Mewtwo why do you know everything about stages?
I have a feeling you secretely wok for Nintendo lol
Anyway, the lightning is great, keep it like that.
Also, that Giratina makes me sad, it's so small, I don't know.
I think it would look better without it there, but that's cool cause I can always remove it myself.
And another thing, is it me or are they animated cause I see Dialgia in different animations in all those pics.
They are. Only Dialga, Palkia and Darkrai are animated though. I don't usually use unanimated models, I don't like them, but the stage (the original one) was a request and it included the giratina, so I used a 3D-looking 2D image for it. And it's not small, it's just far away. The mewtwo was a later request and it's the trophy, so it's not animated either. Well, both mewtwo and giratina move a little, like floating, but nothing more. Also, in the original stage, mewtwo is included, but not triggered. There are 2 animations to switch in modeldata101. In the FD version, mewtwo's triggered by default.
BTW, this is the video I made for the original version, there you can see how they're animated:
Mewtwo is one of the few who doesn't only uses what is already known, he searches for new possibilities.
That and he is very patient, making very detailed stages, with a lot of models.
Even the best stage hackers admit Mewtwo's da bess
But if you wanna be a good stage hacker, hanging around with other stage hackers will help you gain a lot of knowledge. Then it's all up to your curiosity on experimenting and testing things, and finding the reasons for all da stuff.
That's the way I am, I like to innovate, finding new possibilities that nobody has used yet. Thinking back in my main stages, I introduced many things:
- Stage builder block based stages, with Fourside and Mushroom 64 (now many people use that technique)
-> Note about Fourside, when I started it, there wasn't any collision editor yet. I had to edit a file by hexing, that's why the original size was too big. I couldn't resize the blocks without difficulting the process. Remember that there wasn't any overall viewer in brawlbox either, so I couldn't see how the stage was going in brawlbox, only in-game.
- Animated characters in the background, with dead Rayquaza's Lake and HeartGold intro (now most stages feature characters or animated things)
- Gif-like animations, with What Is Love - Mario Villains (not much people has used them though)
- Warp system, with Mushroom 64 (the only stage with a warping system indeed)
- Moving collisions, with Mushroom 64 and Fourside again (before me, almost nobody was using them. Now most people use animated collisions)
- Accurate N64 and melee stage rebuilds, with Mushroom 64 and Battlefield 64 (lately there are a few more over there)
- The Shadow system, which makes custom stages have shadows (in my opinion, it's underused. Every stage should feature shadows in the ground, at least plain opaque grounds)
- Stage hazard profit, with Alive Rayquaza's Lake (not many people are doing this either)
- Lighting edition (There were a few lighting edits before me, but the real concept used now was pushed by me. I'm who suggested bero including light editing in the latest brawlbox versions)
- Fog edition (is there anybody else editing fogs anyway? O.o)
- Moving stages, with Alternative Mario Circuit (not sure about this, I guess I was the first showing it, but other stages like the Solar System one came before I released it. Anyway, platforms projecting shadows, shadows everywhere when the models have not shadows themselves and such are details that aren't usually used by others)
- Stage porting. I'm a master of stage porting. My stages usually work over many stages. I'm the one who figured out why a stage works over another. This is not important though, because of people always using rel files ^^U Also, I was the first who made WWR based stages compatible with FD. I guess nobody is using WWR stages anymore now ^^
- Shadow direction (if people doesn't even use shadows, they are never changing how they are, that's only me)
- Pause and fixed camera editing (I guess nobody but me has figured out about this. This make stages a little better too)
I may be wrong with any of these, but if I didn't introduce something, at least I was one of the first using it, or using it properly. Anyway, people are not looking for details, but for fun. So, I can make stages with dedication and detailing, but there will be other stages considered better than mine because of how they look at first view, the concept of the stage itself and other things.
I'm detailed and I can't do nothing but detail my things. And if something's wrong in a stage of mine, I will try to fix it instantly, once I know that wrong thing by reporting or something. There are some people who make a stage, with really bad bugs, and they not only do nothing to fix them, but sometimes they don't even upload a fixed version if someone makes fixes for them. And that's a shame.
I like my stages, I like making stages, and I'm never leaving behind a stage of mine. Others do u_u
BTW, I have interest on knowing what are your favourite stages between mine. I mean, I know there are better stages than mine over there, but I only want to know those that you like the most between the ones in my OP, or my vault. It's better if you post your reasons (innovative, epic, good looking, good to play on, nostalgic...)
Just to know xD