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Messages - M-Tee

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141
The Insert Coin concept seems gimmicky. Nothing other than the score seems arcade-y, actually.

I think better changes to make it more arcade like would be one-hit kills, via Metal Slug or Contra and instant respawning until out of lives.

Also, it'd probably be a good idea to merge this topic in with Hack Ideas.

142
Actually, I just got a bit busier with other things, so it's probably best I don't take on another couple of screens. If anyone else wants to take a pass at them, feel free.  :thumbsup:

143
Personal Projects / Re: M-Tee's NES Graphics Projects
« on: January 29, 2015, 02:14:28 am »
Thanks, man.

Yeah, heavily inspired by the Hoskins movie, especially in choosing the cabbie-style cap instead of a baseball cap. I actually would do a totally different sprite for Luigi. I may keep these going for fun, to break up longer stretches of work on other projects.

144
They both look pretty straight forward. I'll take a stab at both of them.

145
Newcomer's Board / Re: Is there an easy Kirby Sprite Editor?
« on: January 28, 2015, 04:44:17 am »
Loderunner would be ideal, actually. The tile layout in it is a cinch.



You have 29 frames of animation for the player. They're all perfectly 16x16. The frames only cover seven actions:

*Walking
*Falling
*Climbing ladder
*Climbing rope (because of your proportions, you wouldn't necessarily need the  horizontal position that Loderunner uses. He requires it because his head is taller than his arms)
*Shooting the ground
*Dying
*Rejoicing

You only have only one enemy that shares only four of those actions.

There are less than six 16x16 background metatiles, and one animation for the ground being destroyed.

On top of that, you have the assortment of fruit to give a chance to pixel out some items.

And then you're done.

146
ROM Hacking Discussion / Re: Most technically impressive ROM hacks?
« on: January 27, 2015, 07:03:56 pm »
Thanks for the plug on our project, Seihen.

The game has since changed names to Pyronaut (to avoid confusion with the unrelated Darkstalkers character, and because Pyron had always been short for Pyronaut).

Also, you can jump to the meat of the game at this post, skipping past a lot of early development work, and showing where the game is currently.

Actually, we have a major upgrade to our background system that I'm eager to reveal and Optomon has been toiling away at implementing. Maybe in a month or so.  ;)

147
Personal Projects / Re: M-Tee's NES Graphics Projects
« on: January 27, 2015, 03:39:58 am »


So, in a discussion recently, the concept came up of how I would design a Mario game.

This is not a project, just a mock-up. In fact, it'd require a larger Mario sprite. However, I definitely want to use those turtles somewhere.

148
Newcomer's Board / Re: Is there an easy Kirby Sprite Editor?
« on: January 26, 2015, 06:21:59 am »
Change pattern to NES 8x16 to make it easier.

Also, from an aesthetic perspective, be careful of having an abundance of stray pixels at that scale, and remember that graphics will look different on a crt tv through actual hardware as opposed to on a crisp lcd monitor at 300%.

You might want to also try an easier game. Loderunner comes to mind. The entirety of the player sprites can be done in an afternoon or two. Then you'll have a solid base with a similar sized character to work with if you want to move it into more complex games.

149
Personal Projects / Re: The Legend of Zelda Editor - Sword I
« on: January 25, 2015, 09:19:59 pm »
You speak as if they are very easy to use. I think many beginners would prefer to edit an entire sprite rather then a Link head on one portion of the screen, with the middle of a sword underneath, and a random piece of the triforce next to that. Which is what Tile Layer Pro does.

Actually, Zelda uses 8x16 tiles which does make the graphics very easy to use and almost entirely arranged correctly. YY-chr has an option that arranges 8x16 tiles correctly. I'm on my phone, so I cab't dig through my post history, but I posted a screenshot, probably in the other active Zelda thread, a few weeks back showing just that. To make a game-specific graphics editor for a game with such straight-forward graphics would be time best spent elsewhere.

EDIT: Found it anyway. I usually do all of my graphics externally and import them through yy-chr. But, it's not really necessary.

If someone needs something simpler than this, then I don't know what to say. Perhaps they're in the wrong hobby.  ;D


150
Newcomer's Board / Re: Newbie title screen editing
« on: January 25, 2015, 03:15:15 am »
Nice little MAD logo. I can't say that I agree with moving the title below the subtitle though.

151
Newcomer's Board / Re: Tile Layer Pro Questions/ Problems
« on: January 20, 2015, 05:27:41 am »
Color information is not actually stored in the graphics. The 4 colors merely represent color 0, color 1, color 2, and color 3. These colors are later assigned palette values elsewhere in the ROM. (This is how Mario and Luigi have different palettes, but utilize the same graphics.)

The colors that you are seeing in TLP are arbitrary and only exist to differentiate between the 4 while you are in that program. That data is neither stored in, nor accessed from the ROM

152
ROM Hacking Discussion / Re: Definitive Version Hacks & (re) Translations
« on: January 19, 2015, 07:46:56 pm »
Thanks for offering. We all await your submissions, Seihen.  ;D

153
ROM Hacking Discussion / Re: Screenshots
« on: January 12, 2015, 07:32:42 pm »
Title screen looks good & classy.

154
ROM Hacking Discussion / Re: GameCube MegaMan Anniversary Collection
« on: January 09, 2015, 11:00:09 am »
I assume you mean "swap" and I also hated that about the Gamecube release.

155
@Jimstrom: Most of your ideas are actually very, very simple.

Palettes in a nutshell:
Use FCEUX.

View the PPU Viewer. There are two rows of palettes at the bottom. One for sprites, one for backgrounds.

Hover over each palette to check its hex value.

View the hex editor in FCEUX.

Change the view to ROM.

Find the same sequence.

Change it to the numbers you want.

@SCD
I'm not intimately familiar with MMX5, but what improvements are available in the US one that would make you want to revert these elements and not just play the Japanese one?

156
Newcomer's Board / Re: Double Dragon - Final Fight hacks
« on: January 07, 2015, 09:48:30 am »
I just checked out that site and can't imagine how someone can weed through some of that fanmade stuff trying to find something worth playing.

Sengoku 3 was a really solid beat em up if you're looking something that was commercially produced with a more modern art style.

157
Gaming Discussion / Re: Gameboy ROMs on SNES Powerpak
« on: January 04, 2015, 05:12:59 am »
Gameboy has a ton of hidden gems on it. I'm awaiting the remaining half of Satoshi Matrix's top 100 GB/GBC games, but what's up so far is definitely worth a look. (I feel that his top 100 NES list is probably the best, not necessarily as in most aligned with my tastes, but as in actually shining light on overlooked games)

158
Newcomer's Board / Re: Newbie title screen editing
« on: January 04, 2015, 12:30:01 am »
That's not the finished one. That's his inspiration.

159
Those look good.

Still waiting for you to do a full game.   ;)

160
Sister makes sense, instead of just another leggy blonde in space.




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