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SSF2 Stage discussion 
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Post Re: SSF2 Stage discussion
linksonicfoxdk wrote:
Lugbzurg wrote:
Byllant wrote:
MultiSenhor wrote:
It better don't have any user cameo, if anything, maybe just some devs, mostly if they contributed to the stage, or random characters that do not represent anyone...

Agreed

Yes, I like that idea, too. Let's do it. In a game with expansions, you never know what might become playable. I could probably come up with a moveset for Omochao, if I tried!
Byllant wrote:
KABOOM! wrote:
200th post!
Anyways, how many stages will return from SSF?

For now only 2, Dream Land and MKII: Subcon. I would like to see Emerald Hill Zone back.

Yes, Emerald Hill is the one I most wish to return. It would quite likely become Tails' Stage, as that's Stage 1 of Sonic the Hedgehog 2, the game Tails first appeared in. I think Pokemon stadium got accepted back. I'm pretty sure I saw Cleod9 actually saying it, himself, but that was a long time ago, so, I'm not sure. I think all the old stages might return as there were only 6 of them (not counting Battlefield and Final Destination).

Bit of useless trivia about Tails. He was given the "Best New Character Award" in 1992! (Sweet! First time I used that "Spoiler" thing!)

pokemon probably will also come back. and peaches castle with a totally new design


how would u know that?

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Mon Nov 02, 2009 6:13 pm
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Post Re: SSF2 Stage discussion
(Goes all the way back to the 320's)
So, how's the new Green Hill going?

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Mon Nov 02, 2009 11:37 pm
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Post Re: SSF2 Stage discussion
Final Destiny wrote:
(Goes all the way back to the 320's)
So, how's the new Green Hill going?


Theres going to be a new one? Whos making it?

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Tue Nov 03, 2009 12:51 am
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Post Re: SSF2 Stage discussion
Pieguy made the one in the demo, but he said he was going to make some changes. like rings, characters running in the background, and some other stuff.

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Tue Nov 03, 2009 1:37 am
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Post Re: SSF2 Stage discussion
We already have the changed sprites, it's not that big of a difference. Just a few extra flowers and layers. The actual playing area is the same.

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Tue Nov 03, 2009 1:33 pm
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Post Re: SSF2 Stage discussion
You know how Zero Insanity made multiple changing BGs in FS by using transitions?
Well, for Awakening, can the base change with these?
http://www.spriters-resource.com/custom ... heet/17297

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Tue Nov 03, 2009 3:30 pm
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Post Re: SSF2 Stage discussion
eyekillyoshis wrote:
You know how Zero Insanity made multiple changing BGs in FS by using transitions?
Well, for Awakening, can the base change with these?
http://www.spriters-resource.com/custom ... heet/17297

:eew: I think the trailer show those (specially the red one), but I don't think is nearly good for a stage, need something to make it more complex.

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Tue Nov 03, 2009 4:10 pm
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Post Re: SSF2 Stage discussion
Byllant wrote:
eyekillyoshis wrote:
You know how Zero Insanity made multiple changing BGs in FS by using transitions?
Well, for Awakening, can the base change with these?
http://www.spriters-resource.com/custom ... heet/17297

:eew: I think the trailer show those (specially the red one), but I don't think is nearly good for a stage, need something to make it more complex.


The floor breaks (shatters) one bit at a time, and there's a door on the other end that teleports you safely, and the stage re-collects together! :?:

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Tue Nov 03, 2009 5:04 pm
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Post Re: SSF2 Stage discussion
The problem is: It is simple in its gamem there isn't much to do.

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Tue Nov 03, 2009 8:07 pm
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Post Re: SSF2 Stage discussion
Old School wrote:
The problem is: It is simple in its gamem there isn't much to do.

well final destination is simple and its one of the bes stages on the demo (least glitchy too)

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Tue Nov 03, 2009 9:32 pm
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Post Re: SSF2 Stage discussion
...I was just wondering, (And this may have been asked before) is poke floats gonna be a stage?

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Tue Nov 03, 2009 9:37 pm
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Post Re: SSF2 Stage discussion
drako691 wrote:
Old School wrote:
The problem is: It is simple in its gamem there isn't much to do.

well final destination is simple and its one of the bes stages on the demo (least glitchy too)

I agree :nod:

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Tue Nov 03, 2009 9:39 pm
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Post Re: SSF2 Stage discussion
If Mushroom Kingdom II is going to have Birdo, and Pidgets, and Turnips, then will green hill have the floor shattering?

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Tue Nov 03, 2009 11:20 pm
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Post Re: SSF2 Stage discussion
Final Destiny wrote:
If Mushroom Kingdom II is going to have Birdo, and Pidgets, and Turnips, then will green hill have the floor shattering?

That requires spriting the whole stage over so there can be sections with the floor out. I think that would take too much time and effort. Checkpoints will probably be in, though.

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Tue Nov 03, 2009 11:25 pm
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Post Re: SSF2 Stage discussion
RoyMaster4 wrote:
Final Destiny wrote:
If Mushroom Kingdom II is going to have Birdo, and Pidgets, and Turnips, then will green hill have the floor shattering?

That requires spriting the whole stage over so there can be sections with the floor out. I think that would take too much time and effort. Checkpoints will probably be in, though.


I don't know how it works in Brawl, but I have an idea of how this could work, besides, I don't know if Cleod could program it.
I could draw it and scan it, but I'm felling too lazy and I don't have enough time.
The stage could have 4 separated sprites (just use the one you already have, while cutting the middle, the breakable area, in 3 parts), align these parts to the stage in the right area, code them as ground or wall or whatever you would do normally, but without grabable edges (duh, of course), make them fall if they take x% of damage and it's done.

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Wed Nov 04, 2009 12:03 am
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