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Heph next move

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26 Re: Heph next move on Tue Jan 28, 2014 4:02 am

No, MP, I can convert it for 1.0, I jst have to convert the (shitload) of sprites. :)
And delete the zoom code, I think.

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27 Re: Heph next move on Tue Jan 28, 2014 4:44 am

Ahh, alright. I'll try to give feedback ASAP. Right now, i'll need to find my 1.1 folder.

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28 Re: Heph next move on Tue Jan 28, 2014 4:48 am

Ho, No feedback needed now, MP.
This is complete at 30%! It was like a preview.
If you want, maybe tell me if the overhaul stuff got potential, for example. ;)
Huge feedback will be needed when I'll reach 80% done, or something. :)

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29 Re: Heph next move on Tue Jan 28, 2014 5:10 am

Error detected.

BG error reading stages/Streets_Of_Rage_Stage_1.def

Clipboard tail:
Charsel init
Selected char 5 on teamslot 0.0
Char MichaelJackson.def (5) request pal 3 3F (3F) -> reserved 3 (37)
Selected char 5 on teamslot 1.0
Char MichaelJackson.def (5) request pal 3 3F (37) -> reserved 4 (27)
End of charsel loop
Game loop deinit
Gameflow 8
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Loading BG...

I tested my other stages too, just to see if maybe it was my computer's fault, and they all work fine. This is my first time seeing this problem.

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30 Re: Heph next move on Tue Jan 28, 2014 5:31 am

Wow, this is strange, as it's working here.
I sent a new link in MFG, try this new one, I hope it will works.

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31 Re: Heph next move on Tue Jan 28, 2014 6:45 am

This is what it looks on my end right now.

By the way, you shouldn't use space on the file names. Rename your SFF and Def file to Streets_Of_Rage_Stage_1. It bugs out when people order the matches during Arcade.

Last edited by MP on Tue Jan 28, 2014 9:04 am; edited 1 time in total

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32 Re: Heph next move on Tue Jan 28, 2014 6:50 am

Ah, fuck I will correct it for the next update!
Yes, this is how it looks now. I told you that I will fix this later! :p

Tell me if you like it, MP.

EDIT: Added 1 more animation.
I progress well. I guess I just reach 40%.
EDIT2: Added 1 more animation.
Overhaul progress: 50% done.

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33 Re: Heph next move on Wed Jan 29, 2014 4:01 am

About 1.0 conversion: I'll do it only if it worth it for you.
As the conversion .png in .pcx doesn't keep the transparency and put a white color, I have to manually redo once again some stuff.
This is an issue I had forgotten, and I admit that I'm lazzy here.

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34 Re: Heph next move on Wed Jan 29, 2014 9:14 am

If it was my call, i'd say make it for 1.0 so that both parties will be satisfied.

But if you're like me, a lazy fuck, i'd go the easy route and make it for 1.1 only.

Your call.

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35 Re: Heph next move on Wed Jan 29, 2014 9:35 am

Yeah, I said I'm lazzy here as hell.
I swapped a first time ALL the sprites, one by one.
More than 150.
And like a dumbass, I didn't understood why it was not working.
I put AGAIN .png, but indexed.
Ah ah. See my awesome legs.
Now I got a full .sff with indexed pictures, BUT IN FUCKING .PNG.
So it doesn't launch in 1.0.

Maybe at the end I'll do it. Because there is no good reason to let it like that, for 1.1, as it can works for 1.0 without any colorloss. This will just take time.

Today progresses:
- Improved green door animation (Half of this one done).

I'm currently focusing on the bound, and stuff like that. I disabled HiRes line, but the characters are just at the bottom of the stage. Can I set the Yoffset (of something like that) for the Y value character's?..

EDIT: I have to go with the x and Y values of the background? there is no other way?

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36 Re: Heph next move on Wed Jan 29, 2014 2:26 pm

So I disabled the Hi Res=1.
And as I get overhuge sprites, Local Coord is 1920 x 1080.
As Street of Rage is a game with lifebars at the top, something that I have to cut, I got the black part at the bottom of the background.
What can I do to avoid it?
If I "scale" the background, it will look odd.. Like too big.
I'll need to complete the background at the top, with some picture, like a wall or something?
Plus, the characters are big by themselves on this background.. It's a problem, no?


This is with Local Coord = 1920 x 936, the exact size of the background picture. I just need to find the way to display the picture upper part, and it will looks way better!
BUT. I think I've chosen the ONLY game that cut the background to put the lifebars and timer.
It's the worst choice I could make to begins with stage making.  Cheesin Cheesin :Shieet: 
I'll have to put some art to cover the black part because of that, but as it will be covered with Mugen lifebars, it will be not to bad. (I hope). This is what I'll do tomorrow.

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37 Re: Heph next move on Wed Jan 29, 2014 5:31 pm

Scale the floor! :Fudgeyes: 

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38 Re: Heph next move on Thu Jan 30, 2014 4:47 am

everything seems... a bit small...

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39 Re: Heph next move on Thu Jan 30, 2014 4:59 am

Yes, and that's why I'm asking for your help....

MP, scaling the floor is for what?
I failed in making appear the top of the background.
Maybe I should convert everything now in 1.0 and send you the stage.

EDIT: Well... It seems I can't convert the sprites to .pcx. The transparency color turns into white, I can't do nothing vs this. Maybe you got a tip? 
EDIT 2: Yeah. .pcx files don't accept transparency. So I have to keep the purple color. And as I deleted it in ALL my sprites, I'm owned.
Sorry, no 1.0 conversion anymore. :( It will be for my next stage, I'll not make the same mistake again!

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40 Re: Heph next move on Thu Jan 30, 2014 9:04 am

Just use png instead of pcx. That should fix the transparency problem :)

I think Mark meant scale as in by make it bigger.
What you could do to avoid colorloss or quality loss is open up a new PSD file with the desired resolution
-copy the existing images in
-make them into "smart images" or something, just right click on the layer and it should be there somewhere
-fit them in to their new sizes
-done and should have minimal quality loss...

I haven't acutally been able to DL any of your links yet because I've had an insane amount of exams going on this week (semester finals and shit).

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41 Re: Heph next move on Thu Jan 30, 2014 10:54 am

Thanks, Watta!
For .png, you mean .png indexed? If yes, this is the case. All the pictures in the .sff are in .png 8 bit indexed, and it refuses to works with Mugen 1.0 .

If I fail in another way, I should try your method. But as the resolution of those sprite are huge, I think there is another way to scale it. :)

So here is with localcoord of 1600, 1280.
Tell me if it's ok, or even better now. :)
And np, Real life is the absolute priority, man.

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42 Re: Heph next move on Thu Jan 30, 2014 4:52 pm

Sorry i'm late here,

I like the concept, it may fit better with smaller characters . The perspective and the size is a bit awkward. You could always attempt to extend the floor, perhaps cut it and slightly scale it, or even add more of it yourself, the floor follows a pattern so it wouldn't be too dificult. You could also try and edit its perspective to be more flat.This way you could potentially lower the characters, it could make the bg look slightly further away and not so obviously small.  

What are all the animations you plan on having?  Again, sorry for lack of testing/posting, i hsve no computer and post from my ps3.


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43 Re: Heph next move on Thu Jan 30, 2014 5:53 pm

G: No problem, man! :) I'm happy that you took of your time to help me.
Don't worry if you don't got a lot of time. I'm not ready. :) I'll try to make a video once it will be better with the scaling stuff. It's making me mad, in fact. I can't get what I want here!  :NSIS: 
I can add more floor, yes. It will be easy.

So i'll list animations here. If you don't want to know, don't read what i'll write.

- All the neon animations are done and implemented. 7 frames/neon. 6 or 7 neons. Rip: 100%. Coding: 90%.

- Cop cars. Without cop, with cops. P1 and P2 cop. The animation is the cop car coming left to right, with or without weapon, as in the source game. Rip: 100%. Coding: I'm searching how to achieve what I want. I think it will be okay.

- Fighters in the background. 4 slots.

Slot 1: The red armed woman is fighting with a normal blue guy non armed. The girl hits the guy, he doesn't fall. He hits her, she falls on the ground. A ninja come by the left, kick the man and go away. Both characters just stand up. Loop. Rip: 100%. Coding: 35%.

Slot 2: The man that you can already see, with his knife. just walking, from left to right. Rip: 100%. Coding: 90% (need some improvement).

Slot 3: Door animation. As the door is opening, a guy appears. He is coming on the street, running as fast as he can, because he wants to fight. A Red girl appears on the door, searching this man (turning left/right). The man see the girl, she vanishs, and he follows her. closing door animation. Loop.Rip: 100%. Coding: 60%.

Slot 4: A fight vs a ninja and a yellow man. the yellow man is basically out of the stage, and coming in (right bound). The ninja see him, kicking him in the head 2 times. The yellow man is throwed outside the stage. Loop. Rip: 100%. Coding: 80%.

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44 Re: Heph next move on Fri Jan 31, 2014 3:58 am

Lol @ posting from PS3

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45 Re: Heph next move on Fri Jan 31, 2014 5:08 pm

That's a huge chunk of interesting animation plans, having the idea with ripped sprites will go a long way. For the bg chars though, are they extremely small compared to mosr average sized mugen characters?

If so you should consider size editing, may be tedious considering most sprites that style upscaled look bad.


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46 Re: Heph next move on Sat Feb 01, 2014 2:59 am

Thanks, G.
Well at the end, the character sprite size is 270*280 in average. So I don't really know if it's enough.

sprites took me a good amount of time, but now they are done. I think it will be interesting at the end. :)
The 2 most difficult part will b in the coding, to make them not too fast or too slow, and looping all those animations at the same time (But this is just the number of tick, so it's alright). :)

EDIT: Oh! I forgot to erase 1 purple bit in the hand! :D

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