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04-28-24 09:13 AM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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User Post
Simon Belmont
Except I'm totally fucking hyped about Dracula X: Chronicles.








Since: 11-18-05
From: Pittsburgh

Last post: 6278 days
Last view: 6278 days
Posted on 01-13-07 01:31 AM Link | Quote
Originally posted by Orochimaru



clashing perspective is not good.
NEONswift

Bee








Since: 11-18-05

Last post: 6279 days
Last view: 6278 days
Posted on 01-13-07 03:33 AM Link | Quote
Originally posted by Orochimaru
That new overworld perspective you made made me wonder what it would look like if I did the same in the dungeons I'm remaking for Parallel Worlds. It's far from finished but I'm getting there...

Here's the result of a place I modeled in the new guardhouse:



It might need some work to get right through as sideway doors/bombable doors etc... might be problematic, but I'll see what I can do
Wow Im impressed but yeah the perspectives at the bottom are kinda wack but i get the gist.

I was gonna look into something like this but i have no idea how to put it together.
Orochimaru









Since: 11-18-05

Last post: 6294 days
Last view: 6278 days
Posted on 01-13-07 07:24 AM Link | Quote
Did I said it's far from complete?

I didn't even touched the bottom yet
Simon Belmont
Except I'm totally fucking hyped about Dracula X: Chronicles.








Since: 11-18-05
From: Pittsburgh

Last post: 6278 days
Last view: 6278 days
Posted on 01-13-07 07:27 AM Link | Quote
I'm saying if you don't change the perspective of the rest of the game, that dungeon is going to look extremely out of place.
Orochimaru









Since: 11-18-05

Last post: 6294 days
Last view: 6278 days
Posted on 01-13-07 11:47 AM Link | Quote
Well if you change one dungeon GFX, it automatically affects all the other dungeons as it's shared. Anyway I'll concentrate on fixing the dungeon problems as they were report first and then concentrate on it's gfx later.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6280 days
Last view: 6278 days
Posted on 01-13-07 12:38 PM Link | Quote
Originally posted by Orochimaru
Well if you change one dungeon GFX, it automatically affects all the other dungeons as it's shared. Anyway I'll concentrate on fixing the dungeon problems as they were report first and then concentrate on it's gfx later.

Skitz was most likely talking about the tile mapping, not the graphics themselves... Like you can't see the wall sides on this new screen, while you can everywhere else in the game: different perspectives... Not to mention the bottom left hole uses the other perspective style.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6314 days
Last view: 6278 days
Posted on 01-13-07 11:18 PM Link | Quote
i made some progress:

i think link looks better now
how do you think?
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6278 days
Last view: 6278 days
Posted on 01-13-07 11:19 PM Link | Quote
That Link reminds me of RPG Maker.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6314 days
Last view: 6278 days
Posted on 01-13-07 11:21 PM Link | Quote
Originally posted by Kyoufu Kawa
That Link reminds me of RPG Maker.

maybe, got him from spriters resource
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6281 days
Last view: 6278 days
Posted on 01-14-07 12:22 AM Link | Quote
Originally posted by Deflaktor
i made some progress:
...
i think link looks better now
how do you think?


That is the first Zelda LttP hack that I have seen that looks almost completely different from the original. Great job.

Here is gif showing of some cool stuff in my SMB3 overworlds. The opening and closing chest is a level containing.....a chest of all things at the end of the level. The level with the cycling mushroom, flower, leaf, star is a super hard optional level. One of those powers is required to complete the level. (You have to equip it before you enter the level)

And that thwomp blocks your path. It goes up and down after you beat a level or you die in a level. I'm not sure if its obvious that the thwomp is in the air. The little shadow underneath is supposed to make it seem like its floating, but I don't know..

The moving Question mark is a random level. It can be a bonus level with lives and coins, or an enemy riddled, maze of a level. It changes after you beat a level or die.



Anyways, It turns out a bunch of the overworld tiles can be animated. The original artists simply chose to draw the same image over and over to make it seem like still tiles. I will definitely be taking advantage of this and creating more animated tiles.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6314 days
Last view: 6278 days
Posted on 01-14-07 12:39 AM Link | Quote
Originally posted by AlexAR

That is the first Zelda LttP hack that I have seen that looks almost completely different from the original. Great job.

thanks but i still have to change a looot of tiles

anyways, your overworld looks pretty cool. great ideas, that must be said.
fabio

Ameboid








Since: 11-17-05
From: Texas

Last post: 6278 days
Last view: 6278 days
Posted on 01-15-07 10:13 AM Link | Quote
It's been awhile since I've posted screenshots from my YI hack. Here comes some more screenies.

1-2: Fun with Platforms



Some of the treasure in the first area of the level can be found near the bottom. Ride the platforms to find them.



Hit the green piranha plants once to stun them. By the time they start spitting Cacti again, you'll be long gone. There's also a way to avoid them completely.



Path to the second area of the level.



Near the beginning of the second area is a simple cross section maze. How does one get that flower behind the blockers? Hmm...



The switch is hidden in the cross section maze.



A secret part of 1-2. If you step on the red platform, you have a very low chance of getting back up. Don't worry, it's not a bottomless pit. The three platforms lead to something special.



The final part of the level. The piranha plant is guarding the way to the goal. Use the L and R button to stop the cursor from moving will increase your accuracy on hitting it.

That's all for now. They are still 7 levels I need to finish before releasing the first demo.
S.N.N.
wtf


 





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

Last post: 6284 days
Last view: 6278 days
Posted on 01-15-07 03:12 PM Link | Quote
Very nice screenies fabio. I especially like the last one - it looks tricky.

One suggestion - use Layer 3 Detail in the last 3 screens. The plain blue gradient as a background looks boring. Throw in some stars, or clouds or something - or make the level lower so that it doesn't show the BG (unless of course, you're already at the bottom )

Nice work.
fabio

Ameboid








Since: 11-17-05
From: Texas

Last post: 6278 days
Last view: 6278 days
Posted on 01-15-07 07:57 PM Link | Quote


Is this better?
S.N.N.
wtf


 





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

Last post: 6284 days
Last view: 6278 days
Posted on 01-15-07 09:15 PM Link | Quote
Much Looks lovely now. Always remember - if you see a level with a plain background, either don't build the level up there, or add some sort of layer 3 to it.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6281 days
Last view: 6278 days
Posted on 01-16-07 01:06 AM Link | Quote
What a difference a nice background makes..

I could not draw Toad in Mario's Hammer bros. suit, so I just transformed Toad into a Hammer Bros. When carrying something, he holds it in his mouth. When kicking something, he hits it with his hammer. And when he dashes, he goes into his shell and slides on its top. See it in action here.



This got me thinking, maybe I should change the frog suit into the cheep-cheep suit.
Googie

390








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

Last post: 6281 days
Last view: 6281 days
Posted on 01-16-07 04:17 AM Link | Quote
Not much was done on Time Flies, just a couple of Tiny Toons rips and a couple of rips from a japanese game. Here's the pic...



As soon as I get some kinda motivation, I'll finish the World 1 Air Ship and continue from there.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6281 days
Last view: 6278 days
Posted on 01-17-07 03:04 AM Link | Quote
Got some screens to show.



First, just how do I fix this? I have a one screen room that I don't want any scrolling in but if I choose that option, the level won't scroll back over and show the whole screen. I could change the entrance location but if i can remedy this without doing that let me know.



I call it Tetris--Mario Style!







This is an experiment that I hope to put to use someday because hand-drawing those tiles were the biggest pain in the ass I've ever done. I'm happy with how they came out. If you look at the palettes though they look so strange, esp. the colored sprite ones.





These last two are from the new overworld that I'm creating for my hack.

Let me know what you think.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6278 days
Last view: 6278 days
Posted on 01-17-07 07:38 AM Link | Quote
Those Metroid Screens are great, but you should keep in mind that both, SMW and Metroid can have only ywo kinds of rooms. Vertical and Horizontal.
In your picture #5, you're in between a Horizontal and a Vertical room. How is this possible?
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6281 days
Last view: 6278 days
Posted on 01-17-07 12:42 PM Link | Quote
Originally posted by Raccoon Sam
Those Metroid Screens are great, but you should keep in mind that both, SMW and Metroid can have only ywo kinds of rooms. Vertical and Horizontal.
In your picture #5, you're in between a Horizontal and a Vertical room. How is this possible?

What I've done is becuase there's no option to restrict horizontal movement for a vertical level, I've placed the part of the level where you actually walk and move in the center and when you see a door (pipe tiles) you'll see a little of the room beyond.
The hardest thing though is that in SMW, you can't have entrances to two different areas on the same vertical screen you that first pic you see is actually a horizontal level and that's as far as it goes. Because of this, I've also had to place a Goal Point Sphere at the first vertical room that uses the orange Brinstar palette because I need to be able to access both of the exits there but can't in the same level. So by putting it into two levels, I've made it so you can continue exploring without having the problem of two exit-enabled pipes on the same vetical screen.


(edited by FirePhoenix0 on 01-17-07 06:49 AM)
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread |


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