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Messages - Dreamwhale

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1
After applying the new version of the scrolling patch the artefacts on the left/right border are indeed gone.

Depending on the emulator there now can be artefacts on the upper border (Mesen). Nestopia on the other hand doesn't show any. I guess it depends on the settings?

Anyway, I consider this a nice improvement. Thanks again!

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes) [Finished]
« on: March 30, 2020, 09:48:56 am »
This keeps getting better and better - thanks Ti_!

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes) [Finished]
« on: March 28, 2020, 08:58:48 pm »
Thank you so much for this massive update. Love the new soundtrack!  :)

As people have already pointed out there's still room for improvement when it comes to physics and difficulty balance. But the fact that everybody who's contributed to this has turned an almost unplayable game into something legitimately decent is pretty impressive.

One thing to consider for potential future updates, that hasn't been mentioned yet, is graphics contrast. While as a whole everything looks rather pretty, some stages lack distinction between fore- and background elements. Labyrinth Zone especially suffers from this, since the same shades of green/beige are used for either. If picking another color for them isn't an option, sacrificing background detail for the sake of playability might be the way to go.

Anyway, congratulations for reaching this milestone!


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Spritehack for Warioland 1 or 2 which replaces all coins with toilet paper.

Stay healthy everyone!

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Personal Projects / Re: Circle of the Moon: Card Mode Hack
« on: December 11, 2019, 01:26:33 pm »
IIrc, they're usually in places that are either difficult to reach, well guarded or hidden.

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: November 25, 2019, 10:35:15 am »
A Zelda game set in a completely frozen world would be a *ahem* fresh concept indeed. In all seriousness: That does sound kinda intriguing.

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: November 24, 2019, 05:26:53 pm »
I'd like my summer back, please. :P What kind of person prefers ice and snow, Ice...Penguin.. oh.

Anyway, it's looking good and sparks my imagination: What kind of island might this be? Does it have high mountains with snowy peaks? Does it have different weather zones? Does it feature different seasons (like in Oracles of Seasons)? Is it generally set in a colder region?
 
On second thought, if climate change has taught us anything: Ice is a actually good thing. And the sliding might make for some interesting puzzles (Chip's Challenge, anyone?).

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Or you could just remove the subtitle from the title screen ;) (I'm pretty sure the only reason it had "Mario" in there was for marketing reasons only)

I certainly wouldn't mind a Mario/Wario swap, since it finally would reveal Mario as the greedy bastard he is. But since Wario is supposed to be a Mario parody anyway, I've always seen him as Mario portrayed more honsetly.

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@MathUser2929

I respect your effort - it's good for what it is, essentially being an easy mode.

But for someone like me who enjoys the challenge of the original it makes the games too easy, since enemies still move at a regular speed. I also prefer to have weapon downgrades intact and I'm rather fond of the original power-up icons.

edit: Just played through your hack again and in addition to what I wrote before I'd also like to add that I feel it makes the player character actually move a bit too fast (personally I feel like Belmont's Revenge had the perfect amount of speed). And while for the most part the added velocity makes things easier it also makes some jumps actually more difficult, since it's more likely to jump too far now, to "overshoot" so to speak. I appreciate the effort making the items look more in line with the rest of the series, but the redesigns lack clarity, especially when played on a smaller screen. The original designs on the other hand were nice, clear and distinct.

I hope you don't take this criticism the wrong way, since the hack works pretty well for the most part and I could see it making the game more enjoyable to some people. And the fact alone that you even bothered to make a hack for this "black sheep" game is very much appreciated. It's just not quite what I'm looking for.

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Castlevania The Adventure - Smoother Engine

I feel the only things that keeps it from being truly great lies in the way it's programmed: it runs slightly too slowly and a bit inconsistently so, too. On hardware other than the original DMG Game Boy screen-tearing is also apparent. Since its sequel Belmont's Revenge fixed almost all of those issues and games like Super Ghouls n Ghosts got fan-made patches that reduce slowdown significantly, I was wondering if fixing The Adventure would be possible, too.

Or maybe even a port to the Belmont's Revenge engine would be feasible (which I assume to be a modified version of The Adventure's engine)?

There is a speedhack available, but since it only makes the player character faster and nothing else, it ruins the game's difficulty balance and also doesn't address any of the aforementioned technical problems the game has.

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Personal Projects / Re: Circle of the Moon: Card Mode Hack
« on: November 18, 2019, 05:12:05 pm »
Still curious if this hack ends up making the game easier, or more difficult. :)

I played through the hacked version and I think it makes the game somewhat easier, since now you're more likely to get access to most cards. I remember having far less cards available late in the game in the original version back then. The game still remains pretty challenging (a bit too much at times, frankly), but now at least you get more helpful tools at your disposal to experiment with. Not worrying about grinding for cards also counts as making things easier in my book.

Overall this hack is really well done, all the card locations organically fit right in. This is definitely the way to play the game. Thank you very much, Dev Anj!  :thumbsup:

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: November 10, 2019, 09:03:15 am »
You're doing a really good job, especially given the limited resolution and color palette of the system, which I would imagine to be quite challenging to deal with. I certainly appreciate the look you're going for. It gives me "Mediterranean countryside" vibes, ideal for an island setting. :) (I did not mean to discourage you before)

And I slightly prefer the second version of the tiles. It's probably still a bit too detailed and the contrast between the stoneplates and the beige ground itself seems a tad too high - the cracks between the tiles do stand out in both versions. Maybe larger and/or lesser stonetiles might be the way to go?

Looking forward to you're next variant.

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: November 03, 2019, 04:23:08 pm »
Those screenshots look great!

Regarding the path tiles, those also look good on their own, but I think they make foreground and background objects a bit hard to distinguish. Making them "lighter" (no blacks, brighter colors) and maybe less detailed might help. I get why you'd want to try something fresh, but if it doesn't work out in the end I'd also be fine with the original tiles.

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Fantastic work - thanks Toruzz!

The backgrounds are practically flawless, as they are very true to the minimalism of the original and yet manage to be a slightly different interpretation (the two shades of color on the pyramids is a brilliant solution for example).

The newly drawn sprites keep things fresh and are very well done. However, Mario feels a bit too big now, as do some of the enemies (the zombie-types) and it makes me wish it was just the classic sprites instead (colored, of course). It's a minor complaint, though, given how excellent this hack is overall. I really enjoyed it!

15
Castlevania II - Belmont's Revenge (GB): Hard Mode

It's a great game, but the last couple of bosses aside, it lacks the challenge of its predecessor or most other Classicvanias.

The game's main problem is that the player easily becomes overpowered with the fireball-whip and subweapons on top of that.

One thing I'd like to see would be a standard whip-only mode (no chain- or fireball-upgrades). That way the sub-weapons would make more sense. I also think there should be less hearts overall (half the amount, or less).

Some enemies, like the big knight-types and the fireballs spat out by those reptile heads should be way faster (at least 1,5 times). The first 4 regular bosses could use some more hitpoints, be faster or have some added regular enemy types (e.g. bats) appear, if the latter won't slow down the game too much.

Another mode that would be cool would be "The Adventure"-mode, with rules closer to the first GB game: hearts for subweapons should be very rare, all enemy hits should downgrade the whip and take away hearts, too (like the floating jellyfish do), spikes should back to one-hit kills. The above mentioned enemy tweaks should apply, too.

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Personal Projects / Re: Sonic 5 - Improvement Vol.2 (Nes)
« on: March 09, 2019, 07:11:43 am »
This whole project looks amazing!

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: February 22, 2019, 03:57:00 pm »
Ha ha, thanks!   :)    Also, yup!  I've already made the bracelet a passive item.  That was one of my first priorities for this, since it was a pain having to equip/unequip it constantly in the original.  It is auto-assigned to the A button.

I've been working on implementing a main hand/off hand mechanic.  B = main hand, A = off hand.  Certain things will work better while equipped on the main hand.  I've mostly just experimented with this, so nothing concrete, yet.

Holy Batbracelet :o, you're the best!

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Personal Projects / Re: Zelda - Link's Awakening Hack WIP (update thread)
« on: February 16, 2019, 10:17:12 am »
This looks really, really good! Frankly I'm more excited about your hack than about the remake.  :)

One thing I was wondering: would it be possible to make the power bracelet (if included in the hack) context-sensitive, so it does not need to be manually equipped/unequipped?

By "context-sensitive" I mean the power bracelet will activate automatically on one of the buttons (e.g. B) whenever bumping into a specific objects like throwable rocks. You'd still have to press the button+D-pad to lift said object. It's probably a bit tricky to make it feel natural, but it would make item switching a bit less cumbersome.

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Personal Projects / Re: Metroid II EJRTQ Colorization
« on: January 30, 2019, 08:03:50 am »
Wow, finally a polished Metroid 2 colorization! And I'm very glad you're working on making hidden corridors actually hidden again.  :)

And who knows, maybe this will inspire others to make Metroid 2 colorizations, too. Because, while this hack is very impressive and overall good looking, I'm not quite sold on some of the choices here: using more muted greys and browns is a valid approach, but I'd probably prefer more expressive colors (more purples, blues and reds, like in the NES game). I also think that some of enemies and floor-tiles are a bit too dark, lacking contrast compared to the black background. Even Samus is a tad to dark for my taste, though it admittedly looks cool and adds to the visor a having glowing appearance. On the other hand there also seem to be a couple of enemies (like the floating ones) appear oddly bright compared to the rest.

Nitpicks aside, thanks for all the hard work!

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Speaking of Probotector/Contra...

I would love to play this:

Classic Castlevania - Run 'n Gun

The idea is to completely disable the whip attack and instead map the main attack button to subweapons, without having to press "UP" at the same time (though naturally they wouldn't be "sub"weapons anymore  ;)).

You would start with the most standard projectile weapon (e.g. the knives) and you'd have unlimited hearts.There would still be other weapons to collect (but no whip upgrades, since they wouldn't serve any purpose). Maybe, the amount of damage the weapons deal should be slightly reduced, so the games would not become too easy.

I suppose this would work for most Classicvania games like:
  • NES trilogy (at least 1 and 3)
  • Belmont's Revenge (Game Boy)
  • Dracula X/Vampire's Kiss (SNES) - though without super moves ("item crash"), since that would be too overpowered
  • Rondo of Blood (TG16) - like Dracula X with super moves disabled
  • Bloodlines (Mega Drive/Genesis) - again no super moves
  • Chronicles (PS1, X68k)

Super Castlevania IV would be impossible to finish without the whip (you need it to swing across some sections in the game - though these could be probably be cut?). And Legends has some incredibly powerful special attacks, some which might make the game way too easy, if you had unlimited supply of those. So at least some of these would need to be disabled, I guess.

Another variant of this could be a

 Survival mode

Basically it's the same as above, but you would start with a reasonably limited amount of hearts - not a ton of them, but enough that the game remains beatable (you should not have to play perfectly). Of course the hearts you can collect within a stage remain. Super weapons could stay, offering a further risk/reward component. This definitely requires some extensive playtesting so the difficulty is challenging yet balanced.

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