Shinzaki Posted June 1, 2014 Share Posted June 1, 2014 [Preview] [info] The stage name is Latin for "Frozen Sakura Reality." It's called that for a reason. Comes with 850x480 resolution. [Download] http://www.mediafire.com/download/v10f0h4hzx3u1yj/Frozen+Sakura+Reality+%2B+Amazing+Sakura+Reality.zip Mav3r1ck, Mr. KOtik and Ex✭Cᴀʜᴍ 3 Link to comment Share on other sites More sharing options...
Ex✭Cᴀʜᴍ Posted June 1, 2014 Share Posted June 1, 2014 looks good Link to comment Share on other sites More sharing options...
Mr. KOtik Posted June 1, 2014 Share Posted June 1, 2014 Nothing short of looking spectacular. Link to comment Share on other sites More sharing options...
Winmugen11 Posted June 1, 2014 Share Posted June 1, 2014 Seems like making breath-taking stages is your MO, Shiro. As KOtik has already stated : it looks spectacular and, a personal comment of mine, very beautiful. Now if there only was a video which showcased that stage in all of it's magnificent, animated glory, then I'd know for sure this is a stage for me. Link to comment Share on other sites More sharing options...
Shinzaki Posted June 1, 2014 Author Share Posted June 1, 2014 Seems like making breath-taking stages is your MO, Shiro. As KOtik has already stated : it looks spectacular and, a personal comment of mine, very beautiful. Now if there only was a video which showcased that stage in all of it's magnificent, animated glory, then I'd know for sure this is a stage for me. "The stage name is Latin for "Frozen Sakura Reality." It's called that for a reason." It's not animated per se. Let's say that the stage was affected by ZA WARUDO. Link to comment Share on other sites More sharing options...
Winmugen11 Posted June 2, 2014 Share Posted June 2, 2014 It's not animated per se. Let's say that the stage was affected by ZA WARUDO. Oh, I understand now. I did not think that the stage name would also reflect it being not animated. That's a bit of a pity but none the less it still is a fantastic looking stage. Are you planning on making a animated version in the future? Link to comment Share on other sites More sharing options...
Shinzaki Posted June 2, 2014 Author Share Posted June 2, 2014 Oh, I understand now. I did not think that the stage name would also reflect it being not animated. That's a pit of a pity but none the less it still is a fantastic looking stage. Are you planning on making a animated version in the future? I think Excahm edited it for his personal needs. Link to comment Share on other sites More sharing options...
Kazagami Posted June 2, 2014 Share Posted June 2, 2014 It's quite easy to make them animated. Just need to alter the BG definitions a bit. Under [bG Feathers], add this line velocity = 2,0 Under the first line of [bG Pink Particles], add this line velocity = -0.5, 1 Under the second lineof [bG Pink Particles], add this line velocity = -0.8, 1 It was my suggestion to make the stage has "frozen in suspended animation" effects, was just trying to make something unusual in a while. Link to comment Share on other sites More sharing options...
Winmugen11 Posted June 2, 2014 Share Posted June 2, 2014 It's quite easy to make them animated. Just need to alter the BG definitions a bit. It was my suggestion to make the stage has "frozen in suspended animation" effects, was just trying to make something unusual in a while. Making a stage like that not animated was indeed unusual, for me atleast, so you've succeeded in doing that fairly well I must say. I followed your instructions and it works partly. What I mean with that is that I now see pink particles and the feathers fall down but the weird thing is that there are still static pink particles in the BG which really clash with the now moving ones. Is this supposed to be the result after making those adjustments or have I slipped up somewhere while applying them? Link to comment Share on other sites More sharing options...
Kazagami Posted June 2, 2014 Share Posted June 2, 2014 oh what i meant is, there's 2 lines of BG Pink Particles, and each of the the velocity codes i mentioned has to be applied to each one of them: [bG Pink Particles] type = normal spriteno = 1, 0 layerno = 1 start = 0,0 delta = 2.3,2.3 velocity = -0.5, 1 tile = 1, 1 tilespacing = 5,0 mask = 1 trans = add [bG Pink Particles] type = normal spriteno = 1, 1 layerno = 1 start = 100,20 delta = 2.3,2.3 velocity = -0.8, 1 tile = 1, 1 tilespacing = 5,0 mask = 1 trans = add Link to comment Share on other sites More sharing options...
Winmugen11 Posted June 2, 2014 Share Posted June 2, 2014 oh what i meant is, there's 2 lines of BG Pink Particles, and each of the the velocity codes i mentioned has to be applied to each one of them Well I tried that and it works now. Thanks Ryoucchi, I can always count on you to help me out! Link to comment Share on other sites More sharing options...
Ex✭Cᴀʜᴍ Posted June 2, 2014 Share Posted June 2, 2014 btw 1 - The stage should be decreased is start Y position by 2 or 4 pixels. http://prntscr.com/3owr9f < theres a notable line there. 2 - Decrease the widescreen DEF bounds from 95 to 60 cuz BG isnt wide enoght which made the Empty (or Pink if Debug)BG be visible. 3 - Set the Player 1 and 2 start position at 110 cuz at 70 for widescreen loocks too close. For an animated version what Ryouchi posted works BUT just an extra effect if someone wants to try. this is how i have it on my mugen: [bG RGB] type = normal spriteno = 2, 0 start = 0,2 delta = 0.89,0.95 [bG RGB] type = normal spriteno = 2, 1 start = 0,2 delta = 0.89,0.95 trans = add [bG RGB] type = normal spriteno = 2, 2 start = 0,2 delta = 0.89,0.95 trans = add [bG Floor] type = normal spriteno = 0,4 start = 0,2 delta = 1.25,1.25 trans = none mask = 1 [bG Lights] type = anim delta = 1.25,1.25 actionno = 0 [begin Action 0] 0,999, 0,0, 200,,AS160D256 [bG Floor] type = normal start = 0,2 spriteno = 0,3 delta = 1.5,1.5 mask = 1 [bG Floor] type = normal spriteno = 0,2 start = 0,2 delta = 1.75,1.75 mask = 1 [bG Floor] type = normal start = 0,2 spriteno = 0,1 delta = 2,2 mask = 1 [bG Floor] type = normal spriteno = 0,0 start = 0,2 delta = 2.6,2.6 mask = 1 [bG Feathers] type = normal layerno = 1 spriteno = 3,0 start = 0,2 delta = 2,2 tile = 1,1 trans = add velocity = 0.0,0.25 sin.x = -62, 420,0 sin.y = 35, 500,0 [bG Grasses] type = normal spriteno = 1,0 start = 0,2 delta = 2.6,2.6 layerno = 1 tile = 1, 0 mask = 1 [bG Grasses] type = anim actionno= 1 start = 0,2 delta = 2.6,2.6 layerno = 1 mask = 1 [begin Action 1] 1, 1,0, 0, -1,,AS40D200 [bG Pink Particles] type = normal spriteno = 4, 0 start = 0,2 layerno = 1 start = 0,0 delta = 2.3,2.3 tile = 1, 1 tilespacing = 5,0 mask = 1 trans = add velocity = 0.7,-1 sin.x = 20, 250,0 sin.y = 10, 250,0 [bG Pink Particles] type = normal start = 0,2 spriteno = 4, 1 layerno = 1 start = 100,20 delta = 2.3,2.3 tile = 1, 1 tilespacing = 5,0 mask = 1 trans = add velocity = -1.2,-1 sin.x = 10, 150,0 sin.y = 10, 150,0 Just copy paste on the DEF. Good/Cool stage even tho is static normaly has really good graphics. Link to comment Share on other sites More sharing options...
Shinzaki Posted June 9, 2014 Author Share Posted June 9, 2014 Stage updated. Check first post. The animated version is called Mirabilia Sakura Rerum (Lat: Amazing Sakura Reality) Kazagami 1 Link to comment Share on other sites More sharing options...
Demitri Posted June 9, 2014 Share Posted June 9, 2014 This looks nice. Link to comment Share on other sites More sharing options...
Shinzaki Posted June 10, 2014 Author Share Posted June 10, 2014 First post updated again. This time with a video of the animated stage. For some reason, I do recommend you use Shoot the Works from Devil May Cry 2 as the BGM for the animated version. Link to comment Share on other sites More sharing options...
Kanbei Posted June 14, 2014 Share Posted June 14, 2014 What a sexy stage. Link to comment Share on other sites More sharing options...
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