it at the end.
Yesterday I made pretty good progress too. I got 80% of my overhaul sprites..
So only coding will remains! ;)

EDIT... All my software bugged. I can't finish sprites. Awesome. :NSIS: 

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23 Re: Heph next move on Mon Jan 27, 2014 4:04 pm

The large sprites are your problem?

Dang, tough break happened to me a lot. Always upload your work in a 2nd place, i have a mediafire/photobucket accounts solely for work resources.


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24 Re: Heph next move on Tue Jan 28, 2014 2:07 am

(I sent you a preview, G, check your PM)

No, this is not a big problem, for the large sprite.
In fact, I though that my stage was Hi Res due to the sprite resolution I'm using, but I have to check it deeper.
I don"t think I'll be able to put it Hi Res.. I'll see at the end. :)

All my sprites are safe, but the software just... Crashed. I had an issue in the software config file.. So after reinstallation, something went wrong.
But it's ok, I've fixed it in another way. I guess this is not the most popular softwares that works better!  :Cosby:

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25 Re: Heph next move on Tue Jan 28, 2014 4:00 am

Aw man, 1.1 exclusive stage?

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