11 March 2016 - Forum Rules
Started by Aclectico, October 10, 2020, 10:07:09 AM
Quote from: ShadowOne333 on October 16, 2020, 02:38:54 PM@Aclectico, I see what the problem is now.Let me ask, is it possible to have Mesen insert a new 8x8 tile if the base 8x8 tile in the game changes?For example, if Link moves to a new area, and the 8x8 tile in Automap changes to add a new 4x4 one, could you code something in Mesen so the 8x8 tile that is currently in use gets updated to a new 8x8 tile that has the added map location? Basically replacing 8x8 tiles for each possible combination. I'm not sure if this can be done.
QuoteIf not, then the only other option I can think of is making it so that whenever you walk into a new location in the Map, you uncover the whole 8x8 section of that area. It's a small countermeasure, but you could at least still implement it with new 8x8 tiles with that small con.
Quote from: DannyPlaysSomeGames on October 16, 2020, 03:05:32 PMI might be too late, but I made a hi-res font based on the one from my hack as a suggestion for a different font (the middle one is the original for comparison, other two are how it looks in black and white).And here it is in action:I just thought it would look neat and fit in with the aesthetic of the game.
Quote from: Pleiades7 on October 16, 2020, 02:11:03 PMThe first one is clearly the best.The problem with fancier fonts is that it goes against type. Seems like a good idea since the medieval fantasy component and "ye ole fonts" seem to go hand in hand. But in reality, it makes for a cheap cheesy looking product. I start to feel like I'm playing a Monty Python version of Zelda, and I'm sure you are not wanting that, amirite?Fonts like the first one are cleaner and more neutral. It would be cool for a font even cleaner than that since it is a touch space aged. But the others really ruin the game.In fact, the original Zelda font is just fine as it is. Maybe you can pass it through an xBRz filter to smooth the edges a bit. But If it ain't broke, don't fix it. Sometimes little touches go a long way and you don't want to telegraph that this is a hack too much. For me, when you play a hack, it is what you don't notice that makes these things work. A fancy font simply just doesn't ring natural and you want to make this as organic an experience for the user since you are already radically changing SO much. My 2cents.
Quote from: kya on October 17, 2020, 04:25:55 AMI also have to agree, that less style == wider acceptance, but could the font at least be serif?Let it be plain, non-fancy, but still serif. For me, a sans serif font (as in example 1) always has some futuristic look, better suited to sci-fi games, like Metroid. And serif fonts better suit fantasy themed games.Maybe you could try the font in the following Dwarf Fortress assets thread?http://www.bay12forums.com/smf/index.php?topic=158009.0
Quote from: kya on October 17, 2020, 10:32:30 AMI like this. I think the font fits. Now a "CHOOSE A FILE" screen needs some treatment. There's no demand for a monospace font there, so maybe the title screen font will do?
Quote from: jrbless on October 17, 2020, 11:29:30 AMI'm liking the updated graphics, but have a very minor enhancement request. In the dungeons, it gives a hint for breakable tiles. However, in the overworld it does not have a hint for bombable walls or burnable bushes. Is that something which could be added?
Quote from: Sam Atoms on October 17, 2020, 04:47:16 PMIs there a way you could get something like the Diablo font in there?That could seriously rock.
Quote from: Jertigo on October 18, 2020, 09:11:58 PMI took all the suggestions into consideration and made a brand new font. The base font is called Mangosteen, but I redrew each character to perfectly fit within the 16x16 restriction. It is a square like font with serifs and avoids circular shapes, which do not generally look good without antialiasing. Check it out!
Quote from: guppy on October 19, 2020, 07:55:02 AMI just gave this a try. Overall I think it is great. Very nice work!My main issue with the new graphics is that Link looks smaller than he is. What I mean is that it feels like his hitbox is too big for his sprite. I keep getting hurt by running into enemies when it feels like I should have a few more pixels of space before I come into contact with them. I think the original Link sprite took up more space within his tile, and thus gave an impression that he was a little more squat and bulky, and I could tell when I was close to touching an enemy, but here I feel like I should have another step or two before I take damage, and it keeps surprising me.
QuoteI think a lot of the monster sprites could be better, as well. I'm not crazy about the way the moblins and goriyas look. It's hit and miss -- so far it seems like the creepy-crawly enemies are good, but I don't care for most of the humanoids. Octorocks, leevers, tektites, kees = good to great; Link, moblin, goriya, stalfos = needs work.
QuoteIt's hard to remember, but doesn't the underworld map have a way to indicate to the player which rooms they have physically visited? It seems that this is missing from the HD remake.
Quote from: Jertigo on October 19, 2020, 11:57:27 AMIn case you change your mind, here is the full font set:
Quote from: FeRcHuLeS on October 20, 2020, 12:12:49 AMWhat a cool project it is!!!, and it is compatible with Retroachievements and Retroarch at least ForLowCPUs version for me, the other version don't work at all using an updated core, I've got an issue maybe is related to the core compatibility maybe not. The HUD map disappears by accesing the menu in dungeons so can't compare the map progress, I've got a map of course.Two suggestions:1° Refered to "breakable tile hints". It is hard to see the cracks can they be more more visible, I'm playing at scaled resolution to 720p since is 3x times the native resolution of the NES.2° The color scheme of the dungeons are a bit dark.It plays fantastic by the way what are the minimun specs? for the version including fog and water animation, I hope 32bit system is enough.
Quote from: Pee wee on October 20, 2020, 01:55:36 PMPls, not work with Mesen v0.9.9 (standalone), however, work with the retroarch core. Why?
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