Lord Batros Posted April 6, 2012 Posted April 6, 2012 [Preview] *In Game* *Updated Stage* [Download] http://www.mediafire.com/?c5ymwzbn9lbyo6o [Comment] Added Blood Moon & Stars, if u DLed the old Version, same BGM, oh also Animated: No SuperJump : Yes BGM: Yes OLD Version * Stage in Game* *Actual Finished Stage* [Download] http://www.mediafire...644ym65vam2bm6d [Comment] i took sprites from about 4 different sources & had to Frankin Sprite a bit to get it to come together,someday i gotta learn how to make Real Stages, Cause Animated this stage would have been Awesome ,just wish i could have made it look in game like it does prior to that,took me about hour 1/2 from 1st sprite DL to this..... oh well...... BGM Included My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
Ultiɱℯciɑ Posted April 6, 2012 Posted April 6, 2012 You know what you need in the background? Something D: Looks nice but too empty. Maybe some ominous castle with a moon in the back--wait, too Castlevania? :p Maybe a dark forest? Seriously, looks nice but a bit empty for my taste
Lord Batros Posted April 6, 2012 Author Posted April 6, 2012 i looked alllover for a decent ,creepy looking moon to Add to it , but couldnt find anything at the time ( it was 2 am lol) & i was half asleep...but yeah i see what ur saying ulti, i mean the fight is supposed to take place on top of a mountain , but i mean in reality , u would still have a background to look at, not just blackness My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
Lord Batros Posted April 6, 2012 Author Posted April 6, 2012 Thanks Ky * Updated* Added Blood Moon, Stars ........ just makes it look that much more Evil ....which is the Fruitz of The Devil.....Evilllllllllllllllllllll My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
Ultiɱℯciɑ Posted April 6, 2012 Posted April 6, 2012 Oh, now I see Well, those white dots don't quite...Feel right you know. What's supposed to be, snow? Cinder? Even in the top of a mountain you can see the horizon so you could put something down there, like cemetery, a forest as mentioned, sea or something. According to Bram Stoker's book (yeah, I've read it a couple times) the castle is a mountain area, so you could try to show some other mountains in the distance (but then again, Stoker's never been to Transylvania as far I know) The moon could be smaller and behind those scenery elements, for mood you know ;p
Lord Batros Posted April 6, 2012 Author Posted April 6, 2012 white dots = Stars.......... woman im usuing Cyblasters Stage Creation Tool.......... only so much i can do My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
Staubhold Posted April 6, 2012 Posted April 6, 2012 Very nice ZomboeBrock! I really like the concept... ...and yeah, it needs animations...
Lord Batros Posted April 6, 2012 Author Posted April 6, 2012 yeah i wish i had the remote sense of how to do that.... My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
CozySquirtle Posted April 7, 2012 Posted April 7, 2012 here's some examples Zombie, its from my PlayZone stage the actionno only changes if you have multiple animated sprites Begin Action is quite simple first number is the group second is the image third and fourth just leave 0 the last one is for the time [bG Squirtle] type = anim actionno = 0 start = 0, 0 delta = 2, 2 mask = 0 [begin action 0] 1,0, 0,0, 18 1,1, 0,0, 15 1,2, 0,0, 8 1,3, 0,0, 8 1,2, 0,0, 8 1,3, 0,0, 8 1,1, 0,0, 15 1,4, 0,0, 15 1,0, 0,0, 15 1,5, 0,0, 15 1,0, 0,0, 15 1,5, 0,0, 15 1,0, 0,0, 15 1,0, 0,0, 15 [bG Sonic] type = anim actionno = 1 start = 0, 0 delta = 2, 2 mask = 0 [begin action 1] 10,1, 0,0, 12 10,2, 0,0, 12 10,1, 0,0, 12 10,2, 0,0, 12 10,1, 0,0, 12 10,2, 0,0, 12
Lord Batros Posted April 7, 2012 Author Posted April 7, 2012 Thanks For The Info Ky Also Last & Final Update To tHis Stage Until i learn Propper Animation, but i changed The Manbat Version of Dracula For a more Classic Looking Version , added a new link please Re DL ... sorry lol My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
Ultiɱℯciɑ Posted April 7, 2012 Posted April 7, 2012 I'm annoying you this much with my criticism? LoL
Lord Batros Posted April 7, 2012 Author Posted April 7, 2012 I'm annoying you this much with my criticism? LoL Nah u never Annoy me Ulti My Reason For Living My little Demon Joesph Jr & My Demon Princess Lilly R.I.P Dad i miss u everyday
RAMza Posted April 7, 2012 Posted April 7, 2012 nice update.. hmm a vampire stage is not complete without blood.. lots and lots of blood :D mwahahaha
Ultiɱℯciɑ Posted April 7, 2012 Posted April 7, 2012 Pffff, spilled blood is wasted blood, for it is life. Such travesty
RAMza Posted April 7, 2012 Posted April 7, 2012 spilling their blood is better than them spilling yours.. :D
Ultiɱℯciɑ Posted April 7, 2012 Posted April 7, 2012 Exactly For a vampire, it would be a loss It would be like that delicious ice-cream or that burrito you've been craving for a while just fall to the ground right into a pool of mud ..Unless if you're into eating dirt, if it's your thing.
RAMza Posted April 7, 2012 Posted April 7, 2012 ^ *thinking of it*.. nooo.. the humanity.. all that cold creamy goodness and spicy beans gone to waste..
Sir Lord Alpyne Posted April 7, 2012 Posted April 7, 2012 nice work tho my friend. i myself was thinkin' of tryin' my hand at doin' a stage soon. Kord Elite Kommander of the RSA
Ryon Posted April 7, 2012 Posted April 7, 2012 Last & Final Update To tHis Stage Until i learn Propper Animation You need your animations seperate. from the stuff in your SFF. I recommend using Fighter Factory 3 to open up the SFF. this is the ideal way to have your sff. (or at least MY ideal way) Background Sprite (group 0, image 0) Midground Sprite (group 1, image 0) Foreground (group 2, image 0) animation object 1 (group 3, image 0) animation object 2 (group 3, image 1) animation object 3 (group 3, image 2) This way each little piece of the stage is broken up into groups. the way groups and image work is basically organization. each group is allowed to have any number of images, and images are not restricted to 0 1 2 3 4 5, you could have image 0 , then image 10, then image 5000. thats perfectly fine. just as long as you remember what number you put your ok. So consider your (Group, Image) To be your reference points. This is your basic stage coding, to display a single image from the SFF to Mugen. [bG 0] ; This is the label for the code/sprite type = normal ; This is the kind of sprite, its either normal single sprite, or anim animation set spriteno = 0, 0 ; This is where you use your "reference points" from your SFF to implement the image. (group no, image no) layerno = 0 ; This is used to tell how it should appear -1 = Behind, 0 = Same Layer as player, 1 = Infront of player start = 0, 0 ; This is the start position of the image, on the stage. If you align the stage properly in the SFF, you can leave this to 0,0. delta = 1,1 ; This is used to tell the image how to move itself when the character is walking, leaving it to 1,1 it wont move it'll stay in its position, if you use a lower value or higher value it will slide when the player walks. l=====================================================================================l Now this is a example of how the basic stage would look if you used the back/mid/fore ground images like i mentioned above. [bG Background] ; Displayed behind all characters and objects type = normal spriteno = 0, 0 layerno = 0 start = 0, 0 delta = .9,1 ; This delta in the X axis, is .1 lower than normal, the reason why is so when the character moves around on the midground, the background will slide a little bit, giving the feeling that its part of a faraway background. [bG Midground] ; Displayed behind all characters and objects, BUT infront of the background. type = normal spriteno = 0, 0 layerno = 0 start = 0, 0 delta = 1,1 [bG Foreground] ; Displayed infront of all characters and most objects (unless there coded otherwise, nothing you can do) type = normal spriteno = 0, 0 layerno = 1 ; The layerno here is 1, which means it appears in front. start = 0, 0 delta = 1.1 , 0 ; The delta in the X axis, is .1 higher than normal. the reason is because the object is closer to the player so when the character moves this object will move faster as if your viewing the fight from behind a object. If you want a better example, set to cups on a table, one on the edge, and one in the middle. now bring your face down to table level, and move your head from left to right almost half way around the table, you will notice how the cup near the edge appears to move faster than the cup in the middle of the table, This is a real life perspective that the delta is used for. l======================================l Now for how to code animations [bG Animation 1] type = anim ; type = normal for single sprite, type = anim , for animation set actionno = 0 ; spriteno is replaced with actionno, or else you get error. your action number needs a "reference point" just like spriteno. layerno = 0 start = 0, 0 delta = 1,1 [begin Action 0] 3,0 ,0,0 ,5 3,1 ,0,0 ,5 3,2 ,0,0 ,5 Now [begin Action 0] is animation set 0, and the number (0) is your reference point which you use in the actionno = . This is a explanation of what those numbers under Begin Action mean. Group No , Image No, X Position, Y Position , Time If you recall above i set group 3, image 0 1 and 2, to be animation sprites? well we are gonna use those. We dont need to make it move a position, but other wise you could use the X and Y to move it around. The time code tells you how many ticks that sprite will be shown in the animation. higher number to show longer, lower number to make really fast. 0 (is like infinite) -1, is like infinite. 1 ~ whatever, will display it at that speed. so for the example i used 5 ticks. [begin Action 0] 3,0 ,0,0 ,5 3,1 ,0,0 ,5 3,2 ,0,0 ,5 its easier to understand now yes? well thats all there is to coding animations in stages. there are ALOT more advance triggers but you do not always need them. so in short how do you make a animation on a stage? you need type = anim, and you need actionno which points to a animation set then you need the actual animation set itself, using the [begin Action #] code. If you read in the Doc's folder a file named "bgs" it explains all about stages. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Sir Lord Alpyne Posted April 9, 2012 Posted April 9, 2012 wow. knowledge. *bows in worship* Kord Elite Kommander of the RSA
Ultiɱℯciɑ Posted April 9, 2012 Posted April 9, 2012 The boss-man know his stuff! You should organize a full tutorial, just saying
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