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« Reply #300 on: November 29, 2013, 04:40:33 PM » |
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It needs one of those 4 moving block things.
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« Reply #301 on: November 29, 2013, 05:22:42 PM » |
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Look more on the stage, they are on the background.
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« Reply #302 on: November 29, 2013, 06:04:14 PM » |
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Look more on the stage, they are on the background.
teehee, you said 'moron'
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Switch FC: SW-4190-2933-4524
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« Reply #303 on: December 01, 2013, 09:12:58 AM » |
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teehee, you said 'moron' This was so random it made me lol
The stage is looking amazing, KTH!
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ㅤlㅤ
ㅤlㅤ
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« Reply #304 on: December 05, 2013, 09:30:02 AM » |
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While the site was in the pooper I did a thing:
Whenever I edit something from the stage, I seem to break it, though. The searchlights still work, but the background doesn't spontaneously break and the Metal Gear (well I only tested with Ray but I assume Rex and the Geckos all function similarly) spawns in the middle and just stays there. Not sure if I'm gonna continue working on this or not, but if I do, I'm probably gonna have to remove all the extra doo-dads like the searchlight and stuff.
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Muslims are literally murderers
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« Reply #305 on: December 05, 2013, 02:02:19 PM » |
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While the site was in the pooper I did a thing:
Whenever I edit something from the stage, I seem to break it, though. The searchlights still work, but the background doesn't spontaneously break and the Metal Gear (well I only tested with Ray but I assume Rex and the Geckos all function similarly) spawns in the middle and just stays there. Not sure if I'm gonna continue working on this or not, but if I do, I'm probably gonna have to remove all the extra doo-dads like the searchlight and stuff.
that looks really nice cant wait
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« Reply #306 on: December 05, 2013, 02:56:49 PM » |
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I... just... Awesome work!
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« Reply #307 on: December 05, 2013, 04:50:41 PM » |
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This could finally be something to replace Shadow Moses. Haven't touched that stage's files.
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« Reply #308 on: December 05, 2013, 05:29:58 PM » |
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This could finally be something to replace Shadow Moses. Haven't touched that stage's files. it's too good a stage for me to remove as well. still will be too, unless a rip from twin snakes is made available as a stage (same effects and everything).
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Switch FC: SW-4190-2933-4524
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« Reply #309 on: December 05, 2013, 08:10:22 PM » |
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While the site was in the pooper I did a thing:
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« Reply #311 on: January 10, 2014, 11:23:16 AM » |
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« Reply #312 on: January 10, 2014, 02:40:47 PM » |
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Hello everyone, first post here. I'm Llama Juice. I started my first stage. Trying to build a new environment from scratch, working on a Golden Sun map. Picture that's a few days old, but shows some reference images of the game that I'm replicating. Current state of the stage. I'm trying to create the skybox based off of the original game's overworld geography as well.
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« Last Edit: January 10, 2014, 02:46:56 PM by LlamaJuice »
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« Reply #313 on: January 10, 2014, 03:02:35 PM » |
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I like what I see so far in your first post LlamaJuice.
Can you do me a favor and make a version of this stage so that the center area has both doors open that you can exit and enter so that there are no perma walls? It can function kinda like the tent in Hyrule Castle 64.
As for the background, I wouldn't worry too much about accuracy. I would just go the Castle Siege route and put mountains, forest, and a lake in the background with a skydome. It will be less taxing facepoint wise and won't lag nearly as much.
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« Reply #314 on: January 10, 2014, 03:17:30 PM » |
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I looked at Castle Siege and then looked at the overworld map for Golden Sun and realized that I'm basically going to be doing a Castle Siege style skybox. I thought it'd be interesting to have that lake, forest, and mountain be accurate to the game's geography though.
I also was going back and forth about opening those walls up, as I didn't want it to turn into something like stock Spear Pillar where you end up with a chasing game running laps around the center platform.
What exactly causes lag? Mainly high polycounts? What sort of polycount do you usually shoot for on these stages? I went and looked through a bunch of the stages with BrawlBox and saw stages ranging from 25K triangles all the way up to 100K triangles. I was planning on aiming for about 40K-50K
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