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Offline Los Tha Don

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LTD releases Tunnel Vision
« on: December 25, 2009, 05:43:32 PM »
A NEW ONE FOR Y'ALL (Intended to have lifebars hidden, bare with me)

LTD's Tunnel Vision

http://cvgunited.com/index.php?action=downloads;sa=view;down=123


Oh yea, and here's your avatar JDubbs... will PM also.




MERRY CHRISTMAS!!!
« Last Edit: December 25, 2009, 09:09:43 PM by volzzilla »
Los Tha Don

Offline v

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Re: LTD releases Tunnel Vision
« Reply #1 on: December 25, 2009, 08:08:42 PM »
massive edits to this thread.

further drama in this thread will result in a violation of our main rule here, respect for people in general. and thus i'll have a very itchy trigger finger for such and so will the mods (JDubbs, worksa full reign there)
« Last Edit: December 25, 2009, 08:13:56 PM by volzzilla »

Offline worksa8

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Re: LTD releases Tunnel Vision
« Reply #2 on: December 25, 2009, 08:12:05 PM »
Jeeze fine Voz...o.o;;;

So yeah....the stage is.....nice?....
*Hides?*
The truth is out there, we're just too lazy to think about it.

Offline JDubbs

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Re: LTD releases Tunnel Vision
« Reply #3 on: December 25, 2009, 08:19:47 PM »
what a creative concept

Offline kyoman

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Re: LTD releases Tunnel Vision
« Reply #4 on: December 25, 2009, 09:40:31 PM »
Great, thanks for your original stage

Offline Yin

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Re: LTD releases Tunnel Vision
« Reply #5 on: December 25, 2009, 11:17:11 PM »
Wow, this stage is different. I love your creativity with these things. :) I know you intended for the lifebars to be hidden, but it looks kind of weird because the bars on the bottom show fully. I don't think it would be bad if the lifebars showed. Try it. :) Concept is great and original. Keep it up.
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Offline Tamez

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Re: LTD releases Tunnel Vision
« Reply #6 on: December 26, 2009, 09:22:21 AM »
You seem to be having a lot of releases LTD, so I figured I'd swing by and give you some comments on your work that you may want to take into consideration. 

First, your filenames all seem to have spaces in them. 
This is not a good idea. 
If someone wanted to assign a stage of yours to a particular character, it would not work.  You should either make the filename one word or use underscores. 


---
Next is the scaling issue. 

Just in case no one ever actually took the time to show you some of the problems that can occur when the stage is used to scale characters here are some examples: 

Here we have Juggy in the Tunnel Vision stage, executing his super move. 
Notice how the effect is not directly on his head. 



Here is the same move performed in a stage without scaling. 
The effect matches up with his head correctly. 



Juggernaut isn't the only character this happens to either. 
Here you can see Evil Ken's fireball in the green circle, and the "hand" part of the fireball sprite is misaligned. 
Also, in the red circle, Eyedol gets a large shadow around him when he jumps that is normally not there. 




While in Tunnel Vision the scaling isn't causing gameplay problems, is has in another stage of yours. 

Your TMNT Dojo's scaling causes problems in several characters, specifically with their projectiles. 

Here is an example of Ryu by P.o.t.S. throwing a fireball...


But because of the stage scaling, the fireball disappears before it has had a chance to get to its target. 


Again, this is not something that only happens with this character. 
Warusaki3's CvS2 characters get this problem, as well as some by Vans, Iron Mugen, and Choujin. 


---
Here's another thing you want to avoid doing. 

Code: [Select]
[BG 0]
type  = normal
spriteno = 1,0
layerno = 0
start = 0,0
delta = 2,2
mask  = 1


Most, if not all, of your stages have the furthest back stage item masked. 
The furthest back item should never be masked.  With debugbg off, it will take on the color of whatever sprite is in front of it for the moment.  This can cause smearing on the screen. 

This problem isn't present in Tunnel Vision, but you have had it occur recently.
These blank spots turn pink with debugbg on.  Here is an example of the spots in one of your stages:   


These aren't the only two spots.  I saw nine. 


---
Another thing I've seen occur in your stages is that you don't use the entire image.
 
In Tunnel Vision specifically, the sprites are 700x500.  But with no boundleft/right/high room, all you ever see is 640x480 of it.  This not only makes the filesize higher for downloaders, it also makes it take up more of their computer's power. 

Sure, in a perfect world everyone would have an updated computer, but some people still have trouble running hi-res mugen.  When ever possible, it is best to cut down the image size to only what you are going to use. 

In Tunnel Vision, I think it would be best to cut off some of the left part of the sprite.  This would help to make the tunnel more centered and show the fighters more evenly. 
« Last Edit: December 26, 2009, 06:52:04 PM by Tamez »

Offline BlizzardTora

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Re: LTD releases Tunnel Vision
« Reply #7 on: December 26, 2009, 09:29:18 AM »
At least someone from Phantom G's is willing to help.
Thanks for the input.  :love:

That a stage using an image from oblivion, right LTD?
Pretty unique concept. The new feature (Tunnel Vision you call it) may take some work to adjust on the sparks.
Did you try this on Mugen RC?


Offline YD

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Re: LTD releases Tunnel Vision
« Reply #8 on: December 26, 2009, 12:56:30 PM »
You know as much as I hate to point this out cause someone will take this personal and make drama out of it but it is a pet peeve of mine to see someone's very first post at a forum to be that of something nit picking, antagonistic or negative. It makes you transparent and shows that all you came here to really do is rally support to your "leader" who came here at first to address an issue for one of his buddies and then out of frustration and stupidity, tried to make a strategic attack.

 Please go back to your own forum or go to MFG or Elecbyte's forum if all you came here to do is nit pick or instigate as it will not be tolerated. Let this serve as a warning to all. We welcome any and everyone's presence here as long as it is supportive to this forum and it's members, but if all you come here to do is spread negativity and instigation, then you are not wanted nor welcome here and you will end up being banned just like one of the previous clowns that use to frequent here. Thank you for your attention and have a very, happy New Year to come and may God bless you and keep you safe.  :watchmen:

YoungDragun
« Last Edit: December 26, 2009, 03:21:48 PM by youngdragun »

Offline BlizzardTora

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Re: LTD releases Tunnel Vision
« Reply #9 on: December 26, 2009, 01:45:14 PM »
Ah, I see. maybe that is what it seems like.

If you are here to help and not squabble please make that clear before these people start trying to cause a problem.

If not...  :gl: man.


Offline Los Tha Don

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Re: LTD releases Tunnel Vision
« Reply #10 on: December 26, 2009, 02:33:29 PM »
Yea thanks for the input for sure, I will definately fix the mask problems... I could make the tunnel vision stage at full scale no problem... my other stages are scaled down on purpose... the fact that the effects won't scale down is the only downfall.

Not like it matters, it seems MOTVN controls what is released here and what is not so I will just leave my stages off of CVG from now on, no point in wasting my time re-doing and re-uploading.

LOL, I guess they win... no sweat off my sack. My stages will be released on my own website after I fix the masking problem.

Again, thanks for the pointers.
Los Tha Don

Offline YD

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Re: LTD releases Tunnel Vision
« Reply #11 on: December 26, 2009, 03:34:11 PM »
Well LTD, all I can say is that you are more than welcome to post your stages or not, the problem is that if you are using someone elses sprites or whatever and not giving credit, they will be bothered by it and even though 90% of Mugen stuff is ripped off from gaming companies and is quite literally theft, it doesn't matter to Mugen creators as long as you don't "steal" their stuff, even though it's free to begin with. I know it's asinine but that's the way this community is and will always be. I would take it with a grain of salt and not let it get to you. I don't blame you for wanting to post your stuff at your site as it will be safer that way if you prefer to keep them the way they are. I would suggest that in the future, ask for permission if you use someone elses sprites or whatever and if they don't respond then keep it private or at least give credit to where you got what from, as it will only become a situation if permission is not given, credit is not given or if it is not "open source".

Offline Los Tha Don

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Re: LTD releases Tunnel Vision
« Reply #12 on: December 26, 2009, 04:32:05 PM »
I will not be affiliating myself with the Phantom G squad at all.

I am going to re-release all of my stages with the masking fixed and filenames changed for better assignment.

Tamez, I appreciate your feedback on my stages, especially after my recent run in with youe crew. I am new to making stages and am not aware of all the capabilities yet and I obviously make stages for mugen that mugen itself doesn't have the capabilities for...

My scaled down stages are deliberate and although the effects do not cooperate, the stage does enable higher quality chars and more space to fight.

I have tweaked the Spawn Encounter stage and the Tunnel Vision stage to be plaed at full scale and also changed the P1 and P2 start positions so that both can be fully viewed upon fight start. The obscured view in my tunnel stage is also deliberate, adding an element of not knowing whats going on behind the wall.

My Lexcorp stage will have no fog at all and my Hellfire Forest stage will have different effects altogether, I'llmake sure they look nothing like images created by the Phantom G squad.

Thanks for the support and just for a kicker, I'm hoping my next stage will be a collabo between myself and Sic-1 so keep ya eyes open.
Los Tha Don

Offline Trexrell44

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Re: LTD releases Tunnel Vision
« Reply #13 on: December 26, 2009, 07:19:18 PM »
I really like these stages I would this though. Just have the fight start at normal scale then as the players get furthur away the screen pans with them so the helpers always come from off screen. So it'll be like a zoom in zoom out feature that could be used for certain specials and hypers  that could be coded into chars.  :awwww: you know wha that wtould be great. A good example would be hulks meteor crash. Cause he jumps up really high but it really doesnt show how high. In your stage the screen would zoom on him and he would perform the move at a scale that would fit the moves required sprites. And if the other charecter does a hyper at the same time the screen could split sort of like that old Dbz  game. The major diffrence would be thats really the only time the screen splits like that. And only certain specials require a zoom. And 'hypers would take priority. but all in all it looks great.But this would probrably be better for a whole game that could use these features. And in that game there could be regular sized stages and there could be a sort of trigger telling that char if its a regular or zoomed out stage



Offline BlizzardTora

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Re: LTD releases Tunnel Vision
« Reply #14 on: December 27, 2009, 09:45:39 AM »
Dont take them too harshly LTD.
I still need your help too man. One of these days we are gonna go on an image searching spree so we can make uber stages.


Sorry for the Gundam pun but...
                                                   ...never break ranks LTD.  :FU: