problem with background height?

Where am I going wrong...until now all the art sizes I have used came from the original mod...I tried to use a background I found that is animated but I just used one still frame to test it. But my characters are walking allover the image instead of the ground,  I tried editing the size that didn't change much. I was hoping for a similar level look as the masters of the universe mod (not the he-an and she-ra...the short one with 2 Skeletor fights.......I just wanted to make it a small area like a fighting background from mortal kombat most likely for a boss fight and the space is about right as far as width but I think it's way to large vertically,,,,, any ideas? Should I shorten the height?


117770331_10157011064927101_6075389258060487596_n.jpg



117817780_10157011064922101_6515493719683862613_n.jpg
 
Could be 1 of 2 things

1. you didn't set the background image as background and the image is not in the background in your level

2. You didn't set the "walking area" correctly in levels text, if you go to your levels txt inside data folder you'll see your levels in order, the level you're having trouble with just above it make sure (Z) is set correctly Z =  "walking area" for example

Z 460 460
File data/levels/test.txt    (this an example of 2D where you can use anim duck)

Or

Z 260 460
File data/levels/test.txt  (this is and example of 2.5D up and down movement)


260 and 460 represent the area in pixels you can move between (Min and max) I have no idea of the stage images you are using or it's measurements so my z 260 460 numbers are just me guessing
 
danno said:
Could be 1 of 2 things

1. you didn't set the background image as background and the image is not in the background in your level

2. You didn't set the "walking area" correctly in levels text, if you go to your levels txt inside data folder you'll see your levels in order, the level you're having trouble with just above it make sure (Z) is set correctly Z =  "walking area" for example

Z 460 460
File data/levels/test.txt    (this an example of 2D where you can use anim duck)

Or

Z 260 460
File data/levels/test.txt  (this is and example of 2.5D up and down movement)


260 and 460 represent the area in pixels you can move between (Min and max) I have no idea of the stage images you are using or it's measurements so my z 260 460 numbers are just me guessing





here is the levels.txt you mentioned I had noticed the Zs cause I just kind of copied what this mod did but I never really noticed the numbers before the ones without numbers are mine lol....I think the other worked because I used one of the mods maps but edited the scenery..

file data/levels/room.txt
z
file    data/levels/blevel.txt
z
file data/levels/Guile2.txt
z            220 232 180
file data/levels/holes.txt

#z            160 232 80




...and here's one of the level files from the original mod except I left Skeletor but deleted the robots and added Death Adder and Golden Axe although I want them to be larger. They are not coded right as of yet lol


# Street
music data/music/eternia.bor
bossmusic      data/music/jungle.bor #1557365
palette data/bgs/jungle/jungpal.gif

# Load images
#background data/bgs/jungle/bg-01.gif
background data/bgs/jungle/bg.gif

# Front layer
frontpanel data/bgs/jungle/fg-01.gif
frontpanel data/bgs/jungle/fg-01.gif
frontpanel data/bgs/jungle/fg-02.gif
frontpanel data/bgs/jungle/fg-01.gif
frontpanel data/bgs/jungle/fg-02.gif

# Load 'panels'. Up to 26 panels can be loaded.
# They can be referenced using A-Z
# Specify normal, neon and screen, or 'none'

panel data/bgs/jungle/ng-02.gif none none


# Set the order (don't make the lines too long)
# Syntax:
# order [a...z] (a sequence of panels, e.g. abcdefghij)
# order [a...z]
#
order a



spawn Goldenaxe
coors  150 150
at 175



spawn Deathadder
coors  150 150
at 400


here is the animated background I want to use...although I only selected a single frame to test it before I did it the right way it's 49 frames!

<iframe width="560" height="315" src="https://www.youtube.com/embed/fK-XBh8os9E" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>



This is the still frame I tried to text its the one in the video below I posted the properties of this frame In my level with the fire I think I got the background right but before I had it as a front layer by accident and my player was behind it couldn't see him. I was able to fix that by removing it. lol but I posted another level one since because it works and is from original mod minus the things I took out and still working on the one that's messed up .

117569658_10157017195942101_4666486199386271562_n.jpg


117870446_10157017204757101_4895892943477404764_n.jpg


 
Code:
z {zmin} {zmax} {BGheight}

Changes the location of stage boundaries.
{xmin} is how high up entities can walk. It starts at the top and works down, so larger numbers mean less room. Defaults to 160.
{xmax} is how far down the character can walk. It also goes down from the top. Defaults to 232.
{BGheight} changes where the bottom of the background is drawn. Defaults to 160. By changing this value, you can make the background match an altered {xmin}.
This can be set once per level. You can change it between two stages. If you need to change it during a stage, you should combine it with the "wall" command in the stage itself.
You can spawn entities outside of this range, but once they enter the playing field they can't escape again.

I forgot to mention background height
Looking at your image I would guestimate your z is around  z 300 370
 
danno said:
Code:
z {zmin} {zmax} {BGheight}

Changes the location of stage boundaries.
{xmin} is how high up entities can walk. It starts at the top and works down, so larger numbers mean less room. Defaults to 160.
{xmax} is how far down the character can walk. It also goes down from the top. Defaults to 232.
{BGheight} changes where the bottom of the background is drawn. Defaults to 160. By changing this value, you can make the background match an altered {xmin}.
This can be set once per level. You can change it between two stages. If you need to change it during a stage, you should combine it with the "wall" command in the stage itself.
You can spawn entities outside of this range, but once they enter the playing field they can't escape again.z


I like the idea of it being one big stage area the best....what do you mean by playing field? Does that mean once they go into the final area they can't go back to the first half of the level?
 
Playing field is field where characters act, walk, fight, run etc. That's how we define field where Axel, Haggar and Billy fights.

Does that mean once they go into the final area they can't go back to the first half of the level?

Defining z as danno posted above doesn't affect allowance to scroll back or not
Allowance to do that is defined by direction command

Level text you quoted above doesn't have that so that means that level has default setting : direction right

If you want to allow scrolling back n forth, you need to define direction both
Great to be used in metroidvanias, bonus levels or test levels :)
 
.


Defining z as danno posted above doesn't affect allowance to scroll back or not
Allowance to do that is defined by direction command.

Thank you great info guys....much appreciated, Bloodbane in this case I want it to be about twice the size of a typical fighting game arena...since my characters are kinda large. And for the enemy to engage the player aggressively...like a fighting game but with diverse attacks and defending moves. AI+blocking etc.  I want them have a good amount if space, I would also like to eventually add some interactive elements to the environment. Kind of like a box that a player could be grabbed and thrown upon smashing it and doing extra damage. Damage from the fire would be cool but probably difficult to do.

Level text you quoted above doesn't have that so that means that level has default setting : direction right

OK is that defined in the levels.text or the individual level text?

If you want to allow scrolling back n forth, you need to define direction both
Great to be used in metroidvanias, bonus levels or test levels :)
[/quote]

I agree that is perfect for those scenarios....I really want to make this area a Boss battle and as interesting as possible.
Took a few days off but going to try tonight,,,very exciting!

Thanks again Having LOTS OF Fun :-)  :)

B.


 
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