Jump to content

Arias

Creator
  • Posts

    541
  • Joined

Posts posted by Arias

  1. a general note:

    if you know beforehand your pc sucks, don't bother trying it, the stage is a layering test that might cause lag at the point of unplayability on low end pc's.

    works perfectly fine for me, though I still need to optimize it.

    ...

    fixed the sff name.

  2. RclrS4g.png

     

    Just a quick experiment.

    -3D-2.5D whatever you want to call it.

    -Ver 1.1 in 32 bit w/zoom included.

     

    a general note:

    if you know beforehand your pc sucks, don't bother trying it, the stage is a layering test that might cause lag at the point of unplayability on low end pc's.

    works perfectly fine for me, though I still need to optimize it.

     

    [Download]

    https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/sf.

  3. handle ranks like in NAM

     

    A good design is subjective though.

    What looks good to me might not look good to someone else. THIS is why everyone doesnt use the same lifebars or screenpacks.

     

    And just for my argument, if i made a solid 2 button char, it'd be enough for Creator?

     

     

    Looks like he's just taking the technical aspect of creation into consideration, the coding. if it's true that characters are "technically" the "most complex" thing to archieve because it generally deals with more variables, isn't always the case though, as stated above, everything has levels. 

     

    personally, I recall making a character out of boredom only for the sake of making a video of me fighting against it.

    it's attacks were simple(squash/shockwaves/quakes), unusual common states, armor, helpers with different tasks for damage control/vulnerability periods /time etc...(in short, a mini-"puzzle" boss).

    when I look back at it, taking a general view, any of my average stages takes twice the work as that.

    Stages can get complex, but they just generally don't need to.

     

  4. toehoe.

    I blame my cousin for starting me into fighters at such young age.

    back at 1994 I started with Street fighter II & children of the Atom

    kof series til 2003.....or was it 2004?, oh well, after that, it started to bore me, and my interest in it dropped, until it was null.

    got into the Marvel phase, so marvel super heroes, vs street fighter, vs capcom 1 & 2, x-men vs street fighter, quite the same story with Kof

    Street Fighter til the very first version of 4 

    RotD 

    Melty blood(s)

    Guilty Gear(s) 

    knowing the shmups prior to the fighters, found touhou pretty novelty back then, so I liked a lot & still do.

    there were a lot more, and other genres as well,  DooM gets special mention., but don't want to bother remembering right now, 

    not much of a player anymore since I entered college due to a change of priorities, but once in a while I do play.

     

  5. Fate Zero:
    animation: 11/10
    soundtrack: 11/10
    plot: 7/10
    epic: 10/10
     
    Kara no Kyoukai:
    animation: 10/10
    Soundtrack: 11/10
    plot: 8/10
    badass: 10/10
     
    ufotable productions generally makes a top quality animation-music combination.
     
    Madoka Magica:
    Animation: 8/10
    soundtrack: 10/10
    plot: 8/10, for deviating from the typical magical girl anime genre.
    kill the cutie: 11/10
     
    Shingeki no kyojin
    animation: 7/10
    soundtrack: 9/10
    plot: 7/10 for now, since isn't finished yet.
    cliffhanger: 11/10
     
    Umineko NNKN:
    animation: 5/10
    Soundtrack: 9/10
    plot: 9/10, the anime is a real dissapointment when compared to the novels though.
    mind rape: 10/10
  6. [Preview]

    -Animated

    -Super  Jump

    -X & Y parallax

    -32 bits

    -Zoom

    -HD (960x720 because I find it more practical) 

     

    you may like to wait for the gif to load completely to watch it at full framerate.

    they're quite big.

     

    4.- Medici Tower

    -Transitional

    -3D, more or less, when reaches the top

    Posted Image

    Posted Image

     

    Marie's Stage

    3.- Final Atrium

    Posted Image

    Posted Image

     

    Double's stage

    2.-Grand Cathedral

    -def for the stage without people included

    Posted Image

    Posted Image

     

    Training Stage

    1.- Class Notes

    Posted Image

    Posted Image

    [Download]

    https://sites.google.com/site/thepuppetofthemagus/mugen/misc-stages/skullgirls

     

    [comment]

    Thread being updated.

     

    -Stage textures extracted by Tri

  7. the thing here is that cloud edge, isn't consistent.

    when you look at it, then take a look at the rest of the clouds, the edit looks jagged and out of place.

     

    if you check the sprite closely, there are at least another 5 colors involved to make the clouds blend with the sky from white to blue.

    you can take the colors and draw the edge with a line of 1px and alternate it with some pattern to deal with the gradients.

    just a quick edit to the preview image to sum up.

    Posted Image

  8. well, I guess I can correct that reflection, I didn´t even noticed that detail when I was correcting the cliff sprite as it had messed up transparencies.

     

    anyway.

    Enjou added*

    Posted Image

     

    Posted Image

    Posted Image

     

    also updated Koroukan..... added a tumbleweed, not much of a great update, is just for the sake of having a complete stage.

  9. Oh, and I tested something for my game.

    Does this look nice? The glow effect?

     

    Posted Image

     

    assuming you're going for something that looks like soku...

    doesn't look like a glow, rather, it just fades in from white

    blurr it, overlay it a few times and apply a pale yellow color.

    will work better.

×
×
  • Create New...