11 March 2016 - Forum Rules
Started by acediez, June 14, 2018, 12:32:30 AM
Quote from: DannyPlaysSomeGames on September 24, 2019, 09:49:09 AMBeetle PSX doesn't even show up when loading content, even though I already downloaded it.
Quote from: Aceearly1993 on September 24, 2019, 04:12:53 AMEDIT: Now it works... Looks like there's something with Falcon Armor that interferes with which character to play as in the Intro stage.
Quote from: DannyPlaysSomeGames on September 24, 2019, 09:49:09 AMSo anyways, I had 3 thoughts in mind for the project:Spoiler1. I feel like the main reason Shield Sheldon's stage is so annoying is because of the laser emmiters. Not only are they annoyingly slow and confusing to understand how to move, they also damage you, which kinda knocks you around. I feel like it would be a lot more comfortable if the lasers did no damage (or any sort of stun/knockback), and that you could shoot the lasers to change direction, like the reflection panels. I feel like the level would be a tad less annoying with that, though easier. I think another reason for the stage being annoying is how cramped the stage is, and how obscure the Body part is, so maybe some breathing room would help as well, though that might be stretching a bit.2. There's literally no reason for the Crane enemies to respawn in Commander Yammark's stage. It adds literally nothing and means nothing as well. Just get rid of it honestly.And last, but most important to me: 3. There's really no incentive at all to collect the EX Tank I feel, since continues are not punishing at all, so extra lives literally only means "you get to see the continue screen later". I feel like, in order to balance this out, I propose the following idea: the continue system would be somewhat like the X4 where you return to the very beginning of the stage/section you're in (so you'd just return to the beginning of a side level if you're in one or the beginning of the 2nd section of Gate's Lab 2), BUT, in return, the EX Tank gives you the option to continue from a checkpoint, rather than the stage beginning. Maybe there's other ways that the EX Tank can be given value, but that's just the one that comes to my mind.[close]
Quote from: Metalwario64 on September 23, 2019, 01:22:24 AMHere's an up-to-date collection of all of the custom/cleaned up mugshots I made for this project:I just now realized that Dynamo and Gate's background colors are slightly off. I guess it's no worse than the original in that regard, and it's surely too late to change them now.At least, I'm mostly happy with how everything turned out.Now for a bit of a breakdown of noteworthy decisions I made:I completely reconverted Alia's mugshot from Suetsugu's original art, since it was available in high quality in the X Legacy Collection. The original version had oddly tinted colors and poorly redrawn details like the eyes and neck, while mine is completely true to the original art.Since there's not much in the way of official art for the Ultimate Armor, I made mine mostly based on Keisuke Mizuno's modern art of it, since Haruki Suetsugu only had two drawings of it in X4, and there are no clear, unobstructed shots of it, let alone the detailed mechanics that can be seen through it. It's basically a bit of Suetsugu in the shoulder shape and the thicker trim around the neck and chest, but I based the crest on his head off of Mizuno's art and the highlights and mechanical details are based around Mizuno's portrayal. I am a bit torn between the heavy highlights, since that's a super Mizuno trait that Suetsugu rarely, if ever did, but without them the black versions of the Ultimate Armor has no real distinction between the shades of black, so the highlights convey a different material and make it clearer where the different segments begin and end.The first Black Zero and Zero Nightmare mugshot colors are based on the original ones, and the second ones are based on the sprite colors, though my optional Zero Nightmare palette was made based on the original mugshot palette which is simply the red Zero, but hue shifted towards purple. Since the sprite was not done the same way, and instead given it's own shades of purple, I decided to make a sprite palette based on the original mugshot by shifting the hue of the red Zero sprites the same amount as the mugshot (-80 units in GIMP), then cleaning up the colors to look right on the sprite from that point.Dynamo's was reconverted from the original X5 mugshot, since it somehow had messed up colors and dithering artifacts in the original X6, so even with the BG color flub, it's still a marked improvement.The first Gate mugshot is just a cleaned up version of the original with more defined facial details, and redrawn animated tiles (they looked very rough in the original, and the blinking eyes didn't line up), and the second version is heavily modified to be symmetrical. I won't fault Haruki Suetsugu for his drawing here being a bit lopsided, since he was rushed for X6's art (it can be seen throughout most of his pieces, like X having simpler, completely round shoulders and generally less detailed shading and sometimes wonky proportions), but when cropped in a box, having his left shoulder and left side of his face be wider than the left was very noticeable, so I made a custom version that looks perfect when mirrored, just for the sake of looking better in the mugshot. Lastly, the new Sigma mugshot is a traced version of Suetsugu's X6 art of Sigma that I made (and removed the collar of his cloak that partially covered his face), then filtered to be purple, and overlaid VHS noise on it and made his eyes glow slightly. It's clearer than the original (which was based on the X5 Sigma stage select icon), and still conveys the Sigma Virus feel of the original, while being truer to the established style of Suetsugu throughout the rest of the game.
Quote from: SpringSonic9187 on September 24, 2019, 08:59:29 PMThey're all an excellent job from you, but I'm gonna stick with the Custom B option for Zero Nightmare. The green shadings on Custom A carried over from the original thing on plain, snow white surfaces... They just ain't natural.
Quote from: Metalwario64 on September 24, 2019, 05:05:24 PMTurns out the color of Dynamo's mugshot is indeed fine.I'm also glad that the Falcon Armor was removed with the Ultimate code :p.One thing that bothers me is that the Blade Armor's Mach Dash by default doesn't seem to be able to reach the Shadow Armor part in Metal Shark's stage. I always got it with the Ultimate Armor's Nova Strike back in the day, but I read that other than that you basically need a part to reach it. Therefore in my setup I increased the "hold" type Mach Dash's distance from 15 to 20, and with the metal platform, that's barely enough to make it by jumping off with a Mach Dash.Maybe that should be set to the default distance, or at some point it would be nice to have the ledge extended slightly. It also makes it possible to reach Yammark's Sub Tank with a Mach Dash, whereas I couldn't pull it off with the default settings, and had to get it with Zero.
Quote from: acediez on September 25, 2019, 11:49:52 PMThe "Jumper" part is enough to reach all of these, and that part is not misseable, even in the original game. And even if you can't find it, most things can be reached with Ice Burst + Blade Armor. The game points out in the weapon description these are "ice blocks you can step on" for a reason. In Tweaks you don't even need to get the whole armor to use the Mach Dash, you can get it almost immediately. I think that's enough of a help...
Quote1. I feel like the main reason Shield Sheldon's stage is so annoying is
Quote2. There's literally no reason for the Crane enemies to respawn in Commander Yammark's stage. It adds literally nothing and means nothing as well. Just get rid of it honestly.
Quote3. There's really no incentive at all to collect the EX Tank I feel,
Quote from: acediez on September 26, 2019, 12:06:09 AMThe thing is, the game SHOULD send you back to checkpoint 0 if you lose all lives, that's the whole point of having extra lives on top of infinite continues. The only reason it doesn't is because the game loads a second set of stage tilesets to VRAM after the first checkpoint, and if you move back to checkpoint 0 after this, the graphics are messed up.I did try to make this work, reseting checkpoints on continue is an easy single-line modification. But then you have to code a way to re-load the right set of graphics to VRAM, and that's another story."Maybe in the future"™
Quote from: acediez on September 26, 2019, 01:15:07 AMYou know what's even easier? To make the "Continue" button send you back to the initial loading of the stage. I just thought of it, and ran a quick test. Seems to work ok There would be exceptions, as Hidden Stages and other split stages (Recycle Lab Area 2, Secret Lab 2-2) are loaded as separate stages entirely, but maybe that's for the better. Sending you back to the very beginning on those would be way too much of a punishment anyway.Let's give it a go.X6 Tweaks (v2.0 RC8)X6 Tweaks Patcher (v2.0 RC8)- Added "Continues take you to the start of the level" option. Turned on by default in sample profiles - Added an "Unlimited Repetitions" option for the Falcon Air Dash to round the section up.Warning: (again) as the patcher's controls have changed, previous versions' "x6tweaksprofiles" files might not work correctly (unless you update them manually to include changed controls. You can use a fresh "default" file as a template)Any typos/bugs reports are welcome as always.
Page created in 0.081 seconds with 20 queries.