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Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ | New thread | Thread closed |
spel werdz rite |
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Paratroopa Level: 30 Posts: 104/156 EXP: 155486 Next: 10383 Since: 02-19-07 Last post: 4897 days Last view: 1182 days |
W00t! I got the 1800th post! Go me!
Oops ... I forgot to include content. Let me see, what do I have in my bag of goodies here? ... For those of you who have actually played Acmlm's SMB1 Hack The New Strange Mario Bros., this is indeed a SNES remake of the game. I did complete the hack (level transfers), but I did it simply by altering the current levels in SMAS. And due to pure fortune all thanks to Acmlm, I learned that levels seem to explode (crash) once you go past level E, so this has to be fixed badly. I'm glad we found this now rather than after I got way into my level revamping system and things started crashing. So I'll be doing some mods to my new designs and start transferring levels from a scratch design soon. Also, Bloodstar pointed out that vines are annoying and will send you to hell if you use them unless under the strictest circumstances. So that (and certain ending level sequences) will needs fix'd before I post an actual release of this stuff. I'll bet you guys are really looking forward to a groundbreaking and fresh start, but I want it to be professional before I become serious with it. Dammit! Fine! Just remember to beat every castle with the axe and not the flagpole or catastrophe will occur. Warp zones do work, but the text sequence and scroll stops don't for some reason. Also, be wary of entering pipes. They will send you to the bonus room and then to W1-2, so you may hate your life for that. Remember, I know this isn't perfect, but it's playable enough to enjoy. Just consider it an Easter Egg for you guys who like to see what others do in the ROM Hacking community. So will you wait or download the buggy version? |
RetroRain |
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Fuzz Ball Level: 66 Posts: 312/994 EXP: 2456646 Next: 5205 Since: 09-30-07 Last post: 2027 days Last view: 1049 days |
Nice screenshots there. I love the Lost Levels in SMAS, I never really got through that hack though, but nice work anyway.
I've been busy doing a lot of level edits, and graphics upgrading. ____________________ My YouTube Channel |
Zycor |
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Ninji Level: 36 Posts: 172/237 EXP: 288935 Next: 19175 Since: 05-27-07 Last post: 4920 days Last view: 4865 days |
Damn that looks nice LO, looks Megaman 10 worthy. ____________________ Why are you reading this? My post is up there^ |
RetroRain |
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Fuzz Ball Level: 66 Posts: 313/994 EXP: 2456646 Next: 5205 Since: 09-30-07 Last post: 2027 days Last view: 1049 days |
Thank you. It's far from done though. I still have a lot more detail to add, and the level to complete. When this level is done, it really will look like an authentic level from a Capcom MM game. ____________________ My YouTube Channel |
messiaen |
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Cheep-cheep Level: 32 Posts: 67/193 EXP: 206062 Next: 380 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4535 days Last view: 4863 days |
LO: Your graphical skills are getting really better, this looks very nice .
Here is something a bit different from my usual: Can you guess what is the game? Also, has anybody tried doing this approach (generic tile editors)? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 197/384 EXP: 595628 Next: 15657 Since: 06-01-07 From: Miami Last post: 4218 days Last view: 4205 days |
First draft of new stage select screen:
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Insectduel |
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Hammer Brother Level: 68 Posts: 177/1069 EXP: 2708593 Next: 20207 Since: 02-16-08 From: Insectduel's office Last post: 1349 days Last view: 1348 days |
Nice project scrennies guys.
SWR: I always knew you do something more creative. Of course I also knew how to dump levels from the Japanese Mario Collection using Windhex and insert levels to the USA Mario All-Stars. Makes me want to continue with my SNES Afterworld 8 Project but not right now. I may also want to do the Spikes Assembly code which I'm too lazy to do with the SNES version with the comparisons between the 6502 and 65816 assembly coding. And I have no idea about the JSL routine if is used in the future while I'm attempting to do the Spikes project. Logical Operand: Now the whole concept of the level is now state of the art graphics. koala_knight: That's a good start. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 314/994 EXP: 2456646 Next: 5205 Since: 09-30-07 Last post: 2027 days Last view: 1049 days |
Thanks Insectduel. Last Preview of Blaze Man's Stage. Next video, Drain Man's Stage!
____________________ My YouTube Channel |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 199/384 EXP: 595628 Next: 15657 Since: 06-01-07 From: Miami Last post: 4218 days Last view: 4205 days |
Yeah, thanks! I'm working a couple of different possibilities, what I can say for sure is that It'll get even better! =) |
PSlugworth |
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Cheep-cheep Level: 33 Posts: 136/189 EXP: 207342 Next: 21837 Since: 02-19-07 From: Brooklyn, NY Last post: 5125 days Last view: 2752 days |
Posted by messiaen Holy crap, is that a Yo! Noid editor? ____________________ andrew sylvester dot com | retrogaming @ robot vaudeville |
RetroRain |
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Fuzz Ball Level: 66 Posts: 315/994 EXP: 2456646 Next: 5205 Since: 09-30-07 Last post: 2027 days Last view: 1049 days |
I'm having my own doubts about the pipes that I added. Do they look good, or should I ditch them? ____________________ My YouTube Channel |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 200/384 EXP: 595628 Next: 15657 Since: 06-01-07 From: Miami Last post: 4218 days Last view: 4205 days |
I like the pipes. Those are the types of details that make the difference! =)
Which one's better as far as the colors? This is the original palette: This is the one made to look more like MM1 NES: |
NetSplit |
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Level: 32 Posts: 144/178 EXP: 189406 Next: 17036 Since: 02-26-07 Last post: 2309 days Last view: 2234 days |
The pipes are fine. I love the ceiling; all of the ceiling tiles are spot-on. However, I dislike all of the floor tiles, and I feel that the blue background doesn't fit in very well. The floor tiles are way to bland and simple, in my opinion; the ceiling tiles really put them to shame. They seem to really lack detail and have way too much solid color for the kind of blocks that they are.
Those barrels and ceiling tiles, though...I really like them. They're definitely keepers. The fire's also pretty good. |
Arbe |
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go away Level: 86 Posts: 1040/1788 EXP: 6031093 Next: 111014 Since: 02-23-07 Last post: 5061 days Last view: 1630 days |
Koala_knight: I'm not sure whether you've said already or not, but, do you plan on making completely new bosses? Also, the first pallete looks the best. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 201/384 EXP: 595628 Next: 15657 Since: 06-01-07 From: Miami Last post: 4218 days Last view: 4205 days |
I'm going to recreate Timeman & Oilman from scratch. The rest I may attempt to port from Mega Man 1 (NES). |
Sukasa |
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Red Birdo Level: 92 Posts: 1058/2112 EXP: 7745512 Next: 11425 Since: 02-19-07 Last post: 4540 days Last view: 3311 days |
A couple of graphics and levels I've worked on recently (linked because some images are quite large)
Eerie Castle Tileset: http://img.photobucket.com/albums/v714/darkflight_devil/Level081.png http://img.photobucket.com/albums/v714/darkflight_devil/Level082.png Space Station tileset: http://img.photobucket.com/albums/v714/darkflight_devil/Level114-1.png http://img.photobucket.com/albums/v714/darkflight_devil/Level131-2.png http://img.photobucket.com/albums/v714/darkflight_devil/Level113.png |
messiaen |
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Cheep-cheep Level: 32 Posts: 68/193 EXP: 206062 Next: 380 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4535 days Last view: 4863 days |
Posted by PSlugworthPosted by messiaen Actually, it's way simpler than that. I just exported the tileset of one level, built a simple stage and after some minor modifications imported it back in the game. The level offsets can be found at DataCrystal, and the enemies/itens also use a simple format. |
Hamtaro126 |
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Cheep-cheep Level: 33 Posts: 94/194 EXP: 214410 Next: 14769 Since: 05-02-07 From: Shelton, WA Last post: 2564 days Last view: 2407 days |
Posted by messiaenPosted by PSlugworthPosted by messiaen Can you by any chance, Give me the Binary and Source for that plugin? I really want to try creating stuff for NES games using Tile Studio. ____________________ Mah boi, romhacking is what all true warriors strive for! I wonder what's for dinner? |
messiaen |
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Cheep-cheep Level: 32 Posts: 69/193 EXP: 206062 Next: 380 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4535 days Last view: 4863 days |
There's no "plugin" involved, just the basic Tile Studio functionality. To get the tiles for this level, I modified the level data so that the tiles were displayed sequentially, took a screenshot and TS sets the rest.
The "Export Map" saved it in a different format that I wanted (horizontally instead of verticalically) so the only coding I had to do was a very simple program to change this. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 203/384 EXP: 595628 Next: 15657 Since: 06-01-07 From: Miami Last post: 4218 days Last view: 4205 days |
3rd Draft:
I'm not doing the usual "STAGE SELECT" text because everyone should know that already. |
Main - Display Case - The NEW General Project Screenshot / Video Thread EX Omega Supreme++ | New thread | Thread closed |
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