Author Topic: SMFR WIP Video topic!  (Read 2445 times)

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Offline Wetwoo

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  • Awards Has behaved for a whole year! (<20% warn, >0 rep, min. 400 posts) IRC Channel Operator Makes a lot of Fusion Fangaming videos (excluding WIP/Showcases). I AM A GOD OF CODING AND I DEMAND YOU WORSHIP ME Contributed a few sprites to any Fusion Fangaming project(s). Created an Engine that allowed some Fusion Fangaming project(s) to be. Contributed 12 or more levels to any Fusion Fangaming project(s).
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Re: SMFR WIP Video topic!
« Reply #15 on: February 11, 2012, 04:11:42 pm »
...my god. Dat Paradise. That looks like a pretty sweet mechanic, even if Youtube's quality is shitty.

Epic work! Will other areas have this gimmick, or is this a one shot gimmick?
Oh you bet this will be used multiple times. Expect a couple of levels in Ocean of Oblivion (World 3) to make extensive use of it and even the final world.


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Offline TheomanZero

Re: SMFR WIP Video topic!
« Reply #16 on: February 11, 2012, 05:05:49 pm »
Blood cavern versus lava cavern is a lot more creative and interesting than most "parallel levels"-type gimmicks.  I like how the more dangerous of the two (lava) is arguably the less creepy.
I also really liked the distorted music effect in Lost Paradise.  I'd comment on how it looks, too, but I couldn't really see anything.  Were you using some new graphical effect?  I wonder why YouTube couldn't handle it, but the rest of the video looked fine.

Offline EvilMariobot

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Re: SMFR WIP Video topic!
« Reply #17 on: February 11, 2012, 05:46:20 pm »
Maybe you could post a screenshot of how it looks in-game.

Offline TwinTails

Re: SMFR WIP Video topic!
« Reply #18 on: February 11, 2012, 07:26:36 pm »
Maybe you could post a screenshot of how it looks in-game.

you know, that doesn't sound like a bad idea. it couldn't be too hard either considering that anybody can make a screenshot by pressing F9. that is, if JudgeSpear didn't take that out.
« Last Edit: February 11, 2012, 07:29:10 pm by TwinTails »
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Offline Riverroad

Re: SMFR WIP Video topic!
« Reply #19 on: February 11, 2012, 08:02:26 pm »


That dark haze effect slowly moves while in the "evil world" so the image is still a bit more blurry than the ingame level is.

Offline kirbio

Re: SMFR WIP Video topic!
« Reply #20 on: February 11, 2012, 08:09:22 pm »
May be that haze and music could use as Fuzzy(YI) effect?
It look nearly same.
Current SMFR WIPS
5-S1:[Unnamed](Collab with Harbige12 -- On Hold till Choccobo is done)

Offline Gladiacloud

Re: SMFR WIP Video topic!
« Reply #21 on: February 12, 2012, 01:07:59 am »
Why the magma falls don't kill Mario instantly?
« Last Edit: February 12, 2012, 02:26:42 am by Gladiacloud »
CURRENT MKF WIPS
break time

CURRENT SMFR WIP
break time

FUTURE MKF WIPS (I hope to make them, a day)
6-?: Pirates Cliff
-1-8: L?m????? ?a?ern
?-?: B????????p ??????d

FUTURE SMF WIPS

Offline Wetwoo

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Re: SMFR WIP Video topic!
« Reply #22 on: February 12, 2012, 05:23:08 am »
Why the magma falls don't kill Mario instantly?
I forgot to fix the blood/magma falls objects' parents after merging into the master source.


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Offline Magnemania

Re: SMFR WIP Video topic!
« Reply #23 on: February 12, 2012, 06:38:05 am »
I'm rather curious as to how you did that impressive little trick with distorting the music.  How did you do it? Would it work with skinned musical tracks?

Offline Aura

Re: SMFR WIP Video topic!
« Reply #24 on: February 12, 2012, 09:28:21 am »
It's an FMOD feature, so I'd imagine it would.  SMFR has an external soundtrack too, you know.

Offline Riverroad

Re: SMFR WIP Video topic!
« Reply #25 on: February 12, 2012, 12:02:34 pm »
FMOD has a script that allows the frequency of an audio instance to be changed while it is playing.  Higher frequency makes the sound play faster and vice versa.

After a new room starts, the control object gets the frequency of the music that is currently playing:

Code: [Select]
default_freq = FMODInstanceGetFrequency(obj_musicplayer.musicsession)
obj_musicplayer.musicsession being the instance of the background music.  When the room changes over to the distorted version, the music frequency is changed in a similar way:

Code: [Select]
new_freq += default_freq * 0.1
FMODInstanceSetFrequency(obj_musicplayer.musicsession, new_freq)

In Lost Paradise, the music bounces between 0.85 and 0.95 times normal frequency.  Make sure the instance returns to its normal frequency when the "evil world" segment ends and everything is all set.

Offline Rukifellth

Re: SMFR WIP Video topic!
« Reply #26 on: February 14, 2012, 01:20:25 pm »
Say, what is the second area music in Lost Paradise? Sounds familiar. Is it Castlevania?

 

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