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Author Topic: Metroid: Space Complex (Metroid 1 NES Hack WIP)  (Read 91324 times)

Dreamwhale

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Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« Reply #260 on: September 05, 2020, 10:06:30 am »
You made some points. My initial thought is that i use the darkest brown shade ONLY for the walkable dunes you can stand on to make them stand out from the rest.
I used the same dune-outline tiles for the fg and bg dunes to efficiently save on CHR space.
So i will think of some more solution to make them easily visually separate even more.

I would love to see your proposal aka your picture edit. Do you have a discord account, this would be the easiest way to share pictures.
or maybe do some quick mediafire - upload.

Greets.


Overall glad you like this, it did eat time and effort beyond belief to do it.

I've never worked within the limitations of a NES game, so I can only imagine how much effort must have gone into this project. All I can say is that it does pay off.

http://www.mediafire.com/folder/j3cql3y3viwch

Keep in mind that these ("a" and "b") were just a quickly made to clarify my statement ;) And naturally one would have to see it in motion. There are probably better ways to doing this and I'm looking forward to seeing your solutions.

edit: Here's an even more "radical" take:

http://www.mediafire.com/file/0vkyd0eywww9ver/file
« Last Edit: September 06, 2020, 01:10:44 pm by Dreamwhale »

Mindflower

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Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« Reply #261 on: October 14, 2020, 05:54:22 am »
I've never worked within the limitations of a NES game, so I can only imagine how much effort must have gone into this project. All I can say is that it does pay off.

http://www.mediafire.com/folder/j3cql3y3viwch

Keep in mind that these ("a" and "b") were just a quickly made to clarify my statement ;) And naturally one would have to see it in motion. There are probably better ways to doing this and I'm looking forward to seeing your solutions.

edit: Here's an even more "radical" take:

http://www.mediafire.com/file/0vkyd0eywww9ver/file
I checked them out, and i will update my background dunes to somewhat similar to your proposal, thanks for that! And indeed, some more readability and differentiation of fore- and background elements is surely a good aim. Sorry for my late reply, i'm not that often online here, instead we focus on the discord.

October 18, 2020, 01:09:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hello,

this time i'll let the pictures speak for themselves.
A random serious of old and new area's tilesets, animations, mockups and WIP documents.

***** SURFACE AREA *****







***** CAVE *****





***** TEMPLE *****





***** MARINE AREA *****



***** DESERT AREA *****



***** COLD AREA *****






For more frequent updates please feel invited to join the discord https://discord.gg/UhRqEJs
Cheers!
« Last Edit: October 18, 2020, 01:09:22 pm by Mindflower »

Mindflower

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Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« Reply #262 on: October 21, 2020, 11:53:42 am »
and at the moment it's working out cave tileset-time!

Aclectico

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Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« Reply #263 on: October 21, 2020, 02:13:03 pm »
@Mindflower Just thought I'd stop by to say this is looking fantastic. Every time I check the forum for this project, I get more and more impressed with the progress you are making.

I'm curious though, most of the Metroid hacks I see alter the player sprite in some way - But, the jumping pose is usually the same (one leg is kind of pointing backward while the other is pointing down). I know this is due to a limitation with how the base game works (sharing jumping graphics with running graphics). I was never able to overcome this limitation myself without methods that will not work on original hardware. It was always frustrating because I thought the pose always looked a bit awkward. I'm wondering, have you seen any discussion recently at Metroid Construction in terms of attempting to alter this behavior? I think the look of both legs being crouched up (similar to Super Metroid) is a more dynamic look. But, I know it would also involve separating running and jumping graphics. I haven't seen a solution yet for Metroid that can be achieved exclusively with a .ips patch. I'm interested to know your thoughts.

BTW - really impressed with the blizzard effect and parallax effects!

**Edit 10/22/2020**
So, funny timing. P0ZN0 just brought to my attention a hack that was just released on October 18th. It looks a whole lot like that pesky jump pose issue was solved somehow. @Mindflower, I'm curious if you've seen this.

https://www.romhacking.net/hacks/5463/
« Last Edit: October 22, 2020, 04:25:32 pm by Aclectico »