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04-28-24 05:56 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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User Post
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6284 days
Last view: 6278 days
Posted on 06-30-06 01:48 PM Link | Quote
Dahrk, that is incredible

When you say freeroaming, will Mario/Luigis animations be smooth walking.....or will it be square by square movement. (tough to explain, hopefully you get what I'm saying)
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 06-30-06 04:46 PM Link | Quote
wasn't that already done though: and made public to boot (not to say your would prolly fair better)

Still gives a breath of fresh air to this tank of already-filled oxygen
DahrkDaiz

Nipper Plant
U wan hax Mario?!








Since: 11-17-05

Last post: 6280 days
Last view: 6279 days
Posted on 06-30-06 09:23 PM Link | Quote
Originally posted by S.N.N.
Dahrk, that is incredible

When you say freeroaming, will Mario/Luigis animations be smooth walking.....or will it be square by square movement. (tough to explain, hopefully you get what I'm saying)

Unforuntately it has to be square by square because doing 1 by 1 pixel movements (or even 2 by 2) causes some bugs when moving over level tiles or other non-walkable tiles.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 07-01-06 03:21 AM Link | Quote

Now that I figured out the terrain format, detailed levels are in order. For one, the roads will show in which direction they run :3

As soon as I can properly explain to my programmer that I need to him read tiles and tables from the ROM rather than a pre-set thing, I foresee an editor form this data

EDIT: and the reason why the HQ are letters:

I even ahd AWS' HQs in there, but there'd be no way I could fit 32 tiles in there in adiition to the bridges. So I off'ed 'em


(edited by Celice on 07-01-06 02:23 AM)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6287 days
Last view: 6278 days
Posted on 07-01-06 07:32 AM Link | Quote
Did you find out how to control where your base is? I noticed that even by changing your base to another place, you can still only create units in the old position.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 07-01-06 04:15 PM Link | Quote
When I was moving the HQ around, I noticed any Base within two-tiles' range could still build. I'll still have to look into it some more :/
NEONswift

Bee








Since: 11-18-05

Last post: 6279 days
Last view: 6278 days
Posted on 07-02-06 11:58 AM Link | Quote
Here are the complete list of coloured trees in Hyrule... regular green, yellow, purple, pink, blue, swampy green and my favourites the white.

Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6279 days
Last view: 6314 days
Posted on 07-02-06 03:42 PM Link | Quote
I've always been a font buff and not too many hacks have custom fonts in them. So here are some custom fonts that I've made in the past; anyone who wants them is welcome to use them in their hacks (credit me, OK?).

Image Hosted by ImageShack.us

Since fonts aren't copyrightable, I imagine I could post a ROM containing them right here; could someone confirm that that's legal?

In order, they are:

* 8x8 alphanumeric font that I wanted to look like handwriting on a chalkboard. "0" and "4" are taken directly from Simon's Quest.

* 16x16 numbers for Baseball Stars Alternative. This font is used in the stat screens.

* Thicker 16x16 numbers for the same game. This font is for the scoreboard.

* Thinner 8x16 numbers; these are used for when the scoreboard needs double digits.

* Two-digit 8x8 refinement for Bases Loaded. The original has thicker numbers for the single digits; I made them all one pixel thick.

* Two sets of numbers for scoreboards; one in Japanese for my aborted Bases Loaded 2005 NPB hack

* 8x16 version of the "speed" font in F-Zero. (I'm a bit proud of this one.)

* Very slightly modified original 8x8 speed font in F-Zero

* 8x8 font used in Baseball Simulator 2. I tried to get the digits to look like the font Futura, which is used in the Baseball Encyclopedia. (This game's original font is hideous.) Several multi-character words that I had to create are included too.

* Refinement of the Extra Innings 8x16 font. Plenty of multi-character name prefixes so that you can put DaVinci, van der Rohe, ibn Rushd, Le Corbusier, etc., on your teams.

Is this something worthy of posting, or is nobody interested in font design? I have several more half-finished / non-refined fonts floating around in addition to these; these are just the ones that made it into hacks I've worked on. Comments and criticisms welcome!
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 07-02-06 04:40 PM Link | Quote
Zophar has a few Font ROMs over there, so I'd not see why not here. I'd like to see them.

The trees look nice, but I never did like the dark blotches on the tops of the trees. And the white looks too much like MSPaint's defaults to me; if you're going to a more snowy effect, slight blue hues and slightly darker colors (the darkest gray contrasts hard with the black). To me, anyways >.>
NEONswift

Bee








Since: 11-18-05

Last post: 6279 days
Last view: 6278 days
Posted on 07-02-06 05:40 PM Link | Quote
Originally posted by Celice
The trees look nice, but I never did like the dark blotches on the tops of the trees. And the white looks too much like MSPaint's defaults to me; if you're going to a more snowy effect, slight blue hues and slightly darker colors (the darkest gray contrasts hard with the black). To me, anyways >.>
The trees are actually going for a mystical ancient style..kinda fairytale-ish. My hack will all be based in the light world (except for specific sections) and they are a good contrast between the darker areas of hyrule and the light. They do look more snowy than mystical so thats most likely where ill end up using them...

As for the tops of them i took ur advice and changed them a little to make it look less botchy on the top. Removing the bits completely resulted in the trees looking flat. I took the trees from Minish Cap so converting them has resulted in several limitations becoming apparent. mainly palettes.



Your critique as always is appreciated.


(edited by NEONswift on 07-02-06 04:45 PM)
optomon

Rat


 





Since: 02-12-06
From: California

Last post: 6282 days
Last view: 6281 days
Posted on 07-02-06 07:33 PM Link | Quote
I want to pluck those white trees from the ground, blow their leaves away with my breath, and make a wish.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 07-02-06 08:31 PM Link | Quote
I want to play it soooo baaaaad. NOW. Everything looks great.

I'll never get over the white colors though ._.
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6281 days
Last view: 6281 days
Posted on 07-02-06 09:34 PM Link | Quote
Here's another shot of my Astyanax hack, the name'll be called "Astyanax Remix"



I just finished this stage, now I'm gonna work on level 5-2.
Amano

Paragoomba








Since: 05-15-06
From: USA

Last post: 6310 days
Last view: 6303 days
Posted on 07-02-06 09:34 PM Link | Quote
Originally posted by NEONswift
Here are the complete list of coloured trees in Hyrule... regular green, yellow, purple, pink, blue, swampy green and my favourites the white.




I love em', can't wait to see how they're implemented. *Here's hoping for a winter & fall themed area.*


(edited by Amano on 07-02-06 08:35 PM)
VinceIP

Blue Octorok


 





Since: 05-29-06
From: Ohio, USA

Last post: 6447 days
Last view: 6447 days
Posted on 07-02-06 11:39 PM Link | Quote
Originally posted by NEONswift
Originally posted by Celice




Your critique as always is appreciated.

That looks fantastic. You did a wonderful job. I just don't know about the white trees mixed in with green, though. It doesn't make sense. If I were you, I would just put in some swamp green color; a brownish color wouldn't hurt either. But that's just me.

Other then that... NEED. GAME. NOW.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6280 days
Last view: 6278 days
Posted on 07-03-06 12:59 AM Link | Quote
I also don't particularly like the white trees. They just seem out of place. The third (brownish gold) tree would work better there, as would the red tree. I also like the dirt paths. Keep up the good work.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6321 days
Last view: 6278 days
Posted on 07-03-06 06:29 PM Link | Quote
Originally posted by NEONswift


Your critique as always is appreciated.
Beautiful. Your work is fantastic, I'm impressed.
NEONswift

Bee








Since: 11-18-05

Last post: 6279 days
Last view: 6278 days
Posted on 07-03-06 07:28 PM Link | Quote
Thankyou everyone for the great words. I take all ur posts into account. The trees have now been designated to specific area types and yes i agree white does not work in a grassy ranch. So theyll stick to my snow area.

The swamp trees do look best so ive put them in place of the white for the ranch area.



In the pic youll notice the new asm work ive been doing which is yet to be completed..Hence the reason the area name is constantly on. currently working to have it timed which is testing my knowledge Also cliffs are courtesy of Orochimaru and the water is a work in progress. Once again i think the white is a little too garish.

Comments as always are welcome.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6283 days
Last view: 6279 days
Posted on 07-03-06 07:37 PM Link | Quote
Those cliffs are fucking sexy <3 Moreso the water just SCREAMS Wind Waker. It's not bad, but it does seem kinda out of place... but at the still time, it needs to be there.

The nines seem a little blocky. The seem too thin on the left, to me.

I'm not a fan of the new Item Box, especially how it joins to the new sexy magic meter. The joining seems rough due to the black, and the box just seems flat.

Th good outways the minor greatly though. Like those cliffs. Damn hawt looking ^^
NetSplit

Paratroopa


 





Since: 11-18-05

Last post: 6440 days
Last view: 6440 days
Posted on 07-03-06 10:24 PM Link | Quote
That does indeed look very nice. Good work.

In addition to what Celice was saying, I'd like to point out that the shadows seem a little inconsistently used. They're nice and all, but that two story building took me a moment to figure out what was going on because the first floor casts a shadow on the right side of the building, but the second floor casts no shadow. The end result is that the second floor ceiling meshes with the first floor ceiling on both sides, making it difficult to distinguish the two. If you added a shadow on the first floor ceiling from the second floor, I think it'd look a lot better.
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