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Question: What would you like me to release next?
Melee Mute City - 73 (41.7%)
Gerudo Valley - 31 (17.7%)
Bowser In The Sky - 17 (9.7%)
Inside Peach's Castle - 14 (8%)
Fire Temple - 13 (7.4%)
Windmill Hut - 3 (1.7%)
Dodongo's Cavern - 3 (1.7%)
Venom - 4 (2.3%)
Pac-Man - 17 (9.7%)
Total Voters: 175

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Author Topic: Mewtwo2000's Stage Thread - [Mute City released] - (20/06/19)  (Read 1570083 times)
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libertyernie
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    « Reply #1275 on: July 30, 2010, 09:40:59 AM »


    Bond, Mewtwo, and a round ball of pure metal?
    BEST FIGHT EVER
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    « Reply #1276 on: July 30, 2010, 12:35:21 PM »


    nice one! is that permanent metal jigglypuff? ill bet that it is Grin

    heres a good question.. i know HOW to change the colors of lights and such, but WHICH lights am i editing? like in which direction are each of the lights shining from? where are the sources?

    say i wanted to make some red light below the fighters so that its coming up from under them.. which light should i edit? is there a way to tell? is it possible to move existing lights for a more favorable position?

    thats what confuses me Tongue
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    Mewtwo2000
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    « Reply #1277 on: July 30, 2010, 02:02:50 PM »


    Bond, Mewtwo, and a round ball of pure metal?
    BEST FIGHT EVER

    xD

    nice one! is that permanent metal jigglypuff? ill bet that it is Grin

    heres a good question.. i know HOW to change the colors of lights and such, but WHICH lights am i editing? like in which direction are each of the lights shining from? where are the sources?

    say i wanted to make some red light below the fighters so that its coming up from under them.. which light should i edit? is there a way to tell? is it possible to move existing lights for a more favorable position?

    thats what confuses me Tongue

    Em... Just a metal box O.o

    About the lights, I can't tell which light is which one, I only know that there are some light groups, and each light effects over certain models. There are some effecting only characters. About the position of the light, I don't know yet how to make a light to be a point light, but I know how to edit standard ones. You can edit the direction vector, I mean, every lightray will come from a point in space, and will go to another point in space. From A to B. And A/B are defined by vector1 and vector2 values
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    « Reply #1278 on: July 30, 2010, 02:52:30 PM »


    Damn I seriously can't wait to play on here. Looks amazing so far, glad this is the stage your working on now.
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    « Reply #1279 on: July 30, 2010, 04:10:16 PM »


    I have a question about the Facility. Are you going to recreate the whole stage or just the area where you fight?
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    « Reply #1280 on: July 31, 2010, 07:17:28 AM »


    Damn I seriously can't wait to play on here. Looks amazing so far, glad this is the stage your working on now.
    ^ This
    Mewtwo check your messages please. I've been trying to reach you.
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    « Reply #1281 on: July 31, 2010, 08:33:26 AM »


    anyone else notice the "Spiral Mountain top" listed on the first page? (under "Projects")
    I can't wait to see how the progress is on it. That stage will be awesome
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    « Reply #1282 on: July 31, 2010, 01:36:38 PM »


    I have a question about the Facility. Are you going to recreate the whole stage or just the area where you fight?

    I have another question aside from that one, Are the collisions on your Sector Z stage the same as the original Corneria stage?
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    Mewtwo2000
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    « Reply #1283 on: July 31, 2010, 01:54:40 PM »


    I have a question about the Facility. Are you going to recreate the whole stage or just the area where you fight?


    I don't think so. I mean, having all the stage would not make any sense, the camera must be object-free so there's nothing annoying to gameplay. So there won't be anything from that corridor to the foreground. About the background, I don't think I'm making the whole stage because it won't be visible, but I want to make everything which is visible from the fighting area at least. I could even make some more areas, but as they are not necessary for gameplay, I think I will release it without them. I have to see what's the best thing for the stage in order to make them for a second release.


    I have another question aside from that one, Are the collisions on your Sector Z stage the same as the original Corneria stage?

    They are, but the stage is bigger. I just resized the collision. Well, and shooters don't have a collision anymore, just like in N64. The collision is there, but it's not a ground type, but a 'none' one. So it's like there's no collision anymore.
    « Last Edit: July 31, 2010, 01:56:14 PM by Mewtwo2000 » Logged

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    « Reply #1284 on: July 31, 2010, 05:55:39 PM »


    I hope you still have free time to help me with my stage ^^
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    « Reply #1285 on: July 31, 2010, 10:59:14 PM »


    Out of curiosity is every part of Facility made from Stage Builder parts? (If so then I give you extreme FairProps)
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    « Reply #1286 on: August 01, 2010, 08:21:05 AM »


    I don't think many people already use the .obj importing method O.o
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    Mewtwo2000
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    « Reply #1287 on: August 01, 2010, 11:06:00 AM »


    Out of curiosity is every part of Facility made from Stage Builder parts? (If so then I give you extreme FairProps)

    Yeah, it is xD

    I don't think many people already use the .obj importing method O.o

    At least, I'm not using it yet. Maybe in the future, but for now using stage builder blocks is fun for me O.o xD
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    « Reply #1288 on: August 01, 2010, 02:18:35 PM »


    Jeeze that must've been tedious O_O

    I can't wait to see Facility then mate ^^
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    Mewtwo2000
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    « Reply #1289 on: August 01, 2010, 02:53:40 PM »


    New picture ^^U

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