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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 642/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Alright.
I already sent them to you privately, but I'll repost them here in case they might be useful to anyone: smkdan's SMK notes, which contain info about Ghost Valley pillars. |
Stifu |
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Cobrat Level: 56 Posts: 643/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'm very late to the party, but it looks like a cool project. Protoman being a dwarf next to Megaman was the thing that annoyed me the most about this remake. This game definitely lacked polishing.
Don't take that the wrong way, but don't you think it'd be better to split this project into milestones in order to ensure something gets delivered? It'd also let you get feedback earlier. |
Stifu |
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Cobrat Level: 56 Posts: 644/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Here's Epic Edit 2.8.5.
Not much is new. Someone reported a nasty regression, I had to fix it. What's new: - Fixed display regression from 2.8.4 when editing front background tiles - Remove invalid characters from track names in bulk export file names |
Stifu |
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Cobrat Level: 56 Posts: 645/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
It might be interesting to check out common complaints about the game to improve it (such as those nasty slowdowns, if that is fixable).
Also, there's this interesting video that explains why Mega Man's run cycle is more impactful on the NES (at the 2 minute mark, but I recommend watching the whole thing): https://youtu.be/fJosaT1sCfs I think this could be a pretty easy fix, by tweaking the duration and/or the graphics of the in-between frames. |
Stifu |
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Cobrat Level: 56 Posts: 646/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Here's Epic Edit 2.8.6.
More regression fixes. What's new: - Fixed 2.8 regression which could lead to altered GP starting position data on track load or import - Fixed 2.8 regression which made it so modifying battle track starting positions would not mark the ROM as modified |
Stifu |
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Cobrat Level: 56 Posts: 647/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
You're welcome. And here's a new one: Epic Edit 2.8.7.
Right after I released 2.8.6, someone contacted me to point out I forgot to add support for editing the cup names displayed of the GP results screen. Oops. Funny no one else pointed it out after all this time. |
Stifu |
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Cobrat Level: 56 Posts: 648/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Nice to see you're actively working on this. If you need it, I could help a bit. I don't have much free time, but I could help with quick sprite work, like (re)designing characters or fixing Megaman's running animation, for example. |
Stifu |
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Cobrat Level: 56 Posts: 649/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Alright! Could send me Megaman's running frames? I'll see if I can make the animation as impactful as the NES version. |
Stifu |
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Cobrat Level: 56 Posts: 650/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Okay, here's a quick test.
The goal is to make it closer to the NES original, by making key frames stand out more. I have not altered the graphics, I've only tweaked the frame durations. Mega Man NES (frame durations in frames: 7, 7, 7, 7) Mega Man MD (frame durations in frames: 5, 5, 5, 5, 5, 5) Mega Man MD tweaked (frame durations in frames: 2, 5, 7, 2, 5, 7) Thoughts? |
Stifu |
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Cobrat Level: 56 Posts: 651/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Glad you like it. It's true that his head moves more than the NES version does (3px vs 2px), but then again, he's also a bit taller, so it's understandable.
Here are alternative versions: Head movement: 2px down for the 3rd frame, then 3px down for the 6th frame (ie: 1, 0, 2, 1, 0, 3) Head movement: 2px down for the 3rd frame, then 2px down for the 6th frame (ie: 1, 0, 2, 1, 0, 2) Maybe the better stability of the bottom one is more appealing, I'm not sure. Gotta check in game. Hopefully you can easily rip the frames from the GIF by just dividing their size by 10. If not, let me know. |
Stifu |
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Cobrat Level: 56 Posts: 652/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Okay, let's keep going with the top one, then. I'm not sure how to improve on it.
The only idea I have would be to further tweak the frame durations to best fit the updated graphics. Instead of 2-5-7, 2-5-7, we could go for 3-4-7, 3-4-7. That makes the head movement slightly more continuous. What do you think? |
Stifu |
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Cobrat Level: 56 Posts: 653/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I've got new ideas that would work if we introduce a 7th frame.
On this one, I have split the 6th frame in two, in order to smoothen the head movement. I think the result looks a bit weird, as if the head is not firmly connected to his body. This could look less weird if I completely change his body on one of the split frames, so that each of the 7 frames have a different body position. That one is simply a mix of the my last 2 gifs. It has 12 frames rather than 6, the first 6 frames are the animation with the stable head (2px down each time), the last 6 frames are the animation that ends with the more accuentated head movement (3px down). You can see his head visually connects with his front hand on the second animation cycle, but not on the first one. |
Stifu |
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Cobrat Level: 56 Posts: 654/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Did you try that last one in game, the one which alternates the 2 run cycles? If so, what did you think of it?
If you don't like it, I'll try to come up with something else. |
Stifu |
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Cobrat Level: 56 Posts: 655/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Hey. Pretty cool read.
I think it's worth submitting a patch here, and/or on romhacking.net or wherever. Will your own hack be based on the Genesis Mini ROM, or are you maybe too far into the European one for that? |
Stifu |
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Cobrat Level: 56 Posts: 656/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'd be surprised if it got refused at RHDN, as they already have loads of hacks with copyrighted data. Like all those Streets of Rage 2 hacks featuring characters from other games, for example. |
Stifu |
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Cobrat Level: 56 Posts: 657/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Hey,
4 years ago I announced Epic Racers was dead. This year, it has been resurrected by Ok Impala!, and now it's done. Impala has nicely summarized everything on that page. This project has been going on for so long, I don't have much to say. Impala and I are more persistent than skilled. I have drawn those graphics around 15 years ago, and I've improved a lot since then, so I'm naturally not proud of the result. On top of that, I think Super Mario Kart has aged badly. At least Impala is happy about it, and that is good. Now both of us can move on. |
Stifu |
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Cobrat Level: 56 Posts: 658/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Glad you like it.
Old graphics and quirky tracks aside, I feel like the lack of custom musics prevents it from feeling like its own thing. The SMK music breaks the immersion to me. Also, if I had to pick 8 characters today, they wouldn't be the same ones. Oh well, that's life. I might be too harsh with my own stuff, but out of the thousands of games I've put on my arcade cab, I haven't included Epic Racers. I just can't enjoy it. But if others people can, that's cool. |
Stifu |
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Cobrat Level: 56 Posts: 659/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
New minor update: Epic Edit 2.8.8.
- Added value looping for all numeric up/down controls (going over the max value loops back to the min value, and vice versa) - Fixed color palette RGB values not getting saved after text editing them - Added prompt to save pending changes upon loading a new ROM through drag and drop - Change all "zone" wordings to "area" (better and matches MAKE) |
Stifu |
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Cobrat Level: 56 Posts: 660/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
There is a Japanese version of the game, which is most likely superior, as butchering games during localization was a tradition back then. The main problem is finding capable people who care enough, as it's a pretty mediocre game. It's all looks. |
Stifu |
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Cobrat Level: 56 Posts: 661/666 EXP: 1361980 Next: 36196 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Anyway, it's a beat 'em up, so it's not like you can't simply play the Japanese version. But if you're itching for a Sailor Moon beat 'em up, you should just play the arcade game instead, which is leagues and bounds above this one. |
Main - Posts by Stifu |
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