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Author Topic: Re: YouTube/Google Video thread  (Read 84790 times)

z01

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Re: YouTube/Google Video thread
« Reply #120 on: July 19, 2010, 04:05:03 pm »
Post apocalyptic Zelda 3 in motion...
http://www.youtube.com/watch?v=nyNqbZfrtgU
That looks simply wonderful. The only minor issue I have is that everyone seems to be able to walk over those mounds of sand like they're flat ground and this kinda ruins any illusion of volume. Hey, I understand it's in pre-alpha phase, just had to get that off my mind.



Piotyr

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Re: YouTube/Google Video thread
« Reply #121 on: July 19, 2010, 11:25:27 pm »
Post apocalyptic Zelda 3 in motion...

http://www.youtube.com/watch?v=nyNqbZfrtgU

Changed the trees, tell me what y'all think of them... I have yet to comply to all demands such as restoring the hearts, but thanks for all your constructive criticisms it helped me regain motivation to continue further.

I have some suggestions.
One you should make it so the mounds slow you a little bit, that way its like you are climbing a hill.
Second you need to edit links clothes a bit. Just as his clothes changes from OOT to Twilight you need to change it here. Something like a leatherish look or something. Keep the hat but add some postapoc punk stuff to it. Check out the clothes from shadow run and fallout and see what you can do to make the clothes fit.

Seeeeph

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Re: YouTube/Google Video thread
« Reply #122 on: July 22, 2010, 09:42:40 pm »
<3

I hope the dungeons will be as interesting as the overworld :thumbsup:

I'll start doing dungeons this weekend.. I'll start by changing the graphics then slowly build the new dungeon rooms. So that the next playable version is a little more interesting then just wandering around overworlds.

That looks simply wonderful. The only minor issue I have is that everyone seems to be able to walk over those mounds of sand like they're flat ground and this kinda ruins any illusion of volume. Hey, I understand it's in pre-alpha phase, just had to get that off my mind.

I have some suggestions.
One you should make it so the mounds slow you a little bit, that way its like you are climbing a hill.
Second you need to edit links clothes a bit. Just as his clothes changes from OOT to Twilight you need to change it here. Something like a leatherish look or something. Keep the hat but add some postapoc punk stuff to it. Check out the clothes from shadow run and fallout and see what you can do to make the clothes fit.

Yeah I kinda agree with the sand dunes, I'll edit the tiles so that they work like stairs do, that way it'll both slow down when you walk on them and make the world less flat.

As for Link's clothes, well let's say you won't play Link in this hack. He's only a placeholder until I get a better sprite replacement. In fact in that alternate universe you won't go save Zelda either. In short, you'll come to this world from a portal, wander in that desolated world for sometime until you meet a certain Link and from there many more things will happen. That's also why it's ''The Legend of Link'' instead of ''The Legend of Zelda'' :)

DarknessSavior

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Re: YouTube/Google Video thread
« Reply #123 on: July 22, 2010, 11:06:01 pm »
Does this mean you're making new monsters too? I was going to comment that the monsters looked out of place, but I kinda figured you'd make new ones.

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RedComet

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Re: YouTube/Google Video thread
« Reply #124 on: July 23, 2010, 09:23:07 am »
Twilight Translations - More than just Dragonball Z. :P

KaioShin

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Gemini

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Re: YouTube/Google Video thread
« Reply #126 on: July 25, 2010, 07:42:01 am »
There's an error in the way the VWF works with scrolling: the way characters appear doesn't follow the text, but instead it still follows the tile grid. To make things clearer to understand:


It's not a major bug, of course, but it's kinda annoying to see especially when you consider how much effort you put into this.
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Trax

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« Reply #127 on: August 02, 2010, 12:05:31 pm »

Kajitani-Eizan

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Re: YouTube/Google Video thread
« Reply #128 on: August 10, 2010, 05:19:20 pm »
it almost looks better that way, though. that way the width scrolled per second is constant. letters per second being constant is nice but it can look a bit odd sometimes due to very thin letters (e.g. i, l) and very thick letters (e.g. m, w) appearing in the same amount of time :P

maybe if you really want to fancy it up, add a line of dark grey at the right edge of the scrolling text so the letter doesn't look as "cut off" with the white interior touching the black background?

Gemini

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Re: Re: YouTube/Google Video thread
« Reply #129 on: August 11, 2010, 04:10:06 am »
Well, the point of constant scroll is to have one character appearing every X frames. Most of the times you're working on a tile-based machine one character corresponds to one tile. Even with VWF implemented, it should still reflect the "X frames=1 character" as it defies the whole purpose of breaking tile boundaries.
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Nightcrawler

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Re: YouTube/Google Video thread
« Reply #130 on: August 11, 2010, 07:58:57 am »
I believe the 'whole purpose' most people break tile boundaries for is to have a thinner font and fit more text on a line. :P Displayed characters per frame is a secondary concern at best.
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Gemini

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Re: Re: YouTube/Google Video thread
« Reply #131 on: August 11, 2010, 08:28:13 am »
Still, think of how that works on modern machines. You never see characters broken into "tiles". :p Plus, most professional SNES VWFs work with no grid.
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Kajitani-Eizan

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Re: Re: YouTube/Google Video thread
« Reply #132 on: August 11, 2010, 01:12:03 pm »
Well, the point of constant scroll is to have one character appearing every X frames.

? says who? i would think it actually more natural to have Y pixels appearing every X frames, or Y/X pixels appearing every frame, or whatever. as i said, why should an "i" take the same amount of time to appear as an "M"?

the main issue here is more of the right edge of the scrolling text being "ugly", rather than whether it's one character per X frames or not.

Gemini

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Re: Re: YouTube/Google Video thread
« Reply #133 on: August 12, 2010, 10:31:04 am »
? says who?
Pretty much every professional release since 1936? Ok, maybe not since that long, but you'll find many commercial releases to follow this kind of "standard". ;D It's not very hard to do, so why not making it look as professional as possible and bring it to the next level? I mean, all you've got to do is an extra tile shifting+DMA transfer to VRAM each time an overflow happens.
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Tauwasser

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Re: Re: YouTube/Google Video thread
« Reply #134 on: August 12, 2010, 11:26:43 am »
I actually found that very repelling, too.  However, I thought it was just a hacky video.

It's really not that hard altogether to pull off. Basically follow Gemini's advice:

I mean, all you've got to do is an extra tile shifting+DMA transfer to VRAM each time an overflow happens.

I actually have always done it this exact way. The only problem for now is that sometimes text gets rendered to a background that is not the same pattern as the text background, so you see additional "blank" space where the routine will print the next char.

why should an "i" take the same amount of time to appear as an "M"?

Because they're both equally letters. It's the way you read and are least distracted. By getting not-fully-rendered parts every rendered letter, you automatically feel that something is somehow wrong.

cYa,

Tauwasser

Kajitani-Eizan

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Re: YouTube/Google Video thread
« Reply #135 on: August 13, 2010, 01:35:07 am »
well, i guess these guys screwed up this time-honored tradition of yours, then. who are these "skewair" people? how dare they profane the Gemini Typesetting Act of 1936!

my point being that, yes, game VWFs are usually done the way you're saying. however, that's not because it is intuitively better for 1 character to appear every X frames, regardless of width. keep in mind that many times the text scroll was intended to be used with fixed-width or near-fixed-width fonts (e.g. any game that was made in japan, older games for PC/NES/GB/whatever that didn't have VWFs, etc.). therefore it would just so happen that 1 character every X frames would be equivalent to Y pixels every X frames.
« Last Edit: August 13, 2010, 01:41:08 am by Kajitani-Eizan »

Gemini

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Re: YouTube/Google Video thread
« Reply #136 on: August 13, 2010, 03:06:11 am »
well, i guess these guys screwed up this time-honored tradition of yours, then. who are these "skewair" people? how dare they profane the Gemini Typesetting Act of 1936!
That's just a picture, nothing involving scrolling at all. ::) In fact, actual sprite-based text in the very same game follows "my standard". :o
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Daniel Eakins

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Re: YouTube/Google Video thread
« Reply #137 on: August 14, 2010, 05:55:06 am »
http://www.youtube.com/watch?v=A0WbG5soJ0U

Just something I've been working on. Cross Sequence Battle system in CT :) This is 100% done with Temporal Flux and custom graphic sprites (no ASM hacking on the original battle system). It's obviously not complete as you can see but it IS feasible, although it takes a lot of space. Just to show the HP digits I need 1,000 frames of sprite assembly for instance, but the coding to show them will be very short thanks to self-modifying code functions.

FaustWolf

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Re: YouTube/Google Video thread
« Reply #138 on: September 15, 2010, 11:03:11 pm »
DUDE.

Vagrant Story.

Heavy Modding.

NOW.

I think the modder goes by Valendian here.
« Last Edit: September 15, 2010, 11:19:22 pm by FaustWolf »
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Pennywise

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Re: YouTube/Google Video thread
« Reply #139 on: October 01, 2010, 01:23:28 am »
http://www.youtube.com/watch?v=bxKuUAraNAY

One of the benefits of already having an english version available is with this. Without it that would have been a real pain in the ass to hack and thankfully the translation is spot on. Release is imminent following some polishing and a bug fix for another part of the game.