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04-27-24 11:08 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Project Screenshot Thread New poll | |
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Imajin

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Currently affected by 'No syndrome' ---!!!








Since: 12-05-05
From: Camineet, Palm

Last post: 6278 days
Last view: 6278 days
Posted on 01-14-06 04:08 PM Link | Quote
You don't see many SMW hacks that use the original graphics- not that using the original graphics is a bad thing. The level design looks interesting.
DarkPhoenix

Red Goomba


 





Since: 12-27-05

Last post: 6282 days
Last view: 6282 days
Posted on 01-14-06 04:55 PM Link | Quote
Props to Xkeeper for a focus on good level design, something that even many commercial games have suffered from an excruciating lack of, as of late
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6284 days
Last view: 6278 days
Posted on 01-15-06 03:34 AM Link | Quote
Xk's work does look good, and I like the original graphics... But everyone knows that if he were to post it in the SMW Hacking Forum, there'd be 50 thousand people saying "OMG USE EXGFX OMGOMGOMG".

Naturally, that annoys me to no end. It looks very interesting, and works well with the regular graphics. Is it safe to assume that the right path would lead to a cloud world and left would be to water?
Stifu









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

Last post: 6280 days
Last view: 6277 days
Posted on 01-15-06 05:43 AM Link | Quote
Not to sound like an asshole, but I think it looks quite boring so far. It seems like you guys are kissing his ass because he's an admin or something...
What's good about the level design ? It seems like something a random generator would make. (Cloud blocks inside some kind of fortress...)

Nothing personal against Xk, and his stuff might turn out to be good at some point, but so far I don't think it was even worth posting.


(edited by Stifu on 01-15-06 04:43 AM)
Xkeeper
Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is.


 





Since: 11-17-05
From: Henderson, Nevada

Last post: 6278 days
Last view: 6278 days
Skype
Posted on 01-15-06 05:44 AM Link | Quote
Originally posted by Skreename
Xk's work does look good, and I like the original graphics... But everyone knows that if he were to post it in the SMW Hacking Forum, there'd be 50 thousand people saying "OMG USE EXGFX OMGOMGOMG".

Naturally, that annoys me to no end. It looks very interesting, and works well with the regular graphics. Is it safe to assume that the right path would lead to a cloud world and left would be to water?
Indeed; the only thing is, this hack (provided it doesn't pfrrrthhghgzzgz like all of my other attempts) will just be one level.

This will definitely be a unique hack, if nothing else


Edit: (warning: x-box image)




Edit 2: "Nothing personal against Xk, and his stuff might turn out to be good at some point, but so far I don't think it was even worth posting."

It'd be nice if there was a way to tell if it was ass-kissing or not, but I don't care; I like it, that's all that matters. I'm just showing the building blocks for what is aiming to be the most original (without huge ASM or graphic overhauls, aside from some small tweaks) hack so far.

And if you missed it, I'm dropping comments in every image I post, just read the title tags...

Edit 3: "(Cloud blocks inside some kind of fortress...)"
If you didn't notice, someone already took a guess at what they are (small indicators of where the pipe leads), and was correct. Shrug.


(edited by Xkeeper on 01-15-06 04:58 AM)
(edited by Xkeeper on 01-15-06 05:00 AM)
(edited by Xkeeper on 01-15-06 05:04 AM)
Stifu









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

Last post: 6280 days
Last view: 6277 days
Posted on 01-15-06 06:33 AM Link | Quote
Originally posted by Xkeeper
Edit 3: "(Cloud blocks inside some kind of fortress...)"
If you didn't notice, someone already took a guess at what they are (small indicators of where the pipe leads), and was correct. Shrug.

I see... If you were using custom graphics, I'd suggest making something like a pipe out of clouds or whatever, that'd look cooler and less awkward, in my opinion.
But you probably won't want to bother, if you're just aiming for a one level hack with nothing but the original graphics.
Celice

Gordo








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

Last post: 6282 days
Last view: 6278 days
Posted on 01-16-06 11:18 PM Link | Quote
I made this for a banner for my forum, but the map tiles are straight from Ancients Cry, my FF1 hack. And you're looking at the custom pallete: by my humble opinion, that gold and purple is beyond good looking. All those FF4 sprites aren't in the hack. Lest, not those ones.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6465 days
Last view: 6465 days
Posted on 01-17-06 01:30 AM Link | Quote
Dammit, dammit, dammit, dammit! Everytime I see FF1 screenshots like that I remember that I still haven't unleashed mine on the world and if I don't soon no one will even care...

It looks great, by the way, I want to play it.


...oh, and custom palettes are bad for those of us who want to play good hacks on our actual NES consoles.
Celice

Gordo








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

Last post: 6282 days
Last view: 6278 days
Posted on 01-17-06 01:54 AM Link | Quote
Originally posted by Dragonsbrethren
...oh, and custom palettes are bad for those of us who want to play good hacks on our actual NES consoles.

Don't worry. I know how things like these can get in the way of certain playing aspects, so I'm dual releasing the hack: One with the custom pallete, and one without.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6465 days
Last view: 6465 days
Posted on 01-19-06 07:35 PM Link | Quote
Good to hear
kuja killer

Rope


 





Since: 11-17-05
From: Lake Havasu City, AZ

Last post: 6322 days
Last view: 6278 days
Posted on 01-23-06 10:42 AM Link | Quote
One more update for my Megaman 3 GB remix.
It's been almost a month, and I just wanted to make this update.

Total progress: Now 50-55%.
Progress is still going very slow, I have Doc needleman(??) finished although I may not have it set for needleman. I haven't decided, it's due to some issues of how that stage functions with the giant metool enemy. I figured out how it works...and now I'm going to be placing that thing on a completely different stage later on...i'm not saying which one.

But here's the beginning of the water portion of the stage, how I said last month that I was looking for a decent replacement from the regular needleman (GB diveman) stage.

please ignore where i wrote "the heck" on the right side of the screen using MSpaint.

Currently working on Wily 1 right now, and I haven't started on the other 3 doc robot stages still, but I do have plans for them ...my project is now being based off what levels I need to do first, second, etc etc. I gotta do the levels in my own certain order if i want my important plans to work right.

Here's 1 screenshot from the beginning of my Wily stage (1st one) I thought by making the fence have a foreground property would serve a bit nicely for the beginning part. I only have 1/4th of this stage done


I've been heavily modifying other things besides just the stages in the game now including the following:

  • Boss life bars have new colors. Because almost every single boss fight in the entire game except for the wily stages use the same red colored boss bar. Now most of them have their own seperate colors.
    Also i've moved the bar over to the right side of the screen to give it a Megaman X feel to it.
  • Gemini and Wily 1 level loading routines have been switched for various reasons I'm not going to explain. But it took ALOT of time and work to code it by myself. It was not easy to do.
  • 6 of the 8 normal bosses AI behavior modified. Wether the changes are small or big, will make a BIG difference in the outcome of the battles. For example: ...I've studied, and changed specific pieces of code to make Topman act almost completely different when throwing his tops into the air. ...i bet you he will NOT seem like the "easiest boss" in the game anymore.
  • 7 of the 8 bosses have new weaknesses and strengths from your weapons....for example: ...don't expect to kill Shadow Man in 2 or so hits with the Top Spin ....because it ain't going to do ANY more damage to him ...going to have to find their new weaknesses.
  • The fight with bubbleman ...normally in the game the sprite CHR that's loaded can make the water splash animation look glitched ...this was a original problem in the game you would rarely see ....well for my hack ...there will be a water surface during the battle unlike there not being one ...and because of that...it glitches...well i've redone the sprite CHR so that the animation will look like a normal splash how it's MEANT to be.
  • Working on partially redoing the title screen ...i've got it done...but I'm having trouble figuring out some CHR swapping stuff when you load the password/stage select screen.

    I've been hard at work on this, and I've still got tons left to do.


    (edited by kuja killer on 01-23-06 09:44 AM)
    (edited by kuja killer on 01-23-06 09:45 AM)
    (edited by kuja killer on 01-23-06 09:49 AM)
    (edited by kuja killer on 01-23-06 09:59 AM)
    (edited by kuja killer on 01-23-06 10:01 AM)
  • Rom Manic









    Since: 12-18-05
    From: Detroit, WHAT?!

    Last post: 6277 days
    Last view: 6277 days
    Posted on 01-23-06 11:03 AM Link | Quote


    Nothing much, just an 8 bit image I cooked up, and not even a screenshot to be honest (It's not the proper resolution). I kinda like the way it all faded into pixels, but thats not the real background anyhow, just a rectangle I threw in behind some text with some white streaks flying around.

    It's a SNES game homebrew I'm working on. An Action/RPG and a 4th installment to the Soul Blazer series. I just liked Terranigma and Illusion of Gaia so much I had to make a fan tribute.

    http://www.freewebs.com/consoledev/

    PS: Any way I can format my images with Fireworks to be 16 bit color?
    PSlugworth

    Red Paragoomba








    Since: 11-18-05

    Last post: 6283 days
    Last view: 6278 days
    Posted on 01-23-06 01:55 PM Link | Quote
    Kuja:

    Looking good.

    One little quirk though: if the fence is in the foreground, shouldn't it cover all of the ground graphics instead of just trailing over the top of the hole? The way it is now makes it look like it's in the distance relative to the ground, making the fact that Mega Man and the enemies are behind the fence seem a little disorienting. Very neat effect (I always wondered why it was only used on one or two screens in Wily's castle in the original), you just might want to take that into consideration.
    Chaos Force
    Just drifting by...


     





    Since: 11-17-05

    Last post: 6282 days
    Last view: 6279 days
    Posted on 01-23-06 03:33 PM Link | Quote
    Here are a few pics from a small hack I'm working on: SMW: The Castle

    New standing sprite, and some grass.


    Kind of a new landing sprite too.


    Still working on castle gfx and still working on a new fireball shooting sprite. Also kinda of a new score counting system...


    Also, the game will include a 2-player co-op mode where you can take a different path when you have 2 players and have a whole new adventure!

    It will probably be a short hack, due to my lack of staying on a project for too long. but it will be a challenge.


    (edited by Synthrax on 01-23-06 02:33 PM)
    Koitenshin +∞

    Moblin


     





    Since: 12-24-05
    From: Misery

    Last post: 6280 days
    Last view: 6280 days
    Posted on 01-23-06 04:12 PM Link | Quote
    If you do not finish that 2P Cooperative Mario world hack I will have to send legions of goatmen with burning pitchforks to your house.
    kuja killer

    Rope


     





    Since: 11-17-05
    From: Lake Havasu City, AZ

    Last post: 6322 days
    Last view: 6278 days
    Posted on 01-23-06 08:42 PM Link | Quote
    Originally posted by PSlugworth
    Kuja:

    One little quirk though: if the fence is in the foreground, shouldn't it cover all of the ground graphics instead of just trailing over the top of the hole? The way it is now makes it look like it's in the distance relative to the ground, making the fact that Mega Man and the enemies are behind the fence seem a little disorienting. Very neat effect, you just might want to take that into consideration.


    I honestly can't seem to understand exactly what you're suggesting me to do sadly.
    I should just make it be a normal background ? ...or should i just not have it "end" by going below the ground into a hole?

    I just thought by making some fences, and being behind it, which it's got little holes in it so that you can still see yourself and enemies, that it'd be okay.

    I don't want to leave out the whole foreground property from the whole game and never use it on any stage if you get what I mean. At least wanted to think of and find a few places where it'd be nice to have.
    Euclid



     





    Since: 11-17-05
    From: Australia
    hmm...

    Last post: 6284 days
    Last view: 6278 days
    Posted on 01-23-06 09:11 PM Link | Quote
    I have proved that this game can be fixed (just not to the original state)!

    For those who doesn't know this, it's BSZelda3: Ancient Stone Tablets.

    before:


    after inserting tiles:
    PSlugworth

    Red Paragoomba








    Since: 11-18-05

    Last post: 6283 days
    Last view: 6278 days
    Posted on 01-23-06 09:35 PM Link | Quote
    Originally posted by kuja killer
    I honestly can't seem to understand exactly what you're suggesting me to do sadly.
    I should just make it be a normal background ? ...or should i just not have it "end" by going below the ground into a hole?


    Heh, no, I think it's cool, I just mean this specifically:




    The way it goes down into the hole there makes it look like part of the background (to me, anyway). It would make more sense, I think, if you ended it before the hole or added some extra tiles (if there are still any available) of the ground with the fence graphics overlapping it.

    But do whatever you think looks right. I'm still looking forward to playing it!
    kuja killer

    Rope


     





    Since: 11-17-05
    From: Lake Havasu City, AZ

    Last post: 6322 days
    Last view: 6278 days
    Posted on 01-23-06 09:42 PM Link | Quote
    Okay I got you know. I was thinking that's what you meant, just wasn't too sure.

    - a little better? (this is a different area where I kinda had just before the rocks, where the fence was coming up from the ground. But now I've corrected that on the areas I had it doing that.

    i appreciate the suggestion !


    (edited by kuja killer on 01-23-06 08:44 PM)
    (edited by kuja killer on 01-23-06 08:45 PM)
    The Kins

    Hoarder








    Since: 11-18-05
    From: Hurf.

    Last post: 6292 days
    Last view: 6278 days
    Posted on 01-23-06 09:56 PM Link | Quote
    Originally posted by Euclid
    I have proved that this game can be fixed (just not to the original state)!

    For those who doesn't know this, it's BSZelda3: Ancient Stone Tablets.

    before:


    after inserting tiles:


    Whoa, whoa, WHOA!

    That's awesome!
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