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Messages - M-Tee

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Personal Projects / Re: M-Tee's NES Graphics Projects
« on: March 27, 2013, 12:49:13 am »
(throwin' horseshoes, drinkin' beers) why not try a Ghost-Bull.

Reckon so.

I think there's only two "graves." Originally, they're some type of holy statues. I have to check the 4 stages and see.

Also, there's my first pass at a peyote plant. I wanted it to have a black outline, but I didn't want black on the ghosts and the ghosts look pretty lame as only two colors, so I'll have to settle.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: March 26, 2013, 12:01:56 pm »

The variations of the horseshoe I went through before deciding on the top right.

The game has three ghosts:

I've come up with designs for two, but haven't thought a 3rd:


Personal Projects / Re: M-Tee's NES Graphics Projects
« on: March 25, 2013, 02:09:54 am »
I can't wait for Mega Man 1 or 2 to get the same treatment  :laugh:

Funny you'd say that. I worked on the idea a bit and decided if I were to do so, I'd have to restructure the sprite tiles and that's above me. I'd love to take the in-game art style to that of something like Shatterhand, Kabuki Quantum Fighter, or Power Blade 2. The main difference is that I would go with a daytime color palette. It would require taller, narrower sprites though.

However, I did mull around the idea of redesigning the megaman 1 art to coincide with the Captain N design and put together the following sprite:

I'd planned on doing a complete graphics rehaul and stick with vibrant, colored outlines instead of black outlines. The problem is that to truly do original sprites, I would have to change the x,y coordinates of the face sprite in relation to the body at the very least... and I believe the Megaman games only store new palette data for two colors for his sprite, and the black outline stays the same... two hurdles I felt kept it from being worth doing, so all I have is the above sprite and some palettes I worked out for it.

Starting from the top left would have been:
normal, ice, fire, elec, guts, cut, bomb, item
heat, air, flash, wood, bubble, clash, metal, quick

Anyways, following are some updates for Ruckus. I've found the sprite data, so I've been able to reassign some tiles to expand animation, but there're some that I won't be able to. For example, the bandit uses the same bottom tiles (legs) for running down and up, so it means when running upward, his hands and legs don't move correctly (left arm and left foot both go back together instead of opposing each other). Small annoyance. The animation speed is high and the enemies run down more than up, so it's not really that noticeable in the game. Also, here's a revised Mayor, the horseshoe (main weapon) and some items.

I've opted for the 1-cent piece and the highlight on the side as opposed to the 5-cent piece... and the beer bottle (was trying for something more clearly "whiskey," but settled for this) is used for a speed upgrade.


May or may not change him up. Dude sitting at a table making and throwing burritos.

Personal Projects / Re: M-Tee's NES Graphics Projects
« on: March 24, 2013, 07:36:54 am »
Thanks. Never played it. Googled it and see the similarities, yeah. As for the mayor, my original drawing had him with a monocle and watch chain, but all the characters' running animations are x-flips, so asymmetrical designs are pretty much out of the question. I think I'll give a hat a try. Right now I think he looks more like a barber or bartender.

Also, I've designed a custom graph paper optimized for romhacking. I print and bind a stack at a time with a chipboard back and clear cover to use as a sketchbook. It was rejected as a submission to the site, but I may include it with a graphics tutorial later. Until then, here's my previous submission and a download link if anyone else would find it useful.

Sketch, brainstorm, and doodle from concept to the pixel on this custom graph paper created with the retro game artist in mind. Print and bind a double-sided stack for a notebook optimized for level design, tile arrangements, and sprite art.

  • Utilizes shades of cyan and magenta consistent with standard US loose leaf paper
  • Light enough lines to be unobtrusive while maintaining functionality
  • Line width divisions at every 8 pixels for tiles, and color divisions at each 16 pixels for metatiles
  • Available in both A4 and US Letter paper sizes
  • Bordered on all four sides to allow ample space for either vertical or horizontal binding

Download (ZIP with both sizes in PDF)
I highly suggest toting it around with a cheapo pack of colored pencils for anyone wanting to improve their graphics work.

Personal Projects / M-Tee's NES Graphics Projects
« on: March 23, 2013, 12:14:43 pm »
Reckon I should start a thread for what I've been working on.

In terms of romhacking, I'm primarily interested in it from an art-and-design aspect. As I begin each hack, I set a work brief as if I were a period-era employee of the game's publisher. My primary goal is always to produce entirely or near-entirely new graphics from scratch while maintaining a cohesive aesthetic and hopefully achieving commercial-level results.

The brief for my most recently completed project, Box-Art Bomberman, was as follows: I'd been given a copy of the NES Bomberman prior to its US release and a copy of the American box art and have been told to produce new graphics, manual, and storyline for the game to match the feel given by the box art.

The result:

...and a spread from the manual:

My next project is of the Japanese-only game, Ikki. It uses a lot of simple x-flipping animations, and like Bomberman, has very little in terms of graphics. 

The pitch is to produce a complete Western-themed localization of the game, and should eventually include manual, cart, and box-art. I'm calling it "Ruckus" as the original title apparently translates into something like "riot" or "revolt." In it, (as best I can tell from the google translate of the official manual) you play as a farmer throwing sickles as you revolt against an oppressive magistrate and his waves of ninjas.

In my version, you'll be playing as a ranch-hand  throwing horseshoes and resisting waves of bandits.

So far, I've made the following Western-themed font for it:

...the logo for the title screen (My earlier attempts were in the same style as the font shown above, but I finally decided on the following inspired by the text on Sergio Leone movie posters):

...and some sprites (P2 palette up top, P1 pal on the bottom, a bandit, and a mayor):

I'm currently not quite satisfied with the mayor sprite. As always, feedback welcome on all.

Personal Projects / Re: Pyron
« on: March 23, 2013, 11:37:00 am »
For some reason, I've been on a font-making kick lately. I've uploaded four to the site and have two more in progress.

I produced the following font specifically for Pyron:

Pyron's getting the all CAPs, solid color version shown first in the image. Download a copy of it from its entry here or from my site.

Are you restricted to two palettes? One for background and one for sprites?

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 22, 2013, 01:53:38 pm »
Looks solid. How much of SMW is actually represented in that pirate?

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: March 22, 2013, 12:42:20 pm »
workin on a new hack myself. I'd never thought about making the transparent color of the background the same color as the outlines. I'm trying it out now. It's working really well.

Newcomer's Board / Re: Introduction Topic
« on: March 21, 2013, 09:26:16 am »
1. Then there would be WAY too many text links at the top.

2. There are critics that do short reviews.

3. I don't often judge price or length, but in cases like 16-Bit Xmas 2011, that can be at least somewhat of a major issue.

4. The 10-year old can tell you about graphics or control, but maybe that's all that the 10-year old can talk about.

1. Learn to take criticism. Those are all valid criticisms offered more constructively than necessary. Your site design is atrocious from both a user interface aspect and an aesthetic standpoint. Thank people for criticism and follow it or don't. But don't give knee-jerk defenses. People aren't attacking. They are offering their time and effort to assist you in improving your product.

2. Offer something worthwhile to the internet. No one needs to be told Mario 3, Kirby, and Contra are great games. The same way no one needs to be told Action 52 and Dr. Jekyll aren't. That information is available a thousand times over and I assure you that you haven't added anything new to the discussion.

Script Help and Language Discussion / Re: How to write radio static
« on: March 19, 2013, 09:52:46 am »
The Adventures of Tin Tin used "CRRR"

This thread is helpful for me as well. I recently converted my netbook to a media PC running the Maximus Arcade frontend with a couple of joysticks.

I see you've got Maldita and Hydorah. I really enjoyed Locomalito's l'Abbaye des Morts and Endless Forms, Most Beautiful.

Also, the Competition Threads at the TIGSource Forums is a good place to find smaller games. Derek Yu has a small tennis game somewhere there that's pretty fun.

So I assume the word "trippy" floats or bobs?

If so, maybe you could try warping the letters to make them look bowed, to give more of a balloon look. Hard, but I don't think impossible at 16px.

Seeing some of these requests really makes me realize the generation gap, as i see the contrast between the games i played and remember fondly and the games i used to peddle to kids while working my way through college at a game store being talked about with such legitimacy.

March 11, 2013, 02:56:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Will Wilfred Brimley be in the Adventure Island hack?

There's a difference between a half-assed novelty or spoof hack and the genuine establishment of a new aesthetic.

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 09, 2013, 10:44:58 pm »
Not sure how many of you folks follow the Indie Game Dev scene, but there's this dude, Locomalito, whose philosophy behind game-making is right in line with this topic.

Quote from: Locomolito's Philosophy defend the things that legitimately belong to videogame culture: colorful pixels, low resolution, chip music and direct gameplay. predicate a videogame scene that exists beyond industry boundaries, a videogame scene centered on the joy of playing. have fun and a daily challenge.... (make) new games following that old book, regardless of what new technologies can do.
...action games that are beatable in a single play... start over for as many days as it may, rather than resuming an incomplete saved game.
...every game should have a single difficulty level according to the game itself and the situations in it.
...the main character is always one amongst many others (a soldier, a monkā€¦), so you never start as the hero or the chosen one.
...Secret stages, hidden objects, optional bosses and Easter eggs for experienced players. pay homage to (legendary titles with great gameplay)in my games. redefine Arcade culture for today.

He's gotten a lot of publicity as of late for his Ghosts and Goblins-style game, Maldita Castilla, but has a few other really solid games in his library.

NES games were chock full of cyberpunk futures, medieval euro-fantasies, Koch-era New York alleys, winding space caverns, a western or two, and an assortment of generic fire, ice, forest, or water stages.

So the pitch would be for graphics (and possibly level) hacks of games to establish new, uncommon-for-videogames settings.

Civil War-era Contra. A turn-of-the-century Chinese Metroid, Castlevania as a Phillipino prison break, a Victoran-era Adventure Island, etc.

Personal Projects / Re: Classic Mario (SMB hack): BETA TESTING!!!
« on: March 08, 2013, 10:00:09 pm » sounds more like you're saying that the fact that I can tell that it's a hack is somehow a failing. (Nobody is trying to fool anyone.)

In response to a compliment on the graphics:
...One of my biggest goals was to make the game believable...

From a gameplay aspect, Snarf, I agree with you. The level designs which I played seemed well-thought out and something I would expect from a commercial release. However, my primary interest is from an art-and-design standpoint, and I'm saying that this game falls short of the "believable" goal of the author... but not far. Some more attention to spritework, more logical design and palette choices, and a new title screen designed with the whole screen in mind could get it up there.

Personal Projects / Re: Classic Mario (SMB hack): BETA TESTING!!!
« on: March 08, 2013, 09:32:57 am »
Looks better in screens than in-game.
  • Full-grown mario sprite is awkward. In particular, the face is poorly proportioned in regards to the nose
  • The use of outlines is inconsistent
  • The game splurts Beavis and Butthead-era insults instead of Game Over
  • The use of black outlines creates strong contrast on everything in the game... except for the most important part, the player... who is sporting a colored outline with lower contrast. Against the darkened choices of background palette, the player contrast is too little. (Mario 2 got away with this due to the more extreme value contrasts with the sky)
  • Utilizes the star motif on "deactivated" item boxes, a poor choice as the star motif has a well-defined pre-existing meaning in the Mario world, and still in this game. It's the type of choice that plagued so many tie-in platformers of using arbitrary symbols and icons...
  • Title screen screams "I'm a hack" with awkward design choices in regards to text placement and clearly identifiable reuse of tiles
  • The use of the x8 range of hues is obviously built with FCEU's palette in mind, as on a real tv, through a more accurate emulator in terms of color, or through NTSC emulation, the grody green hint is the dominant color in terms of design.

Final conclusion: tempting from the screens, but ultimately fails at believably not being a hack.

Personal Projects / Re: Pyron
« on: March 06, 2013, 02:07:50 pm »
Just sent these in for revisions on all the player's flames.

Was just a few tiles short of a proper animation for the new shots, instead of the 'flipping' sequence I had in the above picture. Will free them probably by cutting a frame or two from the ground flame sprite.

So here's revised shot animations:

Newcomer's Board / Re: Some Reservations
« on: March 05, 2013, 10:32:13 pm »
Quite honestly, I only use romhacking as an exercise from the art and design aspect of it. I enjoy working with the limitations. However, romhacking has a definite learning curve and is very time consuming. Add on top of that the fact that you can only distribute your product in a patch form, greatly reducing your market. You can never make money while working with another company's IP, and due to copyright legality and the negative connotations of the word "hacking," it's in your best interest to work under a pseudonym... which restricts you further down the line if you ever intend to utilize the acquired skills for profit.

I would suggest to anyone interested, but hesitant, to spend the time getting into a game-development engine instead. The time you will inevitably invest would result in the production of work you can legally own and distribute... and to a much wider market. I suggest the TIGsource forums as a starting point for further info.

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