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What do you think of this idea? | It's really good! | | 100% | [ 7 ] | I agree for the most part (please specify what you don't agree with) | | 0% | [ 0 ] | I'm indifferent about it. | | 0% | [ 0 ] | I don't like it. | | 0% | [ 0 ] |
| Total Votes : 7 | | |
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Author | Message |
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Slissith
2277 ( ͡~ ͜ʖ ͡°)
| Subject: Mute City Concept Tue May 15, 2012 5:21 pm | |
| I have been having this idea about mute city for a while now. So here it is. As in melee/brawl, the foreground changes. You are taken to each area but the same large platfrom. However, these areas will have more diverese themes, besides a road, like a dark tunnel, varying rooftops, tops of gigantic comercial signs, bridges, malls and possibly even more. Additionally, each area will be different each time you visit it. The changes could be of the following nature.
- Amount of platforms.
- Position.
- Iclination.
et cetera. |
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Guest Guest
| Subject: Re: Mute City Concept Tue May 15, 2012 6:06 pm | |
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Guest Guest
| Subject: Re: Mute City Concept Wed May 16, 2012 3:41 am | |
| Anything's better than what we have now, so I support this. |
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Guest Level 4 CPU
163
| Subject: Re: Mute City Concept Wed May 16, 2012 3:33 pm | |
| I think i can work on a Melee Mutecity, ut with a sideway perspective instead of a frontal perspective |
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Dr.MarioX Level 8 CPU
1703
| Subject: Re: Mute City Concept Wed May 16, 2012 4:35 pm | |
| I'll do Mute City. I'd want to do it F-Zero X style though, because F-Zero X is awesome. |
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Guest Guest
| Subject: Re: Mute City Concept Wed May 16, 2012 5:46 pm | |
| - Dr.MarioX wrote:
- I'll do Mute City. I'd want to do it F-Zero X style though, because F-Zero X is awesome.
But Melee uses the F-Zero X style. |
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Dr.MarioX Level 8 CPU
1703
| Subject: Re: Mute City Concept Wed May 16, 2012 7:07 pm | |
| So? It's the easiest to work with. So easy, that I did this in an hour: This is unfinished. Needs more shading and the GO's are a little weird I plan on spriting the entire stage. Background too. I'd also like to make a part where you fight on the top of the great loop.Thoughts? |
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Smash King Smash King
8744 EJ88201
| Subject: Re: Mute City Concept Wed May 16, 2012 7:29 pm | |
| So, are we making Mute City exactly the way it was in Melee? |
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Dr.MarioX Level 8 CPU
1703
| Subject: Re: Mute City Concept Wed May 16, 2012 7:42 pm | |
| A fusion of it and Port Town. |
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Guest Level 4 CPU
163
| Subject: Re: Mute City Concept Wed May 16, 2012 8:24 pm | |
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Slissith
2277 ( ͡~ ͜ʖ ͡°)
| Subject: Re: Mute City Concept Thu May 17, 2012 4:53 am | |
| It can be done, but obviously not exactly like it was in melee and brawl.
We can have a road background that creates illusion of movement, to the side of which buildings appear and move away from the screen. Their center can coincide with the horizon, which would remain stable as the building becomes smaller. The game can randomize the appearance of a building, or of none at all, every set number of steps. The same applies to other objects, such as racing and comercial signs, only that their position would be different.
As for the into and out of tunnel transition, it could be a blinding light.
I think it would be way too troublesome to attemp to imitate turns.
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Maikeru Level 5 CPU
486
| Subject: Re: Mute City Concept Thu May 17, 2012 5:33 am | |
| Out of all the 3D perspective stages (whether people like them or not), most of this stage should clearly be done in 3D. Mute City was basically made to be put in a 3D perspective. I recommend doing it in the mode7 style like the classic F-Zero |
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Dr.MarioX Level 8 CPU
1703
| Subject: Re: Mute City Concept Thu May 17, 2012 5:39 am | |
| Just watch. I'll make Mute City work using sprites. Why, I think it's a more creative way of doing it if it works out right. |
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MercuryHg34
3883
| Subject: Re: Mute City Concept Thu May 17, 2012 9:00 am | |
| Well now this vote is kind of pointless because it was already stated by the devs that MC was getting a revamp, not removed. |
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