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Author Topic: Buddha's Awakening  (Read 2084 times)

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Offline DooM

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Buddha's Awakening
« on: March 30, 2009, 02:39:30 PM »
DM-BUDDHA'S AWAKENING

Hi-Res?
YES :thumbsup:

Super jump?
Maybe in next version :(

Animated?
NO *Iceman ThumbsDown!*

Audio included?
YES :thumbsup: (Mazedude - Sagat's Moonbike)


What exactly I did here besides the programming and general work?

  • Added some light effects.

Stage graphic originally come from "Super Street Fighter 2 Turbo HD Remix". Consider it more of a beta, since it still needs some work (original version of that BG is wider).

DOWNLOAD:

Enjoy :)
« Last Edit: April 26, 2009, 04:13:29 AM by DooM »



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Re: Buddha's Awakening
« Reply #1 on: March 30, 2009, 03:09:51 PM »
great looking stage my friend :thumbsup:, cant wait to try it out
madness, as you know is like gravity... all it takes is a little push

Offline MOTVN

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Re: Buddha's Awakening
« Reply #2 on: March 30, 2009, 05:26:29 PM »
yo bro

in your def you have this code here

[BG Sundown]
Type     = Anim
LayerNo  = 1
ActionNo = 2
Start    = 0,0
Delta    = .5,1
Trans    = AddAlpha
Mask     = 0

[Begin Action 2]
2, 0, 0, 0, 3, ,A

but because it's an anim type you don't have to code the trans = addalpha since your action has the "A" tag

if you do use Trans = AddAlpha in a Type = Normal BG def you have to add this code after it

Alpha = (numerical val 0 - 256),(numerical val 0 - 256)

so it might look something like this

Trans = AddAlpha
Alpha = 128,128


also your anim only has 1 frame so I don't understand why it just isn't coded as normal

not being nitpicky or anything but sometimes I make mistakes like these when I'm tired or sleepy

hope some of this helps and keep up the good work

Offline DooM

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Re: Buddha's Awakening
« Reply #3 on: March 30, 2009, 05:55:42 PM »
yo bro

in your def you have this code here

[BG Sundown]
Type     = Anim
LayerNo  = 1
ActionNo = 2
Start    = 0,0
Delta    = .5,1
Trans    = AddAlpha
Mask     = 0

[Begin Action 2]
2, 0, 0, 0, 3, ,A

but because it's an anim type you don't have to code the trans = addalpha since your action has the "A" tag

if you do use Trans = AddAlpha in a Type = Normal BG def you have to add this code after it

Alpha = (numerical val 0 - 256),(numerical val 0 - 256)

so it might look something like this

Trans = AddAlpha
Alpha = 128,128


also your anim only has 1 frame so I don't understand why it just isn't coded as normal

not being nitpicky or anything but sometimes I make mistakes like these when I'm tired or sleepy

hope some of this helps and keep up the good work
Thanks for letting me know. I just totally forgot about it! :O

BTW. Your code was wrong. This worked fine:

Code: [Select]
[BG Sundown]
Type     = normal
LayerNo  = 1
SpriteNo = 2,0
Start    = 0,0
Delta    = .5,1
Trans    = Add
Mask     = 0

Thanks again.

First post updated.

Offline MOTVN

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Re: Buddha's Awakening
« Reply #4 on: March 30, 2009, 07:45:27 PM »
*edited post*

BTW. Your code was wrong.

I never gave you any code bro but I think you figured out what I was saying so that's all that matters

ok now I'm curious as to why you thought my "code" was wrong

Offline Tundra

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Re: Buddha's Awakening
« Reply #5 on: March 30, 2009, 07:54:54 PM »
Nice stage yo... I trying it out now!

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Re: Buddha's Awakening
« Reply #6 on: March 30, 2009, 08:09:29 PM »
another great hi res stage. :thumbsup:

Offline DooM

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Re: Buddha's Awakening
« Reply #7 on: March 30, 2009, 09:55:15 PM »
*edited post*

I never gave you any code bro but I think you figured out what I was saying so that's all that matters

ok now I'm curious as to why you thought my "code" was wrong
I meant this piece:
Code: [Select]
Trans = AddAlpha
Alpha = 128,128
"trans = addlpha" makes that FX only 50% visible, but altogether with the black bg. However "trans = add" erases black bg + sets it to 50% visible.

Offline MOTVN

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Re: Buddha's Awakening
« Reply #8 on: March 30, 2009, 10:23:20 PM »
I meant this piece:
Code: [Select]
Trans = AddAlpha
Alpha = 128,128
"trans = addlpha" makes that FX only 50% visible, but altogether with the black bg. However "trans = add" erases black bg + sets it to 50% visible.

that example was not a literal code for your stage

sorry for not going into deeper detail for you but your understanding of the alpha codes is incomplete

I forgot that yesterday you didn't even know about trans inverts or that hires floor deltas are supposed to be set at 2,2

I will try to explain it a little better this time

trans = addalpha when used is supposed to be followed up by the addalpha code which you did not have

that's why in the example I gave you I specified the range (value 0 - 256)

0 = nothing and 256 = full

addalpha = 128,128 respectively is half opacity and half light respectively

the numbers were just thrown in since I already listed 0 and 256

the difference between just putting trans = add and trans = addalpha is great

trans = add will just give the base sprite a 50% opacity whereas addalpha can be heavily adjusted

addalpha = 128,256 is the closest equivalent to just using trans = add

depending on how you want your desired effect to be for this stage you can lower or raise the first number

by coding something like addalpha = 64,256 or addalpha 192,256 etc etc

alpha and anim ASD code values can be anything from 0 - 256

It's up to you to set those numbers according to your desire

hope that clears up the misunderstanding :thumbsup:

Offline Technology

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Re: Buddha's Awakening
« Reply #9 on: March 30, 2009, 10:38:12 PM »
Awsome, I'll be looking for more of your stages.  :thumbsup:
I love cheap chars, got any cheap char? Send it to me.
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Offline DooM

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Re: Buddha's Awakening
« Reply #10 on: March 30, 2009, 11:05:26 PM »
that example was not a literal code for your stage

sorry for not going into deeper detail for you but your understanding of the alpha codes is incomplete

I forgot that yesterday you didn't even know about trans inverts or that hires floor deltas are supposed to be set at 2,2
"Supposed" is very relational, 'cause you see - I thought it was fine to have the floor moving a little slower.

And thanks for that little tutorial, but I didn't really needed it. Still, maybe someone else will find it useful. :)

Offline MOTVN

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Re: Buddha's Awakening
« Reply #11 on: March 31, 2009, 03:12:54 AM »
"Supposed" is very relational, 'cause you see - I thought it was fine to have the floor moving a little slower.

1,1 floor deltas are for LORES STAGES yet in your bulk CF HIRES 6 stage release they all had 1,1 floor deltas

you were instructed that the hires floor deltas are 2,2 to prevent "sliding"

that's why in this new release your changed floor deltas to 2,2

And thanks for that little tutorial, but I didn't really needed it. Still, maybe someone else will find it useful. :)

you know how to rip sprites and sprite well but 16 hours ago you were in the dark on hires floor deltas

your stages have invert problems like this


and your understanding of alpha codes was incomplete

but since you "don't need any feedback since you make no mistakes in your coding"

I am sure someone else who wants to learn how to code properly will find my posts on the subject useful :D

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Re: Buddha's Awakening
« Reply #12 on: March 31, 2009, 03:18:28 AM »
why dose it have to be 2,2 for high res and 1,1 for low res? i think other values work fine depending on how you want the stage to move, or am i missing something?
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline MOTVN

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Re: Buddha's Awakening
« Reply #13 on: March 31, 2009, 04:31:27 AM »
why dose it have to be 2,2 for high res and 1,1 for low res? i think other values work fine depending on how you want the stage to move, or am i missing something?

at first glance one would not think it makes a difference

but because of the engine hack and the hires = 1 code line

the engine has to differentiate between moving a canvas of 640 x 480 "hires" pixels or 320 x 240 "lores" pixels



floor deltas are different than background and foreground deltas

floor deltas are the plane that the characters fight on, be it the top of a moving train, solid ground, boxing ring or grass etc etc

whether one chooses to keep the entire stage set on the standard floor delta or not is fine unless adjusting for parallax

but once you alter the deltas in relation to camera movement the floor delta must remain at a standard unless adjusting for parallax

improper floor deltas result in character sliding and awkward vertical movement



using the winmugen plus hack as an example here:

lores stages are displayed at 320 x 240 pixels and are scaled up to fit the 640 x 480 default screen of winmugen plus

hires stages are displayed at 640 x 480 pixels are pixel accurate on the 640 x 480 default screen of winmugen plus



lores stage example of deltas here:

lores floor delta standard is 1,1 for characters to move properly on the playing field during in game

very rarely if ever is the floor delta altered unless the character movement has to match the illusion of a parallax floor

foreground sprites on a delta closer to the camera have more movement which translates into a higher delta

background sprites on a delta farther than the floor have less movement which translates into a lower delta



a simple lores example of deltas could be:

background delta .5 , .5
floor delta 1 , 1
foreground delta 1.5, 1.5



in hires stages since the number of pixels on screen are doubled

the floor delta standard changes from 1 , 1 to 2 , 2

so in this case an example could be

background delta 1 , 1
floor delta 2 , 2
foreground delta 3 , 3



in the end depending on how you want the stage to move will decide foreground and background deltas

there is such a thing as preference but in this case the coding is just straight up WRONG

the 6 CF3 stages released 5 days ago are filled with errors

anyone who codes hires stages properly knows this from just playing the stages without even looking at the coding



just because a character is "playable and has OMGWOWFX" does not mean it is not plagued with infinites or broken in many regards

just because a stage loads and is "playable or pretty" does not mean it works correctly in tandem with character movement and FX



the issue here has nothing to do with the nicely converted sprites or custom sprites and additional aesthetic additions

DooM's ripped graphical contributions are nothing short of amazing

Offline DooM

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Re: Buddha's Awakening
« Reply #14 on: March 31, 2009, 09:24:49 AM »
(...)

you know how to rip sprites and sprite well but 16 hours ago you were in the dark on hires floor deltas

your stages have invert problems like this


and your understanding of alpha codes was incomplete

but since you "don't need any feedback since you make no mistakes in your coding"

I am sure someone else who wants to learn how to code properly will find my posts on the subject useful :D
Man, I'm getting some negative vibes from you. Chill out, I never said that I I make no mistakes. Don't put words into my mounth. You're overreacting.

I took your feedback, understood everything you wanted to say. What you want me to say now?

Offline Excursion

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Re: Buddha's Awakening
« Reply #15 on: March 31, 2009, 09:32:18 AM »
Man, I'm getting some negative vibes from you. Chill out, I never said that I I make no mistakes. Don't put words into my mounth. You're overreacting.

I took your feedback, understood everything you wanted to say. What you want me to say now?

Ok, let me step in real quick, you both don't want to argue, just a little misunderstanding. He was just trying to help DooM. As a matter a fact, he said:

Quote from: MOTVN
DooM's ripped graphical contributions are nothing short of amazing

The post right above yours. Let's just leave it at that and move on. Anyway, it's funny that I am enthralled with the way you stylized your 1st post, almost like a webpage  :thumbsup:

Offline DooM

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Re: Buddha's Awakening
« Reply #16 on: March 31, 2009, 09:39:34 AM »
Anyway, it's funny that I am enthralled with the way you stylized your 1st post, almost like a webpage  :thumbsup:
Thanks man. I didn't expect ppl noticing my effort that I spent on it. :P

Offline Dakangel

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Re: Buddha's Awakening
« Reply #17 on: March 31, 2009, 09:55:42 AM »
 :thumbsup: DOOM your stages are cool you do an amazing light effect on it,are nice to view ,you must do a  tutorial like how do low res to hi res stages with lighting effect  :thumbsup:

 ::salute::MOTVN i didint notice for the code you posted ,is a very usefull help with transparences effect
Quote
Trans = AddAlpha
Alpha = 128,128
you must do a tutorial too
saludos  ^^(PM)^
Siempre adelante,con el infinito de frente y la eternidad en el horizonte.

Offline MOTVN

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Re: Buddha's Awakening
« Reply #18 on: March 31, 2009, 02:08:00 PM »
Man, I'm getting some negative vibes from you.

=D> If I wanted to be negative with you, you would know it for sure

your contributions come from nice looking sources but are plagued with some bugs that are easily fixable

the fact is if you understood addalpha then you would see that it gives far greater options than trans = add

MOTVN i didint notice for the code you posted ,is a very usefull help with transparences effectyou must do a tutorial too
saludos  ^^(PM)^

I have one here http://clubsyn-x-treme.net/-X-/index.php?topic=9737.msg34692#msg34692

same principles apply

but instead of a type normal bg def with alpha = (val),(val)

the format is in a type anim bg def action AS(val)D(val)

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Re: Buddha's Awakening
« Reply #19 on: March 31, 2009, 02:21:39 PM »
I just  noticed this thread , That is a beautiful first post  =D>

(click to show/hide)
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Offline DooM

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Re: Buddha's Awakening
« Reply #20 on: March 31, 2009, 04:52:25 PM »
=D> If I wanted to be negative with you, you would know it for sure

your contributions come from nice looking sources but are plagued with some bugs that are easily fixable

the fact is if you understood addalpha then you would see that it gives far greater options than trans = add
I'm gonna answer you last time: You could post normal feedback like other people do: "Hey, there's some problem with this and that, you can simply fix it by ...."

You sounded more like "OMG! You failed so bad with those stages and you won't be even able to fix it."

I took your "feedback" into consideration long time ago, now just wait for the updated versions of my stages.

End of subject.

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Re: Buddha's Awakening
« Reply #21 on: March 31, 2009, 05:16:50 PM »
 :thumbsup: take care easy man he only wants to help you in a way to improve your work nobody said that your stages were ugly or bad or some like that
only was a tip for transparences and lighting adds

in fact if you make a tutorial for how rip and retouch stages like you did will be awesome  :thumbsup:
Siempre adelante,con el infinito de frente y la eternidad en el horizonte.

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Re: Buddha's Awakening
« Reply #22 on: March 31, 2009, 06:16:55 PM »
I'm gonna answer you last time: You could post normal feedback like other people do: "Hey, there's some problem with this and that, you can simply fix it by ...."

You sounded more like "OMG! You failed so bad with those stages and you won't be even able to fix it."

MOTVN post - normal feedback with example

DooM reply - states code is wrong

MOTVN post - stated I never gave you code asked what you thought was wrong with example

DooM reply - clarification indicates lack of knowledge on addalpha

MOTVN post - goes into depth on addalpha

DooM reply - shows lack of knowledge on floor delta and states doesn't need tutorial in ignorance

MOTVN post - points out several of your bugs with a little sarcasm

DooM reply - accusation of negativity

MOTVN post - tells it to you how it is with no sugar coating

DooM reply - holds stance

MOTVN reply - you're reading it now



Fact is everyone clearly enjoys your effort

Fact is P.o.t.S gave you feedback on Guild and your reply was you couldn't follow

Read everything here clearly and it shows that no matter how much you say you understood, your replies do not indicate that

You can be defensive all you want but the proof is in the postings lol



I took your "feedback" into consideration long time ago, now just wait for the updated versions of my stages.

I don't need to wait for updated versions of your conversions

I am fully capable of fixing the inherent problems myself if I wanted to keep any them *which I haven't*



If you want to discuss something further with me just PM me instead

If you reply to me here then I will reply here as well

Offline DooM

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Re: Buddha's Awakening
« Reply #23 on: March 31, 2009, 06:24:28 PM »
Man, I won't even read this post since you're being very annoying. I don't like to repeat myself, but I will do that now: I TOOK YOUR FEEDBACK AND I APPRECIATE IT. WAIT FOR THE UPDATES. FFS! How more posts I need to write so you can understand those few simple words?

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Re: Buddha's Awakening
« Reply #24 on: March 31, 2009, 06:41:48 PM »
Man, I won't even read this post

you should since it states the facts and everyone else can read it

you're being very annoying.

the truth annoys you? =D>

I don't like to repeat myself,

you wouldn't have to if you had read the post ;D

How more posts I need to write so you can understand those few simple words?

lol

you forgot "many"

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