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Blizzard Buffalo Stage Released!


Ganbare-Lucifer

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After testing, I would say that your major downfall is your deltas. Objects in the foreground should move faster than objects in the middle ground. And objects in the middle ground should move faster than than objects in the background. Your lamps in the foreground have correct delta values, but the objects in the background have delta values that are too high.

=========================================================================================
[BG 0]
;The background type goes here: for now, only NORMAL and PARALLAX
;If this line is omitted, the type will be assumed to be normal.
type = normal
;The sprite number to use for the background (from the SFF specified above)
;It's the group-number, followed by a comma, then the sprite-number
;*** Do not omit this line.
spriteno = 0, 0
;This is the layer number, which determines where the sprite is drawn to.
;Valid values are 0 and 1.
;0 for background (behind characters), 1 for foreground (in front)
;If this line is omitted, the default value of 0 will be assumed.
layerno = 0			
;This is the starting location of the background in the format
;x, y
;If this line is omitted, the default value of 0,0 will be assumed.
start = -622,-386
;These are the number of pixels the background moves for every single unit
;of camera movement, in the format
;x, y
;For the main background (eg. the floor the players stand on) you'll want
;to use a delta of 1,1. Things farther away should have a smaller delta,
;like 0.5 for example. Things near the camera should have a larget delta.
;If this line is omitted, the default value of 1,1 will be assumed.
delta = .5,.9
;Here is the transparency setting of the background.
;Valid values are:
;"none" for normal drawing
;"add" for colour addition (like a spotlight effect)
;"add1" for colour addition with background dimmed to 50% brightness
;"addalpha" for colour addition with control over alpha values (you need
; an "alpha" parameter if you use this)
;"sub" for colour subtraction (like a shadow effect)
;If this line is omitted, it's assumed that there will be no transparency.
trans = none
;Use this parameter only if "trans = addalpha". First value is the alpha
;of the source (sprite), and the second is the alpha of the destination
;(background). The values range from 0 to 256.
;alpha = 256,0
;Mask means whether or not to draw colour zero of a sprite.
;If you turn masking off, the background will take less CPU power to draw,
;so remember to turn it off on sprites that don't use it.
;If this line is omitted, it's assumed that there will be no masking.
mask = 0
;The format for tiling is x,y. For each of them, the value is:
;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
;If this line is omitted, it's assumed that there will be no tiling.
;tile = 1, 1
;This is the x and y space between each tile, for tiled backgrounds
;If omitted, default value is 0,0
tilespacing = 0,0
;This defines the drawing space, or "window" of the background. It's
;given in the form
;x1,y1, x2,y2
;where (x1,y1)-(x2,y2) define a rectangular box.
;Make the window smaller if you only want to draw part of the background.
;You normally do not have to change this setting. Value values range from
;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
;screen).
window = 0,0, 319, 239
;Similar to the delta parameter, this one affects the movement of
;the window. Defaults to 0,0
windowdelta = 0,0
[BG BackRoad]
type = normal
spriteno = 1,3
start = -700,-90
mask = 1
delta = 0.65,1;1.15.0
[BG Backlight]
type = normal
spriteno = 1,2
start = -723,-49
mask = 1
delta = 0.9,1;1.10.0

[BG Road]
type = normal
spriteno = 1,1
start = 0,83
tile = 1,0
tilespacing = 0, 0
width = 1000,1188
delta = 1,1
[BG Foreground]
type = Anim
actionno = 1
start = -622,-110
mask = 1
layerno = 1
delta = 1.3,1
[Begin Action 1]
1,0, 0,0, 5,,AS156D256

This is your code after I adjusted the deltas. You don't have to use the same values, it's just an example.

Fix the deltas and this stage will go from "cool" to awesome! Great work, bro.

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  • 4 weeks later...

Nice work on the changes. I like this stage so much that I slightly edited this track for it. Not much was done, I just trimmed it and made it loop better. It's not a "continues" loop. More like a "dramatic" loop. Lol! Anyway, hope you like it... :bath:

 

http://www.fileden.com/files/2012/9/6/3344831/BlizzardBuffalo.mp3

 

http://www.mediafire.com/?tv7kp2q144sm47a

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Nice work on the changes. I like this stage so much that I slightly edited this track for it. Not much was done, I just trimmed it and made it loop better. It's not a "continues" loop. More like a "dramatic" loop. Lol! Anyway, hope you like it... :bath:

 

http://www.fileden.com/files/2012/9/6/3344831/BlizzardBuffalo.mp3

 

http://www.mediafire.com/?tv7kp2q144sm47a

 

Ehey! Thanks!

 

I originally wanted WizzyWhipitWonderful to remix his theme on CPS2 style so i could put the theme...

 

But here it sounds so CPS2! THANKS, MAN!

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  • 4 weeks later...

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