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NirvanaNeron (Travoisnero) Wrote:I dont think we need over 100, unless someone want to make a BG like Smash Bros that changes constantly overtime lol. This idea is GODLY, I think I'd even make one if I got the resources from somewhere...
Anyhow, the more, the better...
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I had a problem with a 20-layer bg, where you actually had to wait until the bg has been loaded. Kinda annoying, and I fear that a 100-layer bg will create more of these problems, especially if non-optimizing people start designing.
I still prefer a higher bg-limit, though
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05-15-2008, 03:57 AM
(This post was last modified: 05-17-2008, 06:28 PM by SamuelKPeter.)
Woah, some good features out there. But the BG music... is there going to be only for stages, or there may be one for the menu too? I've been thinking about that.
EDIT: I'll shut up about BGs. I haven't coded any Background, but after seeing many out there, I got that sight of view (that there's no need to put a lot of frames)
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Evilmod Wrote:I had a problem with a 20-layer bg, where you actually had to wait until the bg has been loaded. Kinda annoying, and I fear that a 100-layer bg will create more of these problems, especially if non-optimizing people start designing.
I still prefer a higher bg-limit, though
I agree, there'll be backgrounds like this quite sure, but I doubt that they'll be accepted cause they ruins game. But versed coders have a lot more chances to animte bgs...
SamuelKPeter Wrote:Woah, some good features out there. But the BG music... is there going to be only for stages, or there may be one for the menu too? I've been thinking about that.
About bg layers, my opinion is to raise to not that much, around 45 as I don't think there's need to lotsa layers (OMG HUGE FILESIZE)
Well, same as aboth - and actually I doubt you already coded lots of backgrounds. If you animate most stuff you can need it. For example in Naruto BG Pack there's one with moving clouds - they move way to quick because I had to set the distance high enough so I can move the whole picture and time had to be so short that it looks fluent... - for example there I can do a lot more now...
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05-15-2008, 01:19 PM
(This post was last modified: 05-15-2008, 01:21 PM by NirvanaNeron (Travoisnero).)
Hmm, I see you guys' point.
Just hoping it doesnt cause problems since i use a pc from 2002, it's 6 years old and LF2 takes alot of RAM in just 15 mins.
Characters take most of it, but if the backgrounds are too animated, it will freeze rapidly through the game, like on Firzen's Queen Island.
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Silva Wrote:Rawr, I was correct . Anyway cool, they are fixing the resizing bug(which I just found out about ). damn right im happy you were - if they didn do the random number aswell (since in lf2 the random is just used for broken effects that dont affect the gameplay) modifications using it wouldn be recordable
and shame on you for not knowing about the resizing
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if 100 layers is possible, then large images CAN be split, so the load time should be faster, or am I wrong?
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05-20-2008, 06:00 AM
(This post was last modified: 05-20-2008, 07:11 AM by MH-Razen.)
lfempire: hm, a members suggested / asked
if there's a way to make 4-player-online-fights...
Marti: I am afraid we cannot do this in LF2.
The change is too big...
But I am sure we will do that in our new game.
[...]
About Background-Music:
1. You can turn off the music when selecting stage/difficulty
2. You can also adjust the volume (sound effect + music).
volume can be 0 (silence)
3. But you must adjust their volume together, cannot adjust their volume separately
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finally a sound control for lf2. (always wanted my music to be louder than lf2's but lf2's always wins =\).
@Travois
hopefully i'll be able to implement that in my thingy. (shouldn't be too hard, but every little processing bit slows down the game just that much)
Azriel~
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Great, and I sacrifised a couple of hours to set every sound's volume to 50%...
But if you can actually adjust the volume... oh well, I'd appreciate that
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