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GLB

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Posts posted by GLB

  1. Thanks, guys! 

     

     

    Wondervah! Tekken 2 stages you should do include Lei and Paul. Tekken 1 wise, I have no clue.

     

    I'm considering making all Tekken 1 stages but that's not a for sure project yet by any means, just some idea throwing since there's capabilities. I will not make another Tekken 2 stage though, well i'm about 98% positive i won't. 

  2. Special thanks to: 
     
    The Magic Toaster. Without him this wouldn't have been made, he ripped the tile. All I did was rotate and adjust. 
     
    Tamez: For teaching me this parallax method and the darkness overlapped sprites. 
     
     
    y1VUDlc.png
     
    Very simple but hard to make at the same time. Fucking parallax.  
     
    Tried to make it as close to source as I could, the only difference is some of the tiles order may be a bit different, it's HR, and there's no shadow/mirror effect and there's no superjump. It's just the floor with the black bg. Maybe in the future I can do something for the mirror effect, I was thinking a screen with static animations in it rather than the mirrors.
     
    It's 1.0 compatible and it'll be on my site later this week. 
     
     
    I may consider Tekken 1 stages. This will be the only Tekken 2 stage I will ever make because Tamez will most likely be making the rest if they're ripped. 
     
    #TamezTekken22020
  3. Strange looking stage.  I like it.  It's a cool design for a stage that I haven't really seen in Mugen.

     

     

     

    Also, that squid just screams familiar.

     

    Thanks, brah. 

     

    Not sure, found a gif on google and cut/edited it. 

     

     

    Ever since I saw this stage in a sreenshot, I've been looking forward to it's release. Though I do have 2 remarks :

     

    1) Whenever I click the download link, MediaFire gives me a "acces denied" message. Could you look into this please?

     

    2) While the stage is quite awesome, the squid looks quite out of place compared to the overall style of the stage. Is there a "squid-less" version or a way to remove the squid altogether from it?

     

    Sorry. I'll upload another link later, unless the other dudes link worked for you then that's cool too or w/e. 

     

    Yeah man, go into the .def find and remove: 

     

    [bG Squid]
    type = anim
    actionno = 10
    delta = 1,1
    start = -130,160
    mask = 1
    velocity = 1,0
    tile = 1,0
    tilespacing = 3200,0
    sin.y = 30,300
     
    [begin Action 10]
    3,0, 0,0, 7
    3,1, 0,0, 7
    3,2, 0,0, 7
    3,3, 0,0, 7 
    3,4, 0,0, 7
    3,5, 0,0, 7
    3,6, 0,0, 7
    3,7, 0,0, 7 
    3,6, 0,0, 7
    3,5, 0,0, 7
    3,4, 0,0, 7
    3,3, 0,0, 7
    3,2, 0,0, 7
    3,1, 0,0, 7
     
    [bG Squid2]
    type = anim
    actionno = 11
    delta = 1,1
    start = 120,-50
    mask = 1
    velocity = 2,0
    tile = 1,0
    tilespacing = 3000,0
    sin.y = 20,200
     
    [begin Action 11]
    3,0, 0,0, 7
    3,1, 0,0, 7
    3,2, 0,0, 7
    3,3, 0,0, 7 
    3,4, 0,0, 7
    3,5, 0,0, 7
    3,6, 0,0, 7
    3,7, 0,0, 7 
    3,6, 0,0, 7
    3,5, 0,0, 7
    3,4, 0,0, 7
    3,3, 0,0, 7
    3,2, 0,0, 7
    3,1, 0,0, 7

     

     

    I don't think the squid stand out too much though, it's supposed to be an abstract stage after all.

     

    I like it. There's not much of surrealistic stages out there, definitely getting it.

     

    Yeah, the stage was supposed to just make absolutely no sense but look dope. 

     

    Thanks broheim. 

     

     

    like one of those thing you see in your mind at summer while smooking weed and listening to some retro 80's~70's songs.

    Pure originality man really nice

     

    This minus the 70's/80's. 

     

    Thanks brosama. 

  4. very late but yeah you're right, check first post, updated. 

     

    -fixed shadows/perspective issues. 

    -gave layerno1 objects deltas. 

    -added new looped/amplified bgm by Alpyne_D. 

    -added a few more petals. 

     

     

    -may consider window lights in the future but not now, also a new video whenever i ask someone for one. 

  5. I really dig this stage man, it's a nice mash-up. 

     

    - You left debug on. 

     

    - You can remove layerno, trans, tile, velocity etc. lines when they're not activated. 

     

    - Some of the water droplets look like they're appearing out of nowhere. 

     

    - Why periods in the animation line of spriteno?

     

    - All I could see in a short period. 

  6. It's an original creation. 

     

    love this stage!! i just wonder if there is a way to slow down the transitions from  morning noon to  night....

     

    It's possible, you just have to find the ticks (time) and coding in which Dissidia made the transitions happen and edit it. 

  7. You left debug on. 

     

    Not a huge deal but you have uncropped sprites (very small issue considering your stage isn't large at all.) 

     

    Since there's no animation, the flow of the stage really relies on the deltas which IMO need adjustment. They're interesting but they move very oddly. 

     

    Lots of aesthetic/graphical work could be done to this to make it more "pretty." 

     

    Not a bad stage for what I assume is a first? You should make more. 

  8. Sup.

     

    -You should remove the spaces in your .def and .sff to avoid problems assigning characters to the stage.

    -Also, your bounds are extremely uneven. Your stage is not symmetrical at all. Your boundleft is -45 but your boundright is 0.

    -Don't have the updated fighter factory so i couldn't confirm any sprite errors.

     

    It's a very neat stage, I like the idea a lot, it just needs a lot more work.

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