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Author Topic: AvX Colossus  (Read 7048 times)

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Offline Acey

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Re: AvX Colossus
« Reply #25 on: September 08, 2013, 01:30:03 PM »
Maybe it's my taste, or you guys were trying to keep memorie low.

But I know 'we' can do better then one a sprite stage.

I thought maybe you meant because it was Colossus at Doom's castle. If anyone wants to animate the stage... (birds, I dunno) have at it.

Offline HyperVoiceActing

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Re: AvX Colossus
« Reply #26 on: September 08, 2013, 01:41:14 PM »
Yeah I wasn't too sure of what he meant either

Offline sky79

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Re: AvX Colossus
« Reply #27 on: September 08, 2013, 08:03:11 PM »
I thought maybe you meant because it was Colossus at Doom's castle. If anyone wants to animate the stage... (birds, I dunno) have at it.

Dosn't sound like you had a clear vision of what you wanted here  ;*))
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Offline HyperVoiceActing

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Re: AvX Colossus
« Reply #28 on: September 08, 2013, 08:42:18 PM »
Dosn't sound like you had a clear vision of what you wanted here  ;*))
I may be wrong but I think at the time we were focus on the more troublesome parts of the game like the Phoenix boss

Offline Acey

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Re: AvX Colossus
« Reply #29 on: September 08, 2013, 11:53:22 PM »
We made a bunch of custom stages in a small amount of time. I don't feel bad about basic stages, especially when they look great. If someone else feels there could be more there then I have no problem with them taking a go at it. Maybe something better will be produced that can be used in future updates.

Offline ExShadow

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Re: AvX Colossus
« Reply #30 on: September 09, 2013, 07:11:23 AM »
Stage feedback:

- The sprites colors/hues need to be adjusted so the blend better, as it is now, all the sprites pretty much clash with each other color wise. 
- The castle being cut at the bottom doesn't look very good IMO.
- The sprites like the sky, castle, and rock need to be separated from everything else and given it's own delta to add a better sense of depth int he stage.
- Trans is not needed in the code, in the .def file.

Thanks for sharing.
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Offline RobiWanKen0bi

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Re: AvX Colossus
« Reply #31 on: September 09, 2013, 07:29:02 AM »
Stage feedback:

- The sprites colors/hues need to be adjusted so the blend better, as it is now, all the sprites pretty much clash with each other color wise. 
- The castle being cut at the bottom doesn't look very good IMO.
- The sprites like the sky, castle, and rock need to be separated from everything else and given it's own delta to add a better sense of depth int he stage.
- Trans is not needed in the code, in the .def file.

Thanks for sharing.

Interesting, though when I'm in a fight, I'm more concentrated on the opponent and not getting beat up, instead looking for small details in the background. But anyway everyone has their own opinion.  ;*))

Offline ExShadow

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Re: AvX Colossus
« Reply #32 on: September 09, 2013, 07:30:29 AM »
Interesting, though when I'm in a fight, I'm more concentrated on the opponent and not getting beat up, instead looking for small details in the background. But anyway everyone has their own opinion.  ;*))
Hey that's true, but I'd rather fight on an improved stage, than stay fighting on one that needs work done to it.
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Offline Acey

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Re: AvX Colossus
« Reply #33 on: September 09, 2013, 10:40:46 AM »
Hey that's true, but I'd rather fight on an improved stage, than stay fighting on one that needs work done to it.

And with all the time EXShadows spends on his stages there is no doubt that any work that needs to be done stands out like a sore thumb to him.

(Ex, again thanks for taking the time to download and for feedback.)

Offline ExShadow

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Re: AvX Colossus
« Reply #34 on: September 09, 2013, 11:41:02 AM »
No problem Ace, can't wait to see where you go with it
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