![]() ![]() Melee, taking the main platform from the former and the animated background from the final part of the latter's animated background cycle. ![]() Like with Battlefield in the source game, PabloSSB's version is slightly smaller in width than the average stage, though it should be noted that because characters do venture off screen somewhat at the stage's horizontal boundaries, the actual viewing area is effectively slightly narrower.ĮXShadow's second version uses assets of both the Battlefield and Final Destination stages from Super Smash Bros. def making the camera function like it does in typical 2D fighting games. series, and the SSBMELEE_BATTLEFIELD_BIG. def forcing the camera out to a fixed position that attempts to (within limitations of the M.U.G.E.N engine) emulate the camera as it works in the Super Smash Bros. The stage comes with two definition files that change how zoom affects the camera's functionality, with the SSBMELEE_BATTLEFIELD. Melee, though it foregoes the three small floating platforms and animation on the 'core' situated on the main platform's underside in exchange for having the main platform slowly levitate up and down and a coloured glowing aura surrounding it that periodically fades in and out. PabloSSB's version of Battlefield is highly resemblant of the stage as it appears in Super Smash Bros. Like a lot of the creator's works, this stage's numerous background sprites make it incredibly heavy, with the zip totalling at over 130MB compressed. Notable features regarding the main stage are the pulsating tron lines and the significant amount of up and down movement as it levitates, though it visibly starts to 'wobble' as it slows down to reverse its movement due to an unorthodox scale value being applied over the localcoord a keen observer may also notice that the three small mid-air platforms are not centred properly in relation to the main platform, being misaligned slightly to the left. Despite the stage being intended for and only working properly with M.U.G.E.N 1.1, it has several clever but redundant workarounds to bypass the limitations of older versions of the engine, such as the main platform & non-sky section of the background using the RGB method to reduce colour loss and an anti-aliasing layer on the main stage, despite 1.1 natively allowing for sprites with both unindexed palettes and anti-aliasing. for 3DS and Wii U, but takes the majority of the background scenery from an alternate source. BrawlĮXShadow's first version of Battlefield uses assets of the main stage and floating background platforms from the Wii U version of Super Smash Bros. ![]()
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