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« Reply #2595 on: January 12, 2011, 12:04:52 PM » |
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Are you going to try and put in the blowing effect at all? If not, understandable, but it'd be neat if you could.
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« Reply #2596 on: January 12, 2011, 12:07:06 PM » |
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That will be the last thing I'll try xD
The only way to make it would be placing the stage over green greens and using the blowing effect in that stage. But first things first xD
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« Reply #2597 on: January 12, 2011, 12:41:25 PM » |
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Don't you think Dreamland 64 would be better with Green Greens' BG since it's a 3D render of 64's image?
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ㅤlㅤ
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« Reply #2598 on: January 12, 2011, 12:54:51 PM » |
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Maybe, but I'm building the original stage. The ones who ported the stage into melee could have improved the background too, but they didn't. And I won't either for the same reason.
Anyway, I could include in the download one version with the 3D background, it takes no time and people may choose their own option.
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« Reply #2599 on: January 12, 2011, 12:58:17 PM » |
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That'd be great Mewtwo. Can't wait.
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ㅤlㅤ
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« Reply #2600 on: January 12, 2011, 02:53:55 PM » |
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Looks like you're in the Kirby mood lately
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« Reply #2602 on: January 12, 2011, 03:17:50 PM » |
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^lolwut?
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« Reply #2603 on: January 12, 2011, 03:31:32 PM » |
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Mewtwo Kirby Hat by GameWatching
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« Reply #2604 on: January 12, 2011, 03:32:36 PM » |
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I kno, but its so....odd. lolz
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« Reply #2605 on: January 12, 2011, 04:37:18 PM » |
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Mewtwo2000, might be a stretch but could you make a really fast initial version of Dreamland 64 over Green Greens using elements from that stage?
All I want, is Green Greens with no blocks, no side islands on the stage, 3 small platforms instead of 2, and size/dimensions similar to Dreamland 64, or hell, the dimensions could even be a little closer to something like Fountain of Dreams.
That seems like it wouldn't take long at all, and it'd function almost the same way as Dreamland 64, complete with wind blowing D:
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« Last Edit: January 12, 2011, 04:38:33 PM by Mit »
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« Reply #2606 on: January 12, 2011, 05:44:57 PM » |
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I might do it before finishing the real thing. I suppose it would be much similar to some stages in the vault, but doing it could make me get some knowledge about how green greens works, and that would be cool if it's useful for the real stage. A new picture, I've made a little more progress.
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« Reply #2607 on: January 12, 2011, 05:46:32 PM » |
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I might do it before finishing the real thing. I suppose it would be much similar to some stages in the vault, but doing it could make me get some knowledge about how green greens works, and that would be cool if it's useful for the real stage. A new picture, I've made a little more progress. Mewtwo2000, that looks great
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« Reply #2608 on: January 12, 2011, 09:17:55 PM » |
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The first one is the FoD stage exactly as in the vault right now. Collisions made by me by approach. Size of the stage based on Oshtoby's 3d max model rip.
The second one is the stage with the exact collisions from melee, ripped from melee for project M.
Note how similar they are, and note that the stage isn't resized in the second picture. This means that the stage is nearly the exact size to melee.
The new collision file will be included in the file soon, and no big changes to the stage to fit them seem to be needed.
Boundaries and camera points are supposed to be now more accurate (exact) to melee now in my file. But I want to test things first by myself. Also, both my own (smaller boundary) and melee (larger boundary) will be included in the file to switch. But the melee one is supposed to be the default one in the stage.
Talking about FoD, I'm happy to have finally uploaded it, cause it was about to be one year from the day it was started ^^U
I hope to finish it soon, just after releasing my Dreamland 64 after exams.
EDIT: Well, those aren't really the exact collisions in melee, they are some of the points in the collisions, but there are more that make the round shape, in a similar way to mine. Those points are hard to calculate, so I will make them by approach. The collisions are too similar, so I may be not using them finally and keep using mine. But boundaries are supposed to be okay and they will be changed.
Thanks to Magus in P:M for finding these.
Whoa, for some reason, I still "feel" like the stage is really small when I play on it. Maybe it's because I have B+ codes set in so characters run faster, but I can go ape**** all over the place in no time. But uh, I just want to put this out there: for the next release of FoD can you restore the walljump option on the sides of the stage? Just throwing out a suggestion >_> .
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« Last Edit: January 12, 2011, 09:19:18 PM by gnahzdivad »
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« Reply #2609 on: January 12, 2011, 09:20:16 PM » |
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MEWTWO2000 POST
Whoa, for some reason, I still "feel" like the stage is really small when I play on it. Maybe it's because I have B+ codes set in so characters run faster, but I can go ape**** all over the place in no time. But uh, I just want to put this out there: for the next release of FoD can you restore the walljump option on the sides of the stage? Brawl characters are bigger than Melee Characters, making all Melee stages feel smaller. Look at the size of any brawl character in Hyrule Temple, and compare it to Melee. You'll see what I'm talking about.
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