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STREET FIGHTER 2 DELUXE NES

Started by sebastianangel, October 09, 2020, 10:15:52 AM

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sebastianangel

#120


November 03, 2020, 09:45:26 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: sics on November 03, 2020, 09:27:22 AM
And now it's a reality :thumbsup:

Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)
It's great!!! :D :crazy: :crazy: :crazy:
:beer:

RealGaea

Quote from: sics on November 03, 2020, 09:27:22 AM
And now it's a reality :thumbsup:

Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)

No. Not at all. This is amazing!!

gustavocomvoce

It is sad to have such a beautiful job and not have Honda, Gief and Boxer. :'( :'( :'(

Xander max

Quote from: sics on November 03, 2020, 09:27:22 AM
And now it's a reality :thumbsup:

Although in my opinion it is very overloaded and perhaps needs a modification is its palette ;)

Your work was very beautiful!  The sprites were extremely well done!  You are to be congratulated!  My only observation is that I found the chosen colors very red, it looked like a Virtua Boy game, it would be good to choose colors that give a better contrast!  It is very pleasant to see such a result!  If the Hummer Team were still in operation, they would surely hire him. :thumbsup:

sebastianangel


sics

Great, I already applied the color suggestions that you sent me privately to the most current rom and I must say that I like the light-colored version better, what do you guys think?



On the other hand, I think the "Player select" font should be changed to one that takes better advantage of the new color arrangement.

Although the only thing that does not convince me is that the colors of the flags are increasingly inaccurate, but it certainly feels like a game that could have come out in the best time of the NES :laugh:

By the way I finally put into practice Xander max's suggestion for the portraits of the fighters :thumbsup:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

sebastianangel

Quote from: sics on November 03, 2020, 10:58:14 PM
Great, I already applied the color suggestions that you sent me privately to the most current rom and I must say that I like the light-colored version better, what do you guys think?



On the other hand, I think the "Player select" font should be changed to one that takes better advantage of the new color arrangement.

Although the only thing that does not convince me is that the colors of the flags are increasingly inaccurate, but it certainly feels like a game that could have come out in the best time of the NES :laugh:

By the way I finally put into practice Xander max's suggestion for the portraits of the fighters :thumbsup:
Fantastic !! for me it looks spectacular I like all the new ideas you are implementing, this screen has nothing to envy to 16 bits :crazy:

sics

Here I created an intermediate version taking the best of both versions :thumbsup:

The sources are provisional, I suppose, since it is time for me to start with the other things, so if you have any suggestions to improve the sets, portraits, etc. this is the moment :beer:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

Xander max

Quote from: sics on November 04, 2020, 02:19:53 AM
Here I created an intermediate version taking the best of both versions :thumbsup:

The sources are provisional, I suppose, since it is time for me to start with the other things, so if you have any suggestions to improve the sets, portraits, etc. this is the moment :beer:



I don't have to talk about colors anymore! Is perfect!
Is it possible to include the picture frame on the selection screen?

mockup:



verme

Is it possible to leave the background color blue, as in the title screen?


Speaking of the title screen, I think the difficulty selection (easy 01234567 hard) can be removed, as it apparently doesn't change the gameplay.


MathUser2929

#130
Think there's a chance of adding the remaining sf2 characters. Don't need to add the super sf2 characters.

Also, theres a sf2 adaption for turbo grapics 16. I think you could do something with it.

gustavocomvoce

The command to perform the Shoryuken/Tiger Uppercut is very difficult. Is it possible to change the command or make a way to make it easier?

Xander max

Quote from: gustavocomvoce on November 04, 2020, 01:30:29 PM
The command to perform the Shoryuken/Tiger Uppercut is very difficult. Is it possible to change the command or make a way to make it easier?
An easy way to perform the blow is to stay tight forward and tap down, when releasing down and continuing to press forward, press the punch.

cartridge_rom

#133
some sprite art of a twitter user named 2bitCrook

in case it works for something of the spectacular project

chun li's stage is very cool  :beer:




sebastianangel

#134
Excellent sprites, especially honda and cammy !! :thumbsup:


November 04, 2020, 03:06:58 PM - (Auto Merged - Double Posts are not allowed before 7 days.)


some new designs that still do not convince me :-\, I think the layout and the size is very small :o

RealGaea

You'll have to resize them to fit. Ryu is the right size to me. Sics can do it, right?

cartridge_rom

#136
this is the most complete sprite template database i found from many Street Fighter II games.

https://spritedatabase.net/tag/Street%20Fighter

I believe that the indicated art portraits should be the modern styles equivalent to those of the roster art  :thumbsup:

https://www.deviantart.com/nintendolegacy/art/Super-Street-Fighter-II-Characters-687144162

+ my request in the ideas thread in 2018 :)
+ https://www.romhacking.net/forum/index.php?topic=3282.msg354882#msg354882


sebastianangel

Thank you very much, excellent contributions !!!

Graphicus

I was working on something similar to this but due to lack of programming knowledge, I hit a wall.

The graphics I made at the time looked really nice, though. I don't have them but I can easily recreate them if you need help. I just need you to remind me what was the size (pixel-wise) of the Vs. screen portraits.

For the select screen, I used the Champion Edition portraits instead of the Super SF2 ones. I felt it was more accurate (It's personal preference, of course. I know Capcom did it on the GB as well, but I wasn't too crazy about that choice either. GB SF2 was an odd mish-mash). If you want good looking CE portraits for the select screen, let me know (again, remind me the size).

sics

Graphicus
Of course all the help is welcome, about the design decisions more than anything they respond to the requests of those who follow this project, if it were up to me I would do something completely different, for example.

I would go for the black version of the title screen, reduce the size of the map and remove the animal icons and obviously go for the classic portraits, although I would try to improve the look of its reduced version.

About the portraits, we are investigating how they work as a result of the previous requests, we have an approximate idea of ​​how they are written so it is most likely that we can adapt it to our needs, here I attach an image of the original sprites:


Xander max
Thanks, I'm not sure if the portraits can be added to the selection screen, but it's too early to ensure that, I still have many doubts as to how these work, since they seem to be handled as sprites, but they far exceed the limit of 64 sprites that I understood could draw the system.


On the other hand, breaking the code of the selection cursor I could discover that it is related to other elements, including portraits:


verme
No, the modification that you propose is not possible, at least not in the way you have proposed it, the most feasible option would be to change the background color to blue, but as you can see the result would be quite poor:


It is unreasonable to push one or two aspects of the charts to the limit if the remaining set cannot match this quality. In addition, I had already contemplated this request when I started designing the selection screen and this was the result:


Unfortunately character selection works on a grid, so I had to discard the idea

Although doing it this way would have made it difficult to place the flags, since they must be distributed so that you can apply the correct palette without leaving a sector of the map painted with the wrong colors.


On the other hand, how come the difficulty selector doesn't work? I have tried it and on the highest difficulty Chun-Li's blows are felt even by your ancestors, perhaps you are using a bad emulator :-\

RealGaea
I've modified scripts in other Hummer games, but I'm not interested in doing it here, sorry

cartridge_rom
I still think that you should become a hacker, you have very good ideas, a hug :thumbsup:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.