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MP's WIPs

+16
Watta
Sir Lord Alpyne
Leo116
Demitri
Margatroid
Vegaz_Parrelli
da_linkwent
Psyre
Jazz Jam Jizzle
xX-Nero-Xx (Retired)
GRAYFOX
jeanbureau
Seph
G
Fletch, The Angry Black
Markpachi
20 posters

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151MP's WIPs - Page 7 Empty Re: MP's WIPs Sun Nov 25, 2012 5:31 pm

Demitri

Demitri

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No Suggestions honestly,well maybe an occasional few leaves falling?

Sunset or Sundown(whats the difference again? scratch )

lol Dude all I got is the grand design in my head and a floor XD,dont worry....well maybe worry a little


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152MP's WIPs - Page 7 Empty Re: MP's WIPs Mon Nov 26, 2012 3:57 am

Markpachi

Markpachi

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I have too many RL problems to deal with, and so, I dealt with it using my TABLET!

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153MP's WIPs - Page 7 Empty Re: MP's WIPs Mon Nov 26, 2012 11:07 pm

G

G

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That's really good.


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154MP's WIPs - Page 7 Empty Re: MP's WIPs Tue Nov 27, 2012 4:14 pm

Demitri

Demitri

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Why don't you make portraits? O_O


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155MP's WIPs - Page 7 Empty Re: MP's WIPs Tue Nov 27, 2012 7:24 pm

Markpachi

Markpachi

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Crabman wrote:That's really good.
Thanks dude!

Genesis wrote:Why don't you make portraits? O_O
Well, I actually promised Vegaz that i'll make some for his screenpack but sadly, RL got too busy.


Oh yeah, more screenshots. Suggestions?
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Damn imgur, keeps turning my screenshots into jpegs. Evil or Very Mad

156MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:10 am

Markpachi

Markpachi

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Had no choice, imgur sucks ballz. Evil or Very Mad

157MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:15 am

G

G

MP's WIPs - Page 7 OjtZ7W5
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I like the progress. Your way of fixing the leaves was effective, they could perhaps use a tad more contrast though.
I really like the mountains you have set, perhaps make them larger.
Along with more vegetation like i had mentioned before (bushes, trees) in front of the mountains.

Progress is great so far, keep it up.


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158MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:24 am

Markpachi

Markpachi

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Funkasaurus wrote:I like the progress. Your way of fixing the leaves was effective, they could perhaps use a tad more contrast though.
I really like the mountains you have set, perhaps make them larger.
I'll be adjusting them once I added a proper BG but ... i'm stuck at that part. I can't seem to find/imagine a suitable BG for the stage.

Funkasaurus wrote:
Along with more vegetation like i had mentioned before (bushes, trees) in front of the mountains.
OK!

Funkasaurus wrote:
Progress is great so far, keep it up.
Thanks brah!

159MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:40 am

G

G

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I think maybe a lake (animated water of course) that looks as though it's been desecrated by war. Perhaps some jets and what have you to bring out the war feel of the stage.


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160MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 5:36 am

Markpachi

Markpachi

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Funkasaurus wrote:I think maybe a lake (animated water of course) that looks as though it's been desecrated by war.
Well, I already got that planned out. I'm looking for suitable BG 'skies'. I'm not sure if it'll be day, night, noon ... I don't know yet. I'll see what I can do. If I found a suitabe one, i'll update you guys. What a Face

Funkasaurus wrote:Perhaps some jets and what have you to bring out the war feel of the stage.
Maybe, like my destroyed colony stage, i'll add explosions in the BG. (behind the mountains)

161MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:32 pm

G

G

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Sounds good. Your foreground and everything is a bit dark so it'd make sense to have more of a sunsetting environment. Not too light, not too dark.


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162MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:37 pm

Markpachi

Markpachi

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You're absolutely right bro, thanks! Thumbs Up

163MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 4:41 pm

G

G

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No problem. I hope you work everything out.


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164MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 5:53 pm

Vegaz_Parrelli

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MarkPachi wrote:
Crabman wrote:That's really good.

Well, I actually promised Vegaz that i'll make some for his screenpack but sadly, RL got too busy.

Yep....left me hanging. Which reminds me. Now that I'm at a good point, I think I'll take a stap at the favor you asked... study


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Do your best to become stronger. Become stronger, so you can do your best

165MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Nov 30, 2012 11:35 pm

Markpachi

Markpachi

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For your WWX SP? We'll see. Twisted Evil

166MP's WIPs - Page 7 Empty Re: MP's WIPs Sun Dec 02, 2012 2:36 pm

xX-Nero-Xx (Retired)

xX-Nero-Xx (Retired)

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The progress on your stage looks amazing, you know some dinosaurs would have been a nice touch on this stage.


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167MP's WIPs - Page 7 Empty Re: MP's WIPs Sun Dec 09, 2012 12:52 pm

Markpachi

Markpachi

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I love you Nero! you just gave me a WONDERFUL idea!




Btw Dissidia, I hope you'll be able to read this because I kinda need your help. Could you explain to me how you did the "Fading" sky on your Cafe Diss stage? You know, The Sky fades from day to Noon to night. I never really got the basic concept of your coding, maybe you could explain it to me?

168MP's WIPs - Page 7 Empty Re: MP's WIPs Sun Dec 09, 2012 3:04 pm

Sir Lord Alpyne

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i like how it's comin' along Pach. btw, i'm sad as hell that you lost Damn'd City, i wanted that joint.

anywho, keep tha grind goin' bruh! Thumbs Up


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169MP's WIPs - Page 7 Empty Re: MP's WIPs Sun Dec 09, 2012 5:19 pm

G

G

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MarkPachi wrote:


Btw Dissidia, I hope you'll be able to read this because I kinda need your help. Could you explain to me how you did the "Fading" sky on your Cafe Diss stage? You know, The Sky fades from day to Noon to night. I never really got the basic concept of your coding, maybe you could explain it to me?

If i'm not mistaken it's all in ticks. The right timing set for when everything will transition/alternate. I believe Diss used BGCtrls to switch his background and ticks to set his timing.


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170MP's WIPs - Page 7 Empty Re: MP's WIPs Mon Dec 10, 2012 3:08 am

Markpachi

Markpachi

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Alpyne_D wrote:Damn'd City
Damned City = Destroyed Colony

The Intellectual Savior wrote:
MarkPachi wrote:


Btw Dissidia, I hope you'll be able to read this because I kinda need your help. Could you explain to me how you did the "Fading" sky on your Cafe Diss stage? You know, The Sky fades from day to Noon to night. I never really got the basic concept of your coding, maybe you could explain it to me?

If i'm not mistaken it's all in ticks. The right timing set for when everything will transition/alternate. I believe Diss used BGCtrls to switch his background and ticks to set his timing.
I'll see if I can replicate it.

171MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Dec 21, 2012 2:14 am

Markpachi

Markpachi

MP's WIPs - Page 7 49283851498_0631820187_o
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Astray Noon - Stage WIP
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Long way to go before the final version.

172MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Dec 21, 2012 4:08 am

G

G

MP's WIPs - Page 7 OjtZ7W5
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Guess who got mugen while he was away.... study


Anywho, I'll be honest. I do not like the route you went with the robot in the background, I think it could have much more potential without it, I even think right now he's making the stage lose potential :/. That's my opinion though.


I can see noticeable traces of really bad pixelation in the sky, scattered about randomly.

A couple of personal preferences, but you could have better organization on your sprite numbers and only include one BGM.

Your 0,6 sprite needs a lot of cleaning. In Mugen it's very bad looking. The black edges didn't work out to well with your background, considering it's dark on light.

Also, you've got quite a bit of extremely large sprites to begin with. the water sprites being as huge as they are seems unnecessary. Can't you just cut them up and place them on the same delta as the sky? It'd be much less computer intensive rather than repeating 1280x701 pixel sprites.

Obviously the mountain in the back isn't large enough (referring to the empty space seen below it. I'm sure you'll address that.)

To go back on the large sprites, you should really watch the amount of them and how huge all of your sprites in one are. This is really computer intensive and can lag big time.

Also, the characters seem placed a bit too high. You should adjust that.

Be conscious of unneeded sprite use, and conserve the space rather than placing useless sprites in, not that you did this now, but in the past.

It's a nice start but it needs a LOT of work and much more cleaning.

I'm curious to know what more you plan to add, if you could fill us in a bit. I'd also like to note here that I'm not trying to be mean or bash you guys, it'd just be better to see some more improvement. We've come a long way and I'd like to see you guys at your full potential.

Good luck, Mark! I can't wait to see what you do to it next.


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173MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Dec 21, 2012 5:03 am

jeanbureau

jeanbureau

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GLB said most of it already.

--> RGB split the important sprites. In this case your gundam is at the center of the attention but sadly for him, he suffers from a poor visual quality and colorloss. that's pretty ironic when it's supposed to be the heart of the stage...

(I didn't RGB split my gundam in Apocalypse View but that is borderline bad. But i was still learning).

I'll post a tutorial about RGB split actually.


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174MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Dec 21, 2012 11:54 am

Markpachi

Markpachi

MP's WIPs - Page 7 49283851498_0631820187_o
★★Thousand Dragon★★
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I just gotta love you guys, so thorough with good feedback!

GLB wrote:
Anywho, I'll be honest. I do not like the route you went with the robot in the background, I think it could have much more potential without it, I even think right now he's making the stage lose potential :/. That's my opinion though.
I actually added the robot on the last minute. Bad move?

GLB wrote:
I can see noticeable traces of really bad pixelation in the sky, scattered about randomly.
That's just a placeholder.

GLB wrote:
A couple of personal preferences, but you could have better organization on your sprite numbers and only include one BGM.
I just might do that. I'll just include the Alt. BGM in an Alt. Download link.

GLB wrote:
Your 0,6 sprite needs a lot of cleaning. In Mugen it's very bad looking. The black edges didn't work out to well with your background, considering it's dark on light.
Hmm, i'm not really sure how to fix that. I'm sure that i'll be able to miraculously fix it after a day or two but until then, any suggestions?

GLB wrote:
Also, you've got quite a bit of extremely large sprites to begin with. the water sprites being as huge as they are seems unnecessary. Can't you just cut them up and place them on the same delta as the sky? It'd be much less computer intensive rather than repeating 1280x701 pixel sprites.
Oops, I forgot to crop it. My bad.

GLB wrote:
Obviously the mountain in the back isn't large enough (referring to the empty space seen below it. I'm sure you'll address that.)
Will do!

GLB wrote:
Also, the characters seem placed a bit too high. You should adjust that.
Or maybe the railings are too small? I'll see what I can do.

GLB wrote:
Be conscious of unneeded sprite use, and conserve the space rather than placing useless sprites in, not that you did this now, but in the past.
I'll fix the past problems. Just a little time.


GLB wrote:
It's a nice start but it needs a LOT of work and much more cleaning.
I'll try my best!


GLB wrote:
I'm curious to know what more you plan to add, if you could fill us in a bit. I'd also like to note here that I'm not trying to be mean or bash you guys, it'd just be better to see some more improvement. We've come a long way and I'd like to see you guys at your full potential.
Hmm, currently I have no big ideas with this stage. I might add dinosaurs if I manage to find some pics. Any suggestions?


GLB wrote:
Good luck, Mark! I can't wait to see what you do to it next.
Thanks for the support, dude. Your feedback always cheer me up!

jeanbureau wrote:GLB said most of it already.

--> RGB split the important sprites. In this case your gundam is at the center of the attention but sadly for him, he suffers from a poor visual quality and colorloss. that's pretty ironic when it's supposed to be the heart of the stage...
Well, like what I said earlier, it was added in the last minute. I might remove it in the end. Thanks for the feedback!

175MP's WIPs - Page 7 Empty Re: MP's WIPs Fri Dec 21, 2012 3:14 pm

G

G

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It's a bad move in my opinion, but I'm not saying you have to remove it. That's completely on you. With the character placement, the railing seems fine all you should do is tweak the zoffset a bit. As far as the black on the sprite goes, If I were put in the situation I'd usually clean it manually then apply some aliasing to smooth out the edges. It's good to see you're responding well to the feedback though, as far as ideas go, I'm still suggesting a war landscape (bombs, fire, aircraft. shooting, desecrated areas, etc) Dinosaurs could work if they're used correctly.



I'm always available for questions and testing. Thumbs Up


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