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Please chime in on a proposed restructuring of the ROM hacking sections.
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Lordlazer
Posted on 05-05-07 06:18 AM, in Zelda 3 Prototype ROM available! Link | Quote | ID: 33033


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Not that I'm defending okibi, but perhaps he is just some sadistic bastard that feeds off the pain of others, thus the motivation (or rather the claim) of not "needing" to prove himself.

Lordlazer
Posted on 05-05-07 03:54 PM, in Mario's Lost World (rev. 2 of 05-05-07 03:55 PM) Link | Quote | ID: 33079


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Posted by HyperHacker
Yeah, like everyone else said your graphics are phenomenal but suffer from three problems consistently:
1) Lack of background detail in some areas (solid colours)
2) Mismatched perspectives (pipes vs wood platforms)
3) BG objects looking like part of the FG.

HDMA would be quite useful for #1 if you can implement it.

1) I just figured the way he did his backgrounds was his artistic style...

2) Somehow I missed that detail in the Bramble level... Anyways, icegoom why not try and experiment (send me a screen or something). Doesn't Super Mario RPG have pipes you can see into slightly? Maybe you can use that or another Mario game as reference... Anyways, the level seems to flow very well, considering its perspective issues.

3) Could you give a more detailed response? I don't recall this being too much of an issue. As for the only BG object looking like part of the FG...that would be the woods level and it actually has FG, so that is good as it is for that level anyways...

Lordlazer
Posted on 05-06-07 07:42 AM, in Mario's Lost World (rev. 2 of 05-06-07 07:45 AM) Link | Quote | ID: 33245


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Posted by HyperHacker
Posted by Lordlazer
1) I just figured the way he did his backgrounds was his artistic style...
It's a consistency issue. Some have tons of detail, others are very plain and contain mostly a solid colour.


3) Could you give a more detailed response? I don't recall this being too much of an issue. As for the only BG object looking like part of the FG...that would be the woods level and it actually has FG, so that is good as it is for that level anyways...


Oh, thanks for pointing that out. I think I addressed that to icegoom before on how the background and mid-ground blend at times. From what I know he is or has already fixed it. The only real issue that I've had with the castle level is that the GFX of the pounder/crusher hasn't changed and it doesn't seem to fit properly in the level (but it is "acceptable" as is I guess...). I've addressed this issue to icegoom already, but he has no idea where the GFX for the pounder is located and such. I've asked him to ask this community for assistance, but he either forgot or something, so I will for him. If anyone has any relative information on how to change the palette and GFX of the crusher/pounder, please lead your assistance, it is much appreciated. Thank you!

As for the consistency issue...trust me, when you play it, it feels quite consistent. He is addressing it though (from what info I've gathered), but it is more consistent than what is shown in those screenshots. So far, I actually prefer such "simple" (if that is the correct way to express it) backgrounds, because it doesn't detract from the actual gameplay, but adds as support (much like backgrounds in a play). I am glad his backgrounds usually don't distract my attention to the details around Mario, but at the same time I can enjoy them (ignoring the castle level one...though it was still enjoyable).

Lordlazer
Posted on 05-06-07 08:56 AM, in Wii VC: How many did you Download? Link | Quote | ID: 33260


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Honestly, I don't see a reason to buy any of these games when all is needed these days is an emulator and a USB converter for a Duel Shock controller...

Lordlazer
Posted on 05-06-07 06:51 PM, in Mario's Lost World Link | Quote | ID: 33339


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Another way to "fix" the perspective is to give the illusion that the pipe is bending in "said" direction at the bottom, thus explaining why it doesn't match the wood (in Bramble and in the Boat level). I now understand the issue about making it so the pipe is "proper"...it would require a lot of ExGFX and perhaps even ExAnimation, because there would need to be a new design for the plants and whatnot. I could draw an idea for how to make some pipes like that, but only if you're really interested...it would be quite a bit of work though - and yes Mario would be standing on the rim of the pipe (though in Super Mario RPG I think Mario actually walks over the void (hole) without falling in due to Mushroom Kingdom magic (?)).

As for the background, I can't remember what you said to me about it, but I actually like the "emptyness".

Lordlazer
Posted on 05-10-07 03:26 AM, in My Hack (still needs title) Link | Quote | ID: 34280


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To learn more, go to the SMWiki. There you'll find some more-up-to-date tutorials. As for the look, I like what you've done with the template and the sun graphic, but that doesn't satisfy my tastes - try changing the overall look of StarWorld. You've got a new feel for the world, but it is practically the same "boring" original (almost). Unless you need the star shape, I'd change it around...

Lordlazer
Posted on 05-14-07 05:57 AM, in Link | Quote | ID: 35185


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I honestly see no point in you waisting your time on such an endeavor. Already, with the code intact, ROM hacking (using hex) is "poking in the dark". Why? As I found out, you can't read the code - unless you are a "crack pot" or you have a photographic memory and can understand machine code (and such) - you (almost) randomly decide what code you're going to change and try and figure out what changed in the gameplay. Sure, there are tools to assist in this and it is very helpful in getting an idea of what you're looking for via other peoples efforts (ROM Mappings and such), thus narrowing the "randomness", but it is still "poking in the dark". If you're going to "start from scratch", why wouldn't you do something that is "more useful" like learning an actual language like C++ or something? With that you can build a career on, whereas "poking in the dark" you can't (or rather, it is much more difficult to)...

Lordlazer
Posted on 05-15-07 04:42 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 35448


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Posted by optomon
This was a little more complicated to pull off than it looks. Hopefully it turns out to be something more than a graphics hack.





ROFL! That is awesome! I find it hilarious (in a good way). Keep it up and even if it is a graphics hack, I'll have to play it. And just for fun...

Posted by Monty Python and the Holy Grail
Tim: There he is!
King Arthur: Where?
Tim: There!
King Arthur: What? Behind the rabbit?
Tim: It *is* the rabbit!
King Arthur: You silly sod!
Tim: What?
King Arthur: You got us all worked up!
Tim: Well, that's no ordinary rabbit.
King Arthur: Ohh.
Tim: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Sir Robin: You tit! I soiled my armor I was so scared!
Tim: Look, that rabbit's got a vicious streak a mile wide! It's a killer!
Sir Galahad: Get stuffed!
Tim: He'll do you up a treat, mate.
Sir Galahad: Oh, yeah?
Sir Robin: You manky Scots git!
Tim: I'm warning you!
Sir Robin: What's he do? Nibble your bum?
Tim: He's got huge, sharp... er... He can leap about. Look at the bones!
King Arthur: Go on, Bors. Chop his head off!
Sir Bors: Right! Silly little bleeder. One rabbit stew comin' right up!

[after Bors is killed by the killer rabbit]
Tim: I *warned* you, but did you listen to me? Oh, no, you *knew*, didn't you? Oh, it's just a harmless little *bunny*, isn't it?


Lordlazer
Posted on 05-16-07 09:18 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 35770


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Posted by optomon
The rabbit does run on all fours, although I've only animated two feet for it. The dimensions I believe are 3/2 Link's width and 3/4 Link's height (including the ears). The rabbit in the elevator shot is how you see it normally stand up. The lunging rabbit in the second shot is in attack mode. I plan to make further changes and try to find find ways it can attack and defend that Link couldn't.

As to what I'm doing with the game, I can't really say. I'm kind of just making this stuff up as I'm going along. Ideally, I want to make an entirely new game out of Zelda 2, but I haven't really looked through the game's data that much yet.

LOL As a suggestion, you could have the story around the idea of the rabbit being the demon rabbit from Monty Python... "The tales of Sir Rabbit..." and have it so we find out why he acts like he does that day...or not.

Lordlazer
Posted on 06-01-07 09:08 AM, in Mario's Lost World Link | Quote | ID: 40765


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Icegoom, correct me if I'm wrong, but I'd have to guess somewhere around 20-30% is completed, though that is figuring in the intense testing and whatnot... As for worlds per se, I'll have to give Icegoom the honor, since I don't know what he has done...and the fact I don't know if he wants to give an exact level/world ## - maybe he wants to have a surprise? ...or not...

Lordlazer
Posted on 06-09-07 07:35 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 43873


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Holy Pound Batman!

I can't believe you implemented that into SMB3... That opens up a lot of level design ideas! I can't wait to see what you (or whoever) comes up with.

Unless I'm mistaken, that makes me wonder why there hasn't been such a feature added to the Mario games (or does the DS Mario game do that?)...

Lordlazer
Posted on 06-10-07 09:04 PM, in New Super Mario Journey Screens! (rev. 2 of 06-10-07 09:04 PM) Link | Quote | ID: 44290


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I really like your art style (I like the unique landscape with no border while the objects have one), but as some have said, you need to create a custom Mario. Also, is it me or does the 'M' after the level is completed remind you of the "golden arches" (McDonalds)? McKids anyone?

Lordlazer
Posted on 06-12-07 07:06 AM, in Next SMB3 Hacking Project (rev. 2 of 06-12-07 07:07 AM) Link | Quote | ID: 44707


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Dahrk, you never cease to amaze me...

Edit: When you make a release, I'll do my best to provide good game tester feedback...

Lordlazer
Posted on 07-03-07 07:08 PM, in Super Maria Sisters Link | Quote | ID: 51932


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Posted by Sgraff87
Posted by icegoom

You went and made me google Monster World IV, and yeah, that style would work great with Maria. I say keep the hands that size if it's at all workable.


Thanks. I have ripped all (most) of the sprites from the game in the past so it should make things much easier. I do like the hands, but a lot of other people think they are large. I will go with this for a bit until there possibility that I would change the style.

Although I personally am more inspired and think higher (no offense) of such people that endeavor to create 100% custom graphics, I can still appreciate the artistic talent that is offered in both the custom and the choice of placement of ripped-graphics. I guess, in a way, it is an art to place ripped-graphics in a manner that feels natural, as if it belongs there. But still, I think original graphics, regardless of where the inspiration comes from, is more admirable; however, Sgraff, my offer still stands (from the PM). <3

Lordlazer
Posted on 07-03-07 07:25 PM, in Super Maria Sisters (rev. 2 of 07-03-07 07:26 PM) Link | Quote | ID: 51937


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References are all good...! I know how hard it is to draw without them and usually one can tell if they used a reference or not (be it another art piece or an actual object). But yea, I really like your planned design for Maria. <3

Posted by Sgraff87



Edit: With such hand designs, you can be really expressive, if you want.

Lordlazer
Posted on 07-03-07 07:33 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 51939


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@ Hyperhacker: So, is that like an actual DS System emulator (to support both DS and GBA)?

Lordlazer
Posted on 07-18-07 08:23 AM, in Super Maria Sisters Link | Quote | ID: 55861


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Really great stuff, Sgraff! <3

As for finding problems, aside from the head (since you already mentioned your future intentions), I'm unable to find anything wrong with it; however, if I were to be extremely picky, I'd ask for more fluid animation than that, but that is (practically) going for absolute perfection.
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