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Messages - M-Tee

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Newcomer's Board / Re: Vs. Ice Climber (Palette Hack)
« on: March 03, 2013, 10:02:17 pm »
You could just permanently apply the Game Genie code. Also, using the D range of grays and blacks is generally uncommon.

Personal Projects / Re: Pyron
« on: February 24, 2013, 10:06:47 pm »
Very rad. I pixeled out one of the drawings in my notebook for an enemy for that stage to go with the music.

The description given for the desired feel of the stage was very H.R. Giger-ish. My concept is that the last stage would be the breeding ground for the planet's creatures, pulsing and dark... and that the enemies in the stage would be very fetal-looking, half-made creatures... a desperate last line of defense from the planet.

Also, the new Maw sprite:

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 23, 2013, 08:40:07 am »
Meh, mostly just a bunch of generic hacks. I'm normally not interested unless there's new music.

Not all generic Mega-level hacks...  :(

Perhaps it was poor timing in uploading mine. There's no new music, as my musical talent is promptly at 0, but there's a mighty fine manual.

ROM Hacking Discussion / Re: Screenshots
« on: February 18, 2013, 08:02:48 pm »
Looks rad. What game?

Personal Projects / Re: Dark Gimmick!
« on: February 18, 2013, 03:16:51 am »
Haven't played Gimmick either.  Are those clouds/gears/ background art custom?

Personal Projects / Re: Pyron
« on: February 18, 2013, 03:04:36 am »
Update status from the graphics end. Area one has (almost) entirely new background tiles, all new enemy sprites and palettes. There is also a temporary new sprite for the first boss, for which new behaviors are being programmed. The majority of area two sprites have been reworked, and the background tiles are in progress of a revision.

Currently, I'm working on new flamethrower animations, which require re-coding of the existing sprites. The current plan is once the flamethrower animations are complete, a video showing the updated first area will be uploaded.

These would have come sooner, but I distracted myself with a side project which had been planned for a weekend, but blossomed into the better part of three weeks. Luckily, the side project hit full completion as of last night.

ROM Hacking Discussion / Questions Thread
« on: February 14, 2013, 05:22:30 am »
I hate to start new threads for a single question.

Now, for the first question:

I've been working on a couple of 8x8 fonts lately with an attempt to bulk up some of the RHDN resources. I'd like to know what characters aside from the 26 capital and lowercase letters, 10 numerical digits, and basic punctuation (, ' open and closed quotations ? / - ! &) do you find most helpful in a font? I was thinking some double letter tiles for narrow lowercase letters such as ll, il, and li, maybe...

What else?

Personal Projects / Re: Magic Kids; Scubbing McD's from M.C. Kids
« on: February 08, 2013, 08:53:30 pm »
Is the illustration on the included box art custom?

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 08, 2013, 06:47:58 am »
Thanks =D
I'm not sure if I understood your question correctly - but Mario uses a palette for his head and another for his body.
That transparent pixel can be edited - but I see nothing wrong there...

No bigs. I was thinking Mario doesn't look like he's actually sitting on Yoshi, like his weight is all on his heels, if that makes sense, center of gravity doesn't appear to be on the saddle. But your spritework is consistently solid, so if it's intentional, I back it. Looking forward to seeing more of this as it comes along.

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: February 06, 2013, 08:50:25 pm »
I'm all for the dithering, but maybe that's because I play all my emulated games on an NTSC SDTV television.

As for the character sprite, how does the palette separate? Is the transparent pixel between mario's thigh and yoshi unavoidable?

Also, looks totally awesome, btw. I'm sure the hardest part about this project is playing through the game to find the different areas.

It's this image, cropped. (This is from the manual.)

I agree that the first screen more matches the era and gameplay style, but I'm hoping that my graphical changes bring the second title, the boxart, and the game all together.

Working on a Bomberman hack to make the game more accurately represented by the US cover art.

Here was my first go at a title screen:

Here is my second:

I still need to make changes to the text at the bottom. Haven't decided what will go there yet.

ROM Hacking Discussion / Re: Help replacing sprites that aren't clear-cut
« on: January 17, 2013, 07:03:20 pm »
What I actually do is paste this hex chart I threw together in over the character map. You can line it up to coincide with the actual hex addresses of the tiles if you need them later, but even if you don't, it gives you a clear-cut layout. Paste it in (I use yy-chr 98 and would have to convert the image back to RGB in photoshop for it to work reliably). Then load up your emulator, cut emulation speed down, use pause or advance frame or whatever, and just chart it out.  It also shows you which palette it uses from all 3 colors.

Newcomer's Board / Re: Help Hacking NES Rampage with Tile Molester
« on: January 14, 2013, 09:37:30 pm »
PM sent to keep from derailing the thread.

Newcomer's Board / Re: Help Hacking NES Rampage with Tile Molester
« on: January 14, 2013, 09:09:39 pm »
I've recently discovered that version .98 off yy-chr (Direct download link from smwcentral) will allow direct pasting from the clipboard from photoshop. I suggest downloading an NES swatch palette, available readily online (however, I've set up a custom one that groups the colors accordingly and has the NES hex codes as the titles.) Replace your current swatches with those, then add pure black, pure blue, pure green, and pure red, 4 colors the yy-chr will interpret as different colors.

Things to make it easy to set up photoshop for NES spritework:
  • Under the Units & Rulers section of Preferences, set 'rulers' to 'pixels'.
  • Under the Guides, Grids, & Slices section, set Gridline every 16 pixels with a subdivision of 2.
  • Finally, Under View, turn 'Snap' OFF

As for tools, the following will be helpful:
  • Turn anti-aliasing off on EVERY tool.
  • Always use Pencil, not Brush.
  • Always use Paintbucket, not Gradient.

Useful Keyboard shortcuts:
  • B = Pencil (Shift+B if currently Brush)
  • G = Paintbucket (Shift+G if currently Gradient)
  • E = Eraser
  • [ & ] = decrease and increase brush size respectfully
  • M = Shape select tool (rectangle, shift+ for circle, etc.)
  • Alt while using Pencil or Paintbucket will bring up the eyedropper
  • Ctrl+H will turn Gridlines on and off (these are now setup to the same size as NES tiles, so use this frequently)
...and remember Shift+Ctrl+Z will step back into history, allowing multiple undos, just be careful if you recently changed a layer selection, because it will undo that as well.

When you finish your art, use the paintbucket with 'contiguous' OFF, to replace your colors with the four I mentioned above. Then copy an exact number of tiles (make sure you are copying a solid layer, no transparency), highlight the same number of tiles in yy-chr and paste.

If you're using CS6, it has a pixel grid which is helpful.

Haha, I was thinking more like Loderunner and Donkey Kong simple.

Interested in doing small, one-afternoon graphics updates for nes games as art practice. Looking for games with an absurdly LOW amount of graphics data. Suggestions?

To chime in, I support the choice of return over resurrection. As one said, "return" is ambiguous and creates suspense, "hitler return? How? Survival? Cover-up? Resurrection?." The exact same situation occurred in Batman Beyond: Return of the Joker.

As for the title screen, the first attempt with three different fonts was simply confusing, cluttered, and amateurish. The second is a significant improvement. However, I feel the blue box around the subtitle is cluttered and garish. Actually, i think it looks pretty bad in the japanese one too. I would suggest giving it some room to breathe, maybe even drop the blue box altogether and going for like a militant, official-looking stencil font straight on the black background.

As for the localization vs. translation debate, when done poorly, both suck. But when done well, I much prefer a localization. Always the choice of the translator, certainly, but just my opinion as the player.

Anyways, looks good so far. Keep it up. :)

Personal Projects / Re: Pyron
« on: January 02, 2013, 07:23:20 pm »
Great, man. I'll have a go at it.

As for the flip jump, can you x and y flip the tiles in realtime?

If so, you actually have enough tiles available now for it. Although the flip jump has four frames of animation, frame 3 is an x-and-y flip of frame 1, and frame 4 is an x-and-y flip of frame 2. So it only requires 8 unique tiles. You could paste one frame over the legs currently in the jump, since it utilizes one of the walking frames, and then you could paste the other four tiles, two in the far top left, and two below the crouch.

Also, I definitely wouldn't cut the walking animation down to A,B,C... from A,B,C,B...  The latter allows even movement of the legs between each frame, where the former would have a jerky transition from C to A.

EDIT: As for the regular, standing frame, frame B (where both legs are down) is the only one that would make sense. I hope it's possible to ensure that is the frame for standing.

January 05, 2013, 12:10:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

here's the spy, my cooling source, popple (with new spore for spitting), opto,  I tweaked the miglaf's walk some, and the dead guy (In your original sprite, it looked as if he died from something protruding or exploding from his back, so I tried to keep that look.)

I've finished a handful of items, and will post the rest and everything cropped back into the spritesheet in a day or two.

Personal Projects / Re: Pyron
« on: January 01, 2013, 07:07:23 pm »
Anyways, man. If you put these enemies in and didn't change the rest of the sprites, they'd stick out... and I don't know how much you're tied to the art you already have,  but if you'd be interested, I'd love to help you do a graphics update and give a very cohesive style to the spritework. Your backgrounds are solid, but I think i could take your character designs--which show some really great ideas--and give them that extra push to make them very memorable aesthetically.

Mull it over, let me know.

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