I spent a bunch of time tinkering with BrawlBox, got the full stage ingame, but was having a bunch of problems with transparency shaders and stuff. So after spending a silly amount of time trying to research how to do it... I gave up.
Then I worked more on background assets.
Created the small town to the left of the tower Created simple log bridges to go across the rivers Added mountains/clouds to the skydome to make the sky more interesting. Created textures for the doors on the main platform.
I’m not sure how to answer that question. I chose my Golden Sun project based off of Project M’s requirements for being included into their mod (An IP that exists in Brawl). Originally I was planning on trying to submit my map to the PMBR and have them throw it into their pack, but now that’s not really a concern. Now it’s just more of me wanting to create good looking and fun content. Golden Sun wasn't a game that I had even thought about in years until I looked through the IPs found within brawl and had a nostalgia blast from Golden Sun haha. I figured it was an IP that was great, but didn't have much love in the game’s community.
Other games that I’m a fan of are games like Banjo Kazooie, Tales of Vesperia, Portal, Kerbal Space Program, Minecraft, Halo, Donkey Kong Country, Super Mario World, Rocket Knight Adventures, Pokemon Snap, Conker’s Bad Fur Day… I’m kinda all over the place.
I haven’t tried to think of what I want to do for my next project after I finish my Golden Sun stage, I just really want to be able to focus on the one stage and not get sidetracked onto other stuff before I complete it.
You're a machine dude, how quick is the average turnaround for a stage for you? Your content is always just absurdly impressive that you're able to pump out this much stuff that quickly.
Would it be possible to have it so that if the player is on the ground along the wall when those pegs come by it kills them? That'd be an interesting gimick.
Anyhow... HI GUYS
I got home, had a fantastic vacation, jumped back into my project today.
I worked on putting some serious effort into the background of the scene. The blue boxes on the left are placeholder for a small town that's going in there. I still need to make another small lighthouse that goes behind those blue houses as well.
Sky color and such is all placeholder as well.
New assets from today: Sand Path Dirt Path Cliffs along islands into water "Mountains" Water Clouds BlueTown
That's what is weird about using a green and purple color scheme. When something is green, it's because it's just green hahaha. I do feel that my placement of the green bricks should feel more structured though, that they're placed where they are on purpose, rather than just placed there to break things up.
Last night I was playing around with the engine again, trying to figure out how to get the stage to be playable in game.
A problem that i'm running into with the game is that when I complete a match the game crashes. If I revert my collision back to Final Destination Collision then it's fine and I don't understand why.
Is this a common problem? Is there a "rookie mistake" with collision issues that cause crashing problems commonly?
Either way, this is probably my last update for a week or so. I'm going to Florida with the girlfriend for a week starting today. Probably won't be working on my stage at all while on my trip.
I want to break up the MOUNTAIN OF PURPLE... and so I made a bunch of bricks, made them green (not sure if I even have the right green yet) and placed them throughout the stage. I think I like it, but I'm unsure haha. Feedback?
Right now that center line is mirrored, but I'm planning on just re-UVing that platform after I do my last mirror task so that I don't run into that mirrored effect at all. Right now it doesn't make sense to fix that as my workflow has me just re-mirror the platform whenever I want to take a picture to show you guys.
Also, the pyramid that's at the top of the stairs is stupid, so I didn't want it there. I'm pulling reference from a few of the lighthouses in the game, (The main shape of this lighthouse is actually the Jupiter lighthouse from Golden Sun 2, but I'm using the Venus lighthouse color scheme and world placement and themes....) It's not a perfect copy of any one lighthouse, and so that lets me kinda pick reference from any of them and add additional stuff to it that makes it more visually interesting.
Thanks again everyone for the super positive feedback, you guys rock. Post Merge: January 16, 2014, 02:43:15 AMAdded trim around nearly everything, added a few small decorative touches. Made the carpets droop off the sides of the platform, as I couldn't figure out any other way to make them look decent. The only textures remaining in the foreground currently are the door/door frame and the hole between the statue ladies. I'm pretty excited. My first attempt at making the carpet. I made it have circle endcaps to it with the idea that it'd make them get closer to my ledges. Eventually I decided on having them droop off the sides instead.
I didn't get to work on it at all Monday night, so today is just a small update.
I worked on creating textures for the "center fight path" and for the stairs. I wanted to make a path that ran along the ground where the players are actually fighting to help separate that part of the stage from the non-playable bits.
Creating that Golden Sun: Lost Age logo took way too long. (and yes I know that mine is damaged differently than the original one, I don't care hahaha)
Haha thanks @Peardian, I recently went through this entire thread to see what else people have done, try to learn the community a bit. You're the Bowser's Keep guy, right? Your comments mean a lot with a stage like that under your belt Thanks bro
I know there are a lot of textures already created and exist within the game's stages, but I want to go through the full process of what to do with a stage and build my own texture repository. Plus, since a lot of the remaining textures are background assets I should be fine with making some really quick and dirty low resolution stuff that'd work fine for a background asset.
I've been kicking around ideas of having the lighthouse activated, and what that would do to the gameplay. In the game when the lighthouse gets activated it splits the building into four pieces. I've considered trying to replicate that effect/animation but right now that's all after I'm done with the things on my list. Again, it'd be custom made art to try to fit the art style of Golden Sun while still looking good in Brawl.
I'm at roughly 33K triangles right now. (Ignore the tricount in the images, they're wrong. There's stuff out of frame that isn't being counted) Originally I was planning on trying to keep it under 50K when i didn't know what my limits were. I've been trying to cut corners and optimize meshes wherever I can, so right now I feel that I'm getting a lot more out of my polycount than what you'd expect of 33K. I still do plan on adding a lot of decorative pieces to flesh it out more. With this pass I just needed to put a dent in the objects that still needed textures.
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To do list:
Textures: 1: "Runway path" I want some sort of fancy path that runs along the stage everywhere that the player can go. Something to visually differentiate the playable space from non-playable space. Currently that's what those colorful checker pattern pieces are, but I'm going to redo those entirely probably. 2: Various trim pieces. I have models running along the areas where purple sidebrick meets green floortile. I need those textured. Planning on using the same trim texture for the side of the small platforms on the far left and right. 3: Stairs: Right now I'm literally using the stairs from the Golden Sun game as my texture. Obviously I need to make my own and make them look good. 4: Door Archway: This archway will stay in the build, I don't know if the door in the middle of it will. 5: Grass: Background texture assets. 6: Mountain: Background texture assets. 7: Babi lighthouse card: Background texture assets. 8: Small town card: Background texture assets. 9: Clouds: Background texture assets. 10: Water: Background textre assets. 11: Sky: Background texture assets. 12: Dirt Path: Background Texture assets. I want to mirror the ground map from the original Golden Sun game. That includes all the weird little things in the background.
Models: (And textures that'll go with them) 1: Fancy green brick deco that I can just stab into the purple brick texture that already is in place. The idea is to have some green bricks extruding from the purple bricks in some places for some visual flair. This will probably be used to cap off any angled corners and in large flat boring purple brick spaces. 2: Small plants: It would be neat to have some plants growing through the tiles/vines running up some walls. 3: Babi Lighthouse: Simple model to be able to make a card out of it for the background. 4: Small Town: Simple model to be able to make a card out of it for the background.
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I'm sure there's a bunch of other stuff that I'm missing from this list at the moment, but it's a good idea to have a list of what to work on so that I know where to go next and have a measurable way to say what I've completed and what I still have yet to do.
I come from the land of Halo 1 modding. That game is stupid hard to model for. Smash is easy (in comparison). If you're interested, here's the last project I worked on.
I did all of the organic environment art in that scene. That project was a collab between 20 or so people. It's still in development, but I stepped away after working on it for a year to be able to pursue other projects. This one is what's grabbing me right now.
The idea is to make something pretty enough to get a job out of. I know I can do it, I just need to push it hard. If brawl's engine doesn't allow me to push the art as far as I want it to go then I can always port it to a different engine after the fact.
Anyone else interested in seeing if we can make the prettiest stage that the Brawl community has made? That's my goal. Lets see if we can get there. (I say we because I'll no doubt need some help with learning the Brawl engine. I got the basics of model importing and assigning textures to it, but that's about all I know so far. I don't know anything about shaders and the like.)
I worked on UVs and started making textures for a few of the scenery objects. At first I wasn't a fan of the purple/green color pallet, but now it's starting to grow on me. I'm planning on redoing my purple brick texture with some green brick patterns throughout it as well to spruce things up a bit. Not sure exactly what I'll do with it yet, but it'll be there. Also, I'm fairly certain that I'm going to be knocking down the wall and making a tunnel through the center.
Hey man, total noob here. Thanks a heap for these tutorials, it helps more than you know. I spent a disgusting amount of time yesterday working to get my stage in game, and thanks to your tutorials I actually managed to do so.
I'm new to the whole Brawl modding scene... what is a "facepoint" and how do I measure them?
The width of the platform is about as wide as Battlefield's main platform. I might open up those doors after some playtesting and seeing what feels better for the stage. That's been a common thought throughout making this thing.
As this is my first custom stage for the game, I still don't have a fantastic idea of what is a good scale of things yet.