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LightFlare_Da_Realest

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Everything posted by LightFlare_Da_Realest

  1. Great battle! Very dramatic bgm!
  2. Pretty strange...and entertaining.
  3. My thoughts exactly...
  4. Oh yea! Downloading...
  5. This guys probably a beast! Yo Brock! What's good?! Why you no use my stage in screenshot? Lol!
  6. No prob, bro. I'll check it out later...
  7. You're welcome, bro. I should be saying the same thing to ZombieBrock for inviting me here. Id been here a few times, but it wasn't until he invited me here that I became a member. Thanks, homie. Happy Holidays and a Happy New Year!
  8. Very wise, young man. Heh...
  9. Oh yea! That sounds like great news! Nice work on this stage, homie.
  10. I've gotta take a trip over to Mugen Coders and re-up. Nice work, Kenshin.
  11. Heh...Wavepad Sound Editor. I too use that. It's great for looping,cuz it allows you to zoom in on the very instant where a loop is possible. But im sure you already knew that, eh Alp? It has a few cool features as well. But I use the free one. It used to be my main weapon but It's mainly for looping purposes now. My main weapon is Virtual DJ. I've gotten pretty good with it, but I feel like I still haven't quite mastered it yet. But it has alot of potential. Which is good... I'm sure I've said this before, but these tracks are superb. Nothing less from the Infamous Alpyne_D...
  12. Nothing here...except the sql errors.
  13. Lol! Yea...we got way of topic. I've been so busy that I haven't really sat down to update this. I've got some ideas but I just gotta put them into motion.
  14. Solid stage, homie. It's been a while, so I'm glad to see you still putting in work.
  15. What a surprise...this should be good.
  16. 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.
  17. But...but it's in our siiiiiiiiiigs! *punches Pyne_Sol in the arm* I'm not OLD! I'm...just..."seasoned"...
  18. Alpyyyyyyne! What have I told about using hypnotism on members of the forum?
  19. Indeed. I don't know of a creator who does both. If Sean Alty also did beats or Wizzy also did sprites, they would produce some of the most original creations known to man. In fact, if I would just take the time to learn character creation or spriting, I could change the game as we know it. Its the one thing I haven't done yet. I just have to commit to the dream... It's cool, though. That's why me and my boys started a team. We compliment each attributes. We have coders, graphics artist, bgm kutters and various other abilities. We got skillz. We learn from each other and push each other to do their best. We're gonna make an impact...just you wait. The quit storm is upon you...
  20. By George! Mark has one too! What manner of witchcraft is this!?
  21. Nice...I'm digging your style, Blood. Although I can't help but notice the colorless in the select bg. Is that source accurate or something?
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