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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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Insectduel
Posted on 07-15-08 10:26 PM (rev. 4 of 07-15-08 10:27 PM) Link | Quote | ID: 87502


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WOW, you're really good at map/level editing I saw so far. . Unfortunatly for me, I'm not up to map/level editing yet. And there's more ASM I need to add and modify a few contents for my hack and including music.

When I get to map/level editing, only then I should insert some GFX, TSA sets and solidity to create my own level. At least only 1 level in my hack will remain as the original GFX while all others will be changed.

Posted by Jimmy52905


(Wily Stage 4)



At least move the boss health bar to hex D8 (Recommended) or E8. I kinda look like it don't match the whole arena.

Posted by Jimmy52905



(Title Screen)




It's better than I expected.

Posted by Jimmy52905



(Ice Man's Stage)




I never thought you add animation to other levels besides Fire Man. I also saw that in the Rockman RX hack too with Elecman and Wily 2.

Posted by Jimmy52905



(Stage Select)




Damn, it's much better than mine. (Or at least) Have you seen my video yet?!?

That's good work. I hope you get it done soon.

Anyway, I notice some people say that MY title screen needs work and improvement and got me thinking, if I could make these 8-bit (2bpp)Touhou onto my tile editor, then I should do the same for my art. I made a new Megagirl title screen.

I should thank Jeremy from Pokecommunity for giving me that idea.


Old


New

I simply reduce Nikka's Megagirl artwork to 4 colors (2bpp) using Irfanview and also resize it. And right click the copy colors between MS Paint and YY-CHR.

I hope you like it.

RT-55J
Posted on 07-15-08 10:32 PM Link | Quote | ID: 87503

Armor Guardian
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The layout of the new title screen is better, but you seriously need to touch up the artwork. It looks ugly.

Insectduel
Posted on 07-15-08 10:37 PM Link | Quote | ID: 87505


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I'm gonna try to blend in the coloring. Although, it may not be easy but it's possible to get it right without any choppy parts.

frantik
Posted on 07-15-08 11:48 PM Link | Quote | ID: 87508


Red Koopa
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Super Mario Unlimited


optomon
Posted on 07-16-08 01:37 AM Link | Quote | ID: 87517


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Super Mario Unlimited, very aesthetically pleasing hack.

Googie
Posted on 07-16-08 02:03 AM Link | Quote | ID: 87519


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As for Insey's title screen, it looks fine to me, it looks like you're going for a pixel look. Play around with the palettes to make it looks feminine, try 0f 25 36 to see how it looks. Btw, I saw a post you made a while back that you used my document on the MM1 title screen chart. Thanks for using it...

Are you planning of changing Mega Man's palette too? I'm guessing you'll be going for a pink color.

Frantik: Good to see you're still on top of this hack, I noticed there's no animation. I'm sure that'll be in the final cut.

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Raccoon Sam
Posted on 07-16-08 02:54 AM Link | Quote | ID: 87520


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Frantik: Looks very cool! I look forward to playing it.
What's the deal with the Mario coins, though?

Either way, superb job.

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frantik
Posted on 07-16-08 04:20 AM Link | Quote | ID: 87523


Red Koopa
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yeah googie in the notes i mentioned i was lazy and just used the production rom which isn't animated (smbutil doesnt like expanded roms )

raccoon sam: the mario coins are similar to yoshi coins in smw.. not sure exactly what i will do if you collect enough of them yet though. right now i'm just trying to get the damn levels finished lol

Xenesis
Posted on 07-16-08 06:00 AM Link | Quote | ID: 87529


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That mario hack is rather spiffy looking, but I think the Koopa Troopa palettes are awful...in all honesty they need some black or something and I'm straining a little to see it against the background.

frantik
Posted on 07-16-08 08:04 PM (rev. 2 of 07-16-08 10:41 PM) Link | Quote | ID: 87547


Red Koopa
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they look worse with black imo.. i've tried many many color combos and those are the ones i like the best. i do agree though that sometimes the green koopas get lost in the green background, so i've tried to keep them to a minimum in those areas

Googie
Posted on 07-17-08 04:06 AM Link | Quote | ID: 87555


Giant Red Paratroopa
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This was done in about 10 minutes...

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Commando125
Posted on 07-17-08 01:54 PM Link | Quote | ID: 87574

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Posted by Kawa
It says 'hacker koans'

Might as well put the less common functions in when you're as bored as I was last night.

Yes, that's OpenPoké.


Louis Braile? I thought that language was meant to be touched in order to be understood. Is it for a puzzle?

Dr. Hell
Posted on 07-17-08 04:03 PM Link | Quote | ID: 87576


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Undead Dragoon?

Insectduel
Posted on 07-17-08 07:52 PM Link | Quote | ID: 87585


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Posted by frantik
Super Mario Unlimited




Holy shit, I hope this project at least almost done since I heard it on ROM-Hacking dot net (In case I haven't even look at the thread).

That title screen kinda look good.

Kawa
Posted on 07-17-08 08:06 PM Link | Quote | ID: 87586


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Posted by Commando125
Is it for a puzzle?
It could be used for a puzzle, yes...

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frantik
Posted on 07-17-08 11:35 PM Link | Quote | ID: 87594


Red Koopa
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Posted by Insectduel
Holy shit, I hope this project at least almost done since I heard it on ROM-Hacking dot net (In case I haven't even look at the thread).

That title screen kinda look good.



god i wish it was almost done... it's been "almost done" for a long as time lol.. i'm getting worlds 1-4 finalized then i'll need to make 4 more levels for worlds 5-8 and also tweak the levels in 5-8 a lot too i'm sure


Dr. Hell
Posted on 07-19-08 07:09 PM (rev. 2 of 07-19-08 10:05 PM) Link | Quote | ID: 87704


Lakitu
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Because I'm feeling particularly not lazy right now any this board hasn't seen it yet, you guys get the good demonstration of the loading rooms. Loading rooms are categorized as a "special" type of room. We have an entire level set aside for these special rooms, and after the loading rooms, we have space for 5 more types. One of which will be Shortcut rooms, if you've played SotN before, think of the keyhole rooms.

Here's how the loading rooms work.

The player enters a door, after entering the door they go to the loading room. If they leave the way they came in, they go back to the door they entered, if they go to the other end of the hallway, they enter a new area. Essentially these are in place to be kind of cool, but also as a visual queue for the player so they know they are going to enter a new area of the castle.

Because I'm feeling extra not-lazy, here's an added treat:

This is what I'm working on for Dracula's 2nd form.

Raccoon Sam
Posted on 07-20-08 12:55 AM Link | Quote | ID: 87712


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You know, Dr. Hell, your spritework has never failed me. Seriously, super awesome job, but you know, sticking just to NES' limits sounds just pretty... uh, limited..?
Have you ever considered creating a game from scratch with Multimedia Fusion or such?

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Dr. Hell
Posted on 07-20-08 10:29 AM Link | Quote | ID: 87720


Lakitu
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I think he's done...

frantik
Posted on 07-20-08 11:36 AM Link | Quote | ID: 87722


Red Koopa
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^ cool
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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ New thread | Thread closed

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