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100SadPandas
O Ilusionista
SXvector
HUNGRY WOLF
kenshinx0
Legend Ivanhoe
Demitri
DJ HANNIBALROYCE
Paul.M
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Leo116
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Sir Lord Alpyne
Dissidia
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Markpachi
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26Finished - Page 2 Empty Re: Finished Wed Jan 02, 2013 4:03 pm

G

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It depends on what you mean by that. I spoke to WattaWright a bit in the chat room, he had assumed you're wondering about the code for falling cherry blossoms?

I seem to recall a thread on Guild about it also. But yeah, if you're main intention is to have them actually fall on the ground or spin (like I'd done in the MBAA stage collabo with XTRM) BG CTRLS would be the best way, unless you were to sprite every single motion the sprite makes. Which would be a bit excessive.


However, If you just want them to fall, that could be done easily with tileing or animation.



@ WattaWright. I don't use Photoshop, so I don't know if i'm much help while saying this. However, when I use GIMP and I run into a situation like that I go to layer - Transperacy - Threshold Alpha (Left at 127). On the cut/sprite I've placed on the Green or Pink BG. Maybe you could find the equivalent to the threshold alpha in photoshop? If you can find that it will stop the sprite/cut from blending into the BG color and you can merge and index with no issue.


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27Finished - Page 2 Empty Re: Finished Wed Jan 02, 2013 4:05 pm

Watta

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Thanks GLB, I use both GIMP and Photoshop since photoshop can be a pain in the ass at indexing.

I'll give it a go and show you the results


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28Finished - Page 2 Empty Re: Finished Wed Jan 02, 2013 4:07 pm

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No problem. Make sure the threshold alpha is done on the sprite/cut alone with no BG color behind it. Have the Green/Pink BG on a separate layer. Then after threshold alpha is done merge it into the BG color, index, and your color map should only have one green/pink now.


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29Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 3:39 am

Watta

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Hey guys,

Finally finished the glowing sprite. Thanks GLB for the indexing tips.

Here it is:

Spoiler:

I left it un-cropped

Mark, code it <.<


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30Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 3:46 am

Watta

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Shit, i found this at MFG. Wonder who made it...

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31Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 4:04 am

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Nice.


As far as glow animation goes:

That single sprite is going to be turned into an animation. Obviously you'd want to place it in Fighter Factory, crop it, then code it to the necessary deltas/start pos before you begin coding the animation. Considering the stage is HR the deltas would most likely be 2,2 for the floor, so this sprite would be so also. Unless you're coding for Mugen 1.0 in which case your foreground deltas would be 1,1 and likewise with the glow sprite.

Let's analyze some code necessary to make this glow happen:

[BG Glow]
type = anim
actionno = 1
start = 0,0 <-----------Adjust to the correct start pos.
delta = 2,2 <-----------Adjust to the correct deltas.
mask = 1
trans = addalpha
alpha = 80,150 <------------ This will determine the brightness/full color amount of the sprite. increasing it will make the full color come in more, decreasing it like it is in the example will make it darker (draw less color out of all 256 colors.)

[Begin Action 1]
1,0,0,0,6,,AS250D256
1,0,0,0,6,,AS240D256
1,0,0,0,6,,AS230D256
1,0,0,0,6,,AS220D256
1,0,0,0,6,,AS210D256

This would come after the snippet of code above. Let's analyze it a bit:

1,0,0,0,6,,AS250D256


- The numbers highlighted in red are your sprite/group numbers from Fighter Factory.

- The number highlighted in blue is the ticks (speed of the animation) increasing it, will increase the tick amount therefor making the animation take longer to complete, lower being faster.

- That last part in green will vary in your lines of animation. This, like the alpha above, draws out how much of the colors will appear in that line of code in that instant of MUGEN. Knowing that, if you look how they gradually decrease in the first part, you should see a pattern, but the second number always remains 256 in it (remember 256 is the amount of colors in the sprite) the pattern of decrease for a light glowing would typically decrease the color amount, then increase after it's decreased to it's full amount. Example:

250
240
230
220
210
200
....... (all numbers in correct order decreasing by 10-or however much you see fit.)

100
Or
90 (again however much you see fit)

Then begin increasing again after a certain point. This will simulate a light glow effect in MUGEN. For reference look at my rooftop stage, or Dissidia's Luminance City stage. Both available here: [You must be registered and logged in to see this link.]



As for the stage you posted, don't sweat it. I'm 99% sure that one was unanimated and single layered. So you're good. Twisted Evil


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32Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 4:40 am

Watta

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Okay its working. I just need to make them brighter. I'll post a screenshot soon. Thanks Heaps GLB!


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33Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 11:48 am

dbdrummer7



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Hey GLB, thanks for the answer! Yeah, sorry I didn't specify, it is the blossoms. I just want them to fall I think, because the spinning already has 6 sprites. Should I have a few land on the ground and stay Watta? Anyway, I think I have to learn about bg controls for future stages anyway... :P

34Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 12:00 pm

Watta

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Well I don't mind, either way is fine with me.

Okay, I've got the glowing animations working but they are barely noticable, should I redo the sprite and make it brighter?

EDIT: Got the animations going great! Just need to adjust the brightness :D


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35Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 12:59 pm

dbdrummer7



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Nice work! I think I'll try just having the leaves fall, and if I get the hang of it I'll get one or two to land by the bottom of the tree.

36Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 1:40 pm

Watta

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Okay here's an update.

After a whole day of failing lol I have finally finished the alpha. Yo Mark, check your pm inbox! What a Face and dbdrummer7 I sent you the link @ MFG

Yo GLB, I'll send you a copy once we get some more animations done study


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37Finished - Page 2 Empty Re: Finished Thu Jan 03, 2013 4:21 pm

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dbdrummer7 wrote:Hey GLB, thanks for the answer! Yeah, sorry I didn't specify, it is the blossoms. I just want them to fall I think, because the spinning already has 6 sprites. Should I have a few land on the ground and stay Watta? Anyway, I think I have to learn about bg controls for future stages anyway... :P

Ah alright. Then yeah you should be able to code them simply with animation, if you'd want them to fall on the ground then it'd be necessary to learn background controllers.


WattaWright wrote:Okay here's an update.

Yo GLB, I'll send you a copy once we get some more animations done study

Sounds good. Take your time!


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38Finished - Page 2 Empty Re: Finished Fri Jan 04, 2013 5:09 am

Watta

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Now all that's left is for dbdrummer7 to learn the BG controls, make the blossoms Fall and we also need Mark to do something >.>


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39Finished - Page 2 Empty Re: Finished Fri Jan 04, 2013 6:12 am

Watta

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Yo Mark, check your inbox @ MFG, I had to reupload the alpha since it had some problems.


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40Finished - Page 2 Empty Re: Finished Fri Jan 04, 2013 1:17 pm

dbdrummer7



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Yeah, I'm still slow on my end guys, 2 days to finish another 16ish weeks of schoolwork. :P Watta said that he would look into the BG Controllers because I'm so busy of late. It might not take as long as you think! ;)

41Finished - Page 2 Empty Re: Finished Fri Jan 04, 2013 10:46 pm

G

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I tested it out, Watta. I figured I'd leave my feedback and ideas here so Db can see it as well.


I really like it so far, aesthetically it's quite pleasing, as well as the BGM (even though I dislike Bleach)

Ideas/Feedback:

- Compared to the other shadows the shadow intensity on the characters seems too dark, you should consider lightening it a bit to match the shadows of the trees a bit more.

- There's a huge amount of gradient loss in the sky. As well as the flat clouds and no deltas. It'd be nice if you separated the sky and added your own. But this would be time consuming, and you wouldn't be able to use Cybaster's stage tool this way. Regardless, it'd be nice to see a version with moving clouds, a new sky and some deltas.

- The signs on the left and right are yet to be animated, considering the signs on the ground are animated, leaving those signs unanimated would make no sense.

- The glow on the bike and the symbols above it seem a bit slow, you should speed them up just a tad.

- Maybe you could add some birds for more life in the stage? Along with the blossoms of course.

- You should keep your mp3's the same name as the stage so it doesn't get lost for those of us with an unorganized stage folder.

- For your glows, you should mess with the alpha's a bit and change some snippets of the coding to get a better understanding of how the code works.

- Since this stage was made with the tool there's not many actual errors I can report, however it'd be nice to see you work without the tool to get a better understanding of the stage coding basics.


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42Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 12:37 am

Watta

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Wow thanks for the awesome feedback!

I'll be sure to mess around with the codes a bit more and make the other signs glow too. Hmmm maybe I could give Mark the job of fixing up the sky since he aint doing much at the moment. dbdrummer7 could add some birds too when he figures out them BG controls

I'm glad you like it What a Face

Ill be sure to post all the updates here study


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43Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 5:54 am

Markpachi

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I'm SO sorry I haven't been able to help you guys with stuff. Please forgive! lol



Let's see what I can do for you guys:
- Sky
- Animated Glow
- Glowing Stuff



As for the bird sprites, I suggest using Garou: MOTW's bird sprites. (If i'll be able to either find some, or rip them myself)

44Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 7:59 am

Watta

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Finally you respond ! >: (

Im on the glowing stuff, you can do the sky n birds. Hopefully doug can get them blossoms done at some point


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45Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 2:28 pm

dbdrummer7



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I sent you guys an update, sorry it took so long (he says with a school book in his left hand :P ) I got the first burst of blossoms, then some of what you guys wanted on the right side (No BG Controls yet, sorry, haven't had time to really study them... ) I'll be gone tomorrow till Tuesday, you can give me a tongue lashing then. :D

46Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 9:00 pm

G

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There's no rush here guys, take your time. Rushing the stage will only reduce the potential quality that can be put into it.


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47Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 9:03 pm

Dissidia

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The new pack can wait. Plus we have to make sure we've got everything done by then.


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48Finished - Page 2 Empty Re: Finished Sat Jan 05, 2013 10:51 pm

G

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Dissidia wrote:The new pack can wait. Plus we have to make sure we've got everything done by then.

This.


There's not even a deadline yet. We're taking our time and working hard to make sure everything's damn near perfect. You've got time, don't worry.


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49Finished - Page 2 Empty Re: Finished Mon Jan 07, 2013 7:46 am

Watta

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You mean you're accepting this into the next Newage release pack? is so... YESS!


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50Finished - Page 2 Empty Re: Finished Mon Jan 07, 2013 7:54 am

G

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If you're willing to participate you've got your spot. Thumbs Up Just remember Diss and I are hawks with the feedback on these, lol.


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