DinnerSonic decided to help me further, so the next release is out! The layout wasn't really changed at all, but the moving platforms now animate! The motion patterns aren't final, but it should give you a good sense of how things will move. Also, the spring has been turned into a moving platform to compensate for the lack of a working gimmick.
So, please try it out! If you tried out v1.0, please get the updated version and let me know what you think of the changes!
Oh hey, I recognize that name! I'm still hoping you'll show up there again.
The best way you could help me at the moment is by play-testing my stage prototype and giving me your feedback. I hope to have a second version out soon (with moving platforms) if BrawlBox cooperates.
And Yoshi? I hadn't thought of that. Good luck with that! Bonus points if you change Yoshi's egg projectile to be an Aero too.
DinnerSonic is using the template now. Normal items spawn! However, he's still having trouble with editing the stage in BrawlBox. Every time he tries messing with the lights, he'll get a "unable to open file for write access" error, or the changes he made won't apply, or (worst case) the values will be shuffled around. He had the same exact problem earlier, which is why the lighting on the V1 release is pointing upwards.
Any idea on what's causing this problem? If it helps, he's using BrawlBox v0.67b.
If you look at the models, you'll see that Yellow is the same height as Red, just fatter. This makes him look stubbier.
@ItalianStallion: Well, my Axem models aren't influenced by any fan art, and they aren't meant to be redesigns or radical interpretations. I stayed very faithful to their sprite designs, which has them at roughly Mario's size. (And they do in fact have subtle height differences.) Sorry they're not tall or humanoid like you prefer to imagine them to be, but that's just how they are.
DinnerSonic said he found a way to disable the automatic item generation, and from what he's shown me, he did. But, the problem is that when an item tries to spawn the normal way, the only thing that appears is either a Sandbag or a sticker. Is there a way to fix it that doesn't involve starting over in a new stage?
Why, yes, actually, I believe DinnerSonic used the training stage as the starting point before putting it over Final Destination. Does that have something to do with it? How could he fix it? (Or would you be able to fix it for us?)
Anyways ItalianStallion has a point on all the SMRPG characters being teh same height, so the Axems may or may not be that short.
I don't know what height they would be if SMRPG didn't have weird proportions/scale going on, but I did design my Axem models to have specific sizes, with Red being a tad shorter than Mario, and the rest edited from there. For instance, did you know that Black is a tiny bit shorter than Red?
Yeah, the Axems currently in the vault are rather unsatisfactory. Not only do they look weird, but Pink wasn't done at all. Of all the fighters, I think Toon Link might be the best base to use. (After all, he's the only short, non-puffball sword user.)
Unless there's an easy way to graft Ike's flapping headband onto Marth's mesh to use for the spear, Ike might be the best bet. Sure, Marth is lighter and has generally quick attacks, but his stabbing moves are more suitable for a spear than Ike's big swings.
Someone suggested Ike would be a good base for Yaridovich. Now that I think about it, Marth might work, too, since he does a lot of stabbing with his sword.
That's very helpful of you, but I think you missed the part of my posts where I don't have to means to do it on my own, and I don't want to impose on my friend more than necessary. I don't want to come off as sounding lazy, but there's only so much I can do on my end.
By the way, does anybody know why only Sandbags seem to spawn on the stage?
Yeah, I don't expect the spring to actually be implemented anytime soon. That said, with the level of detail involved in a stage, there's a chance that spring hacking could be implemented by the time I finish the stage model. In the meantime, I guess a vertical moving platform could be placed in the area instead.
However, there are still other gimmicks in the stage that can be implemented, such as the moving platforms, and I would be very grateful if someone could implement them. If you do, please let me know, and I can give you all the details on animation frames and whatnot.
The stage is not a Blade stage. That was merely the sky I made for it so that it wouldn't have a solid black background. I am looking forward to seeing what you make though.
Since nobody here stepped up, I asked my friend DinnerSonic to try and import the stage for me. Several tutorials and experiments later, we now have a working version! Please read the notes below.
-The stage graphics are obviously placeholders, as is the sky. I threw it together from Blade assets I had around. -We tried setting things like item spawn positions, though for some reason, only Sandbags are spawning. -Nothing behind basic layout has been implemented. The moving platforms don't yet move, and the conveyor belts don't have any functionality. -Even though I have a working stage model now, I still need your help! DinnerSonic was kind enough to learn how to edit stages for first time, but I couldn't just ask him to do everything himself. I need help from someone (or some people) to get things like the moving platforms and other stage gimmicks. -As I mentioned before, the setting will be from a Mario game, but the exact theme will be revealed once work on the stage models begin.
So, please let me know what you think of the stage layout. Play against computers, and let me know how they do. Play with your friends and let me know what they think, too. And please please let me know if you're willing to help out in making this stage a reality!
Besides lowering the saturation in his colors to match the game's style, I added a lot of little details, such as embroidery on his cape and a belt that actually looks like a belt. Oh, and I made a little buddy for him, too!