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100SadPandas
O Ilusionista
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HUNGRY WOLF
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Markpachi
Watta
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101default Re: Finished Sat Feb 02, 2013 9:35 am

Watta

Watta

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Guys, I've fixed the problem.....


The whole lag thing was caused by this "sunshine" sprite mark made to make the stage more vibrant.

Everything is working fine after I deactivated it. I'll upload the newest version ASAP and give all the newagers a copy for testing. Everything is finished (finally) except for the stuff you guys will suggest. Cheesin


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102default Re: Finished Tue Feb 05, 2013 12:44 am

G

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Don't let Markpachi set up the .def and .sff he always works too sloppy! Angry


- 0,17 sprite? 1x1 pixel, don't see it in the .def. Unnecessary?
- I still like the idea of adding birds since the bgm has birds chirping in it, lol.
- This is just nitpicking, but basic sff/def organization is nice and helpful for stage makers testing out your creation.

-The cherry blossom color kind of doesn't match the trees. You should try making the color a bit more matching.

-You could have a darker shadow intensity, right now it looks like there is no shadow or reflection.

Everything seems to be getting nearer and nearer to tip top shape! You guys are doing a great job!


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103default Re: Finished Tue Feb 05, 2013 1:07 am

Watta

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Okay,

I'll take care of all those stuff Thumbs Up but could you explain what you mean by basic sff/def organization?

Finishing this shouldn't be too long now >: )


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104default Re: Finished Tue Feb 05, 2013 1:20 am

G

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By that I mean organized sprite groups, and organize the numbers in the .def, and having appropriate names and such. Like I said it's not priority, it's just a nice touch.


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105default Re: Finished Tue Feb 05, 2013 6:43 am

Markpachi

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GLB wrote:Don't let Markpachi set up the .def and .sff he always works too sloppy! Angry
I can't deny that fact. I do always admit that i'm a newb and suck at Mugen coding everything. Please kill me now so that all my sorrows would end. crying

GLB wrote:- I still like the idea of adding birds since the bgm has birds chirping in it, lol.
How about birds that are stationary on the stage floor?

GLB wrote:
- This is just nitpicking, but basic sff/def organization is nice and helpful for stage makers testing out your creation.
I never really thought about that when I make stages. Thanks for making me realize, mang.


GLB wrote:
-The cherry blossom color kind of doesn't match the trees. You should try making the color a bit more matching.
@Watta
I TOLD YOU SO! :sandow:

106default Re: Finished Tue Feb 05, 2013 7:34 am

Watta

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@MarkPachi wrote:
GLB wrote:
-The cherry blossom color kind of doesn't match the trees. You should try making the color a bit more matching.
@Watta
I TOLD YOU SO! :sandow:

crying I'll fix it....at some point Cheesin

About the birds:

I got some sprites for white pigeons flying and some for them being static, perhaps we could use both?


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107default Re: Finished Tue Feb 05, 2013 2:32 pm

G

G

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Whatever you guys feel that fits best.


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108default Re: Finished Thu Feb 07, 2013 5:28 am

Markpachi

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This track might fit in with your our Train Stage, Watta.




Just a suggestion.




EDIT:
lol @ your sig

109default Re: Finished Thu Feb 07, 2013 6:09 am

G

G

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Don't you dare change the BGM!!!!


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110default Re: Finished Thu Feb 07, 2013 6:25 am

Markpachi

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@MarkPachi wrote:
Just a suggestion.

111default Re: Finished Thu Feb 07, 2013 9:07 am

Watta

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@ Mark: Im a big fan of your art bro, like it says, Best sig ever Thumbs Up

I can't watch the video right now but I'll give it a go later on.

Yo I got some birds into the stage. Want some flying ones too since they are just bobbing their heads up and down on the ground right now study


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112default Re: Finished Fri Feb 08, 2013 8:12 am

Markpachi

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I dunno. What do you think? You're the ORIGINAL owner of the stage. Just go for what you truly feel is right. DO IT FOR GREAT JUSTICE!

113default Re: Finished Fri Feb 08, 2013 8:46 am

Watta

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@MarkPachi wrote:DO IT FOR GREAT JUSTICE!

Talos be with you
Spoiler:
Finished - Page 5 TALOS+IS+TOO+A+DIVINE+MOTHERFUCKER+_7ee311751cd96fab871af809c8026210

I'll add a few more to the ground and then give the flying ones a try. If it sucks, then I'll just keep only the ground ones. I'll release it in that "special" section Twisted Evil when I get these birds done since I feel like I have to release at least something before the pack.


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114default Re: Finished Fri Feb 08, 2013 5:05 pm

G

G

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Yeah, I apologize for the wait. You're welcome to drop your entry from the pack, Diss and I have been working a bit too long. We're going as fast as possible.


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115default Re: Finished Sat Feb 09, 2013 1:31 am

Watta

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Hell naw I aint dropping it, I'm just saying I'll put a beta up in the "other" release section so I can get everyone's feedback before I give you the fully done version Twisted Evil


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116default Re: Finished Sun Feb 10, 2013 12:32 pm

Watta

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Aight, GLB check your inbox for a surprise Cheesin


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117default Re: Finished Sun Feb 10, 2013 5:11 pm

G

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Welp. I can't look at your .sff files anymore because I'm using FFC, I won't download FF3. And FF3 files can't be opened in FFC, but FFC files can be opened in FF3. So it's kinda just a slap in the face to FFC users, you don't have to switch back, but to get complete and proper sff feedback from me you're going to have to, or get it elsewhere..


Anyways, birds need to be more randomized in velocity and position. They should be put lower, so they can at least be viewed without jumping. Mix up their times and such differently and add a sin.y coding to them, like such:

sin.y = 5,400

^ What this does is give the birds sinusoidal movements rather than flying flat. There's originally three parameters of integers in it, but the third is unnecessary for this code.

Here's a small definition on the first two:

- The first number is the number of pixels it will go up and down, or left and right if you use sin.x. We call this magnitude.

- The second number is the number of ticks necessary to accomplish one cycle of movement. So this is the timing.

They will make your birds look more realistic and appropriate.

Everything else seems fine. I'd suggest animating the clouds so they don't lay flat, but they're not in plain sight anyways. So it may just be more unnecessary work.


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118default Re: Finished Mon Feb 11, 2013 2:00 am

Watta

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Ah I see, don't worry I'll fix that. I used sin x on some of the blossoms before but I don't think its that visible


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119default Re: Finished Mon Feb 11, 2013 1:21 pm

Vegaz_Parrelli

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I think GLB gave me an idea for updating another stage. Btw, Wright. That guy in your sig. Is that my boyTwilight?


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Do your best to become stronger. Become stronger, so you can do your best

120default Re: Finished Mon Feb 11, 2013 8:38 pm

Watta

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I have no idea, ask mark, hes the one who made it XD


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121default Re: Finished Tue Feb 12, 2013 2:33 am

Markpachi

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I dunno who he is. I just searched "Orochi KOF" in Google and that came up. Originally, I made that for Seph since he requested it. What a Face

122default Re: Finished Tue Feb 12, 2013 8:51 am

G

G

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Unless I'm missing something everything looks in tip top shape to me! Good job!


I'd like to make a suggestion though:

Perhaps you can open your bird sprites in photoshit (or whatever you use) and horizontally flip them and use a positive velocity (so they fly from left to right rather then right to left) You can have both sets of directions, add more coding of birds and have them fly in the other direction as well. There's an ",H" code that can be used to do this in mugen automatically, but over testing it birds seem to randomly disappear before reaching the end of the stage, which is why I recommend doing it manually. Just a thought, but if you do this and randomize them more the birds would be an even bigger influence on the stage.


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123default Re: Finished Wed Feb 13, 2013 1:44 am

Watta

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hmm good idea. I'll try it but if I can't, can you use that last update in the release pack?


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124default Re: Finished Wed Feb 13, 2013 2:11 am

G

G

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I'll help you. You want to make sure your first release is tip top man, it's not hard. If you can't figure it out, I'll flip the sprites for you and you can code them. It's very simple though:

1. Open Gimp.
2. Image - Mode - RGB
3. Selection Tool (Magic Eraser)
4. Layer - Add Alpha Channel
5. Remove pink(whatever 0 color) with magic eraser.
6. Layer - Transform - Flip Horizontally.
7. Add 0 Color.
8. Re-index/Set colormap.

Repeat for all sprites. Add into mugen coded with a positive velocity, rather than a negative and change their settings a bit to be more varied.


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125default Re: Finished Sun Feb 24, 2013 1:14 pm

Watta

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New Stage!

Alright guys, new stage. Now I've got plenty of problems so any help would be great Thumbs Up

Like most people, I started with Cybaster's tool and so now I'm having a pain figuring out the base codes Evil or Very Mad but fear not, after much experimenting I've gotten the hang of most of them. Now the problem is that the camera is moving way too fast with the character when he gets close to the sides of the stage, how do I fix this?

2. The stage BG appears green even though I am definite that I indexed it properly. I have the city background behind it. I need to fix this asap.
Figured out that I had to add a mask, thanks to GLB's night riding stage.

Now what I have to do is make a more custom background for the ruined city and part 1 one the stage should be done.

Man I feel damn motivated after finally getting started on this headbang



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