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05-20-24 01:45 PM
Acmlm's Board - I3 Archive - - Posts by NEONswift
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NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 12-18-06 09:26 AM, in The Legend of Zelda: Twilight Princess Link
I completed it last night at 47 hours in having collected 37 of the poes and just under half of the bugs.

I really like the game as it has a lot of new elements that work really well and perfects a lot of the Zelda designs and puzzles that came before it. Although I have a mixed reaction to the last few dungeons which took on a strange Metroid Prime-esk design to them.

Some of the storyline was a bit questionable in terms of continuity but overall worked really well. Still why people are saying it is the first Zelda game to have an open ended story and left room for a direct sequal is odd. The opertunity to have a direct sequal doesnt seem any more than it was on previous titles.

Plugging OoT back in it definately is still my favourite Zelda for originality and nostalgia's sake but I don't like to compare the Zelda 3D games as they all have very distinct and new gameplay elements that seperate them enough from one another.

Roll on the next Zelda...
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 12-22-06 09:51 AM, in Metroid Zero Mission hacking Link
The work youve already put into it is incredible to see. So im sure the new updates will be equally impressive interdpth.

I look forward to the next beta...with much anticipation
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 12-29-06 05:15 PM, in General Project Screenshot Thread Link
Originally posted by Orochimaru
Originally posted by Kyoufu Kawa
Hey, area names!

Thanks to NEONswift for this idea.
Originally posted by richyawyingtmv
Just one question - do the area names stay on-screen all the time, or do they fade out after entering an area? And also...has the dungeon map screen been given an overhaul too as well as seemingly every other aspect of the game?

They don't fade out *unfortunately* like most zelda games, but you get used to it quickly.
The dungeon map is gone but was replaced by new features, so wait and see
Was there a technical reason behind the area names not fading? When I was working with Euclid we did discuss it but personally i found it hard to pull off.

And thanks for the thanks Oroch.


(edited by NEONswift on 12-29-06 11:16 AM)
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 12-31-06 02:23 PM, in General Project Screenshot Thread Link
Originally posted by Alice
Huh, all this time I've read it as Naryu.
Originally posted by Koitenshin +∞
I vote that they stay on. Having names for the places is a good idea. Now you'll know where to go if they want you at an obscure location. Now let the waiting begin. *first in line*

That's what menus are for. Put them on the pause screen or map. Or at least at the top of the screen where they're not in the way.
Trust me they don't get in the way...At least I've never noticed them doing so.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 12-31-06 06:12 PM, in General Project Screenshot Thread Link
I would be enjoying beta testing to its full but my dam PSU keeps shutting down. Not sure why and until i work out what's causing it Im holding off getting immersed in the game.

Everything about it reeks of high quality input and a distubring amount of time on Oroch & Euclid's parts. The final release will let everyone see for themselves... hopefully not that much longer now.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-03-07 03:20 AM, in General Project Screenshot Thread Link
meh! finally finished implementing some new gfx...



I Took a small area from one of the Oracle games and made it a sort of test ground to try out this new style once id created the gfx and created the tiles within Hyrule Magic.

******************************
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-03-07 03:35 AM, in General Project Screenshot Thread Link
Originally posted by Xkeeper
Holy Jebus!

That's perfect. I can't find any flaws at all!

(Well, okay, the waterfall looks a little weird. The combonation of dark blue and white, mostly...)
Thanks xkeeper... The waterfall to be honest is still a work in progress... It never really seems to come out right when animated. The water I am really pleased with though... Its one of the last things i threw together, in about 10 minutes as well The waterfall is just a slightly adapted version of an early hacks water gfx so it needs to be edited to fit in with the new water look.

EDIT: Thanks pikaguy that was exctly the style i was going for


(edited by NEONswift on 01-02-07 09:36 PM)
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-03-07 08:07 PM, in General Project Screenshot Thread Link
Originally posted by setz
I would suggest you fool with the pallete a little bit, the pallete is the only thing that is screaming zelda 3 at me .

But yeah it does look pretty frankenstein'd.
True I intend to especially for the cliffs but when editing and inserting new gfx it is usually best (or I find it to be) to change the palettes once all the gfx has been dealt with.

Most of the gfx changes Ive made in the game allow for a new level of design and free up a lot of tile and palette space. So I am happy the changes to the overworld have turned out as well as they have.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-05-07 08:17 PM, in General Project Screenshot Thread Link
Originally posted by xZeaLitYx
It's a one chapter hack, designed for 30-45 minutes of play.
Ooh i like the idea of a 1 chapter hack...its mini installments like half life 2 episodes
Originally posted by Orochimaru
Very nice NEONswift!
Do you have by any chance finished the whole perspective of the new cliffs?
I mean the top part of them which you usually don't see the other side..
Also, I noticed how well the trees can work with the brown patterns using your two layers on overworlds
Yeah i threw the sample tree together quite quickly...its great that link is able to walk underneath it and all but the asm hack is far from finished... Hopefully once ive figured it all out I should also be able to create a patch that allows u to pick and choose the gfx used in areas (death mountain animated tiles/dark world gfx etc).



I created the whole cliff design...not sure if its finished, depends on everyones reaction to it but for a placeholder itll do fine. Ive already cleared a bucket load of 8x8 tiles to use elsewhere now that diagonal cliffs are gone.


(edited by NEONswift on 01-05-07 02:19 PM)
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-08-07 04:12 AM, in General Project Screenshot Thread Link
Bwah its late and I have the odd urge to post a really random screenshot...or at least random at the moment until I show more at a later date

NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-08-07 01:04 PM, in Zelda: Parallel Worlds *Released!* Link
Originally posted by Deflaktor
now again :
Originally posted by Deflaktor
could you release all the asm hacks and rom info you discovered? it would be a great help to the other zelda hackers like me ^^ pleeeeze

would you release them?
As far as I am aware most of the "discoveries" are already common knowledge within MoNs documents, Oroch's guide or my vague collection of asm notes/tutorials. Alot of the stuff might seem like its somehow new but most is just incredibly good asm hacking on Euclid's part and great design/gfx on Oroch's part.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-09-07 06:40 PM, in General Project Screenshot Thread Link
Originally posted by Orochimaru
Originally posted by NEONswift
Bwah its late and I have the odd urge to post a really random screenshot...or at least random at the moment until I show more at a later date



Hmmm... whats this? 16x16 editing on overworlds? Or perhaps block types?? Looks interesting, keep us updated.
They're block types...good guess. The Xs are solid types, the upward arrows are hookshotable and the shield blocks hurt link as he walks over them. All of which will not be visible when the second layer of the overworld is overlayed.

The wierd wavy animated door entrance is the trial run for new doors which use only one hidden 8x8 tile to create normal doors, palace doors and new enlarged entrances that work properly.

More coming soon...I have an example of the overlay system working just need to get home from work first
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-11-07 08:57 PM, in Zelda: Parallel Worlds *Released!* Link
looking good... Annoyingly this means I have to wait even longer to play this game as I only got through the guardhouse...If i dont want the rest of the game ruined im gonna wait till the update.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-12-07 02:12 AM, in General Project Screenshot Thread Link
Originally posted by Deflaktor

link's sprite looks somehow wierd. have to change that
lol for some reason Link looks like Jimmy the crippled guy from South Park

So far so good....It all connects properly...As long as you have that down and the perspective isnt off then youre on a roll.



Been spending a lot of time tweaking my new GFX which Im actually entering in the rom tile at a time from the beginning...That way I know what tiles Ive used and whats left...

Changed the water...or stole it from Pokemon to be more accurate lol. Im liking it...it fits in more with the design of my Wind Waker waterfalls.

Oh and then ive started testing out my 2 layer setup...allows for some unique designs with overlaying different tiles.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-12-07 01:46 PM, in General Project Screenshot Thread Link
Originally posted by Deflaktor
this looks really awesome. would it be possible then to make a bridge where you can walk under it and on it? this would be really cool
Its been a constant thought in my hacking... I know it would be possible...but itd take a shit load more asm than Im already dealing with.

I did have the idea to use the warp tiles to teleport you to the top layer of the game - minus the warping animation, dark world graphics kicking in and the sprites changing. of course this would take a crap load of work.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-13-07 03:33 AM, in General Project Screenshot Thread Link
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.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 01-31-07 10:26 AM, in Dummied out Frame control in Zelda LTTP Link
Now that is interesting. Nice find MON.

Im gonna play around with it when i get back from work tonight.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 02-02-07 05:46 PM, in Metroid Zero Mission hacking Link
Originally posted by interdpth
So, was it worth the 1 or 2 year wait? XD


And I don't mean to sound conceited but i'm really proud of myself for creating this. I might take a little break to chill, but probably not.

Please posts are appreciated !
Definately been playing around with it getting used to the works and bugs and I love it.

Its great to see all the greyed out options showing what you intend to implement at a later date. I look forward to it. But for now the level and clip editing are great to play around with.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 02-02-07 08:26 PM, in Metroid Zero Mission hacking Link
Originally posted by Raccoon Sam
I love it very much and I really can't name anyone who wouldn't.
Maybe someone who dislikes Metroid?!

The main part thats lacking for me at the moment is that theres no background editor, I went and changed the GFX set for the starting room so the background gfx is messed up.

Also my rather complicated layout for the starting room doesnt work properly because the scrolling is currently restricted to what the original game permits. When scroll editing and the ability to enlarge rooms is added i will think about creating a full hack.

And interdpth may i suggest you implement another layer view that shows the clipdata numbers in the main view.
NEONswift

Bee








Since: 11-18-05

Last post: 6301 days
Last view: 6300 days
Posted on 02-03-07 06:22 PM, in Metroid Zero Mission hacking Link
Something which Ive suddenly noticed is that each time an instance of the ZF is opened and then closed it leaves behind the process in the Task Manager.

And when closing that pops up with this error message before finally removing it from the Process list:

"When closing it Run-time errro '340'
Control array element '1' doesn't exists"

Not sure if this is a problem with ZF or my computer so thought id mention it.

Attached picture was my initial play around with the rom seeing whats what.

Attachments




(edited by NEONswift on 02-03-07 12:28 PM)
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Acmlm's Board - I3 Archive - - Posts by NEONswift


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