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Main - Posts by koala_knight |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 241/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
That new anim looks awesome! It does have trailing dust/smoke, it's just harder to see. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 242/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
2) I'm going to be doing something similar to Megaman 5. I'm going to make the game go straight to one of the Protoman stages to use it as an intro screen. If I figure anything out I'll post it.
ASM is hard to work with but if you keep practicing it you'll start to pick things up. Hang in there. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 243/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Working together we all go farther! |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 244/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Very nice! That'll look awesome in the game. Great job! |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 245/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Wouldn't it be as simple as replacing the dark world tiles with a copy of the light world tiles? I bet they're even in the same order.
If I were you, though, I'd take advantage of the different tile set and make Koholint look like it did on the GBC, but with upgraded colors. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 246/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Very nice! i can't wait to try it. This should make for some much more interesting hacks.
Does it support the GBA version? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 247/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Interesting. Nice find. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 248/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
instead of [ url ] [ /url ]
use [ img ] [ /img ] around your screen shot links without the spaces inside the brackets |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 249/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
that's some interesting use of existing graphics. I like it. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 250/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Hey there Stifu!
I've gotta say, great job with this editor! It's looking amazing. I'm thinking of starting a side project with this. BTW, you might remember me from way back in the day at the CVDungeon forums. I was going by the name Inccubus back then. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 251/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Posted by Dr. Hell Excellent work! Have you ever thought of placing the new 2x & 3x icon (8x8 pix I presume) somewhere in the sub-weapon box? Maybe placing it on the lower right of the sub weapon icon? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 252/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Very nice work, dude.
The original 6 Robot Masters are down sampled and edited from Rockman Mega World, right. Well done. The other 2 are original work, no? Excellent! I'll see how well they work in the actual ROM. Quick update: OK. Here are the new mugs as they will appear in-game. I added the palettes as a reference. Some of you may notice the change in the main palette. It was necessary because of the color schemes used for the RM's. All in all I think they look quite nice. Also, I made some touch ups here and there and recolors to match the official art work better. Also, the placement has been changed due to the poses. Thanks for the new mugs, Shades! BTW, is that the name you want to have me credit as a sprite artist? What do you guy' think? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 253/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
I was impressed by the initial work.
I'm happy with the edits and palettes, too. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 254/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Everyone that contributes will get mentioned in the credits even if I don't use the artwork.
Besides, I still need the robot masters' actual sprites to be done. Let me let you guys know now what I want. They should be as close to the original artwork as possible. They will not have more than 3 colors in their body's and they're eyes/face will be a separate sprite just like Mega Man. They should match their frames from MM1, not the Robot masters from MM5. I have to port/rewrite all their ASM from MM1 anyway. The 2 extra RM's can be completely custom or based on sprites from another RM that has a similar shape. Thanks a lot for all your effort & support so far everyone! |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 255/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
You will be amazed at just how much of FFT we can edit.
Make sure and check out the Mercenaries patch! |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 256/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Does this puppy mod the AI to function with the new tracks, too? |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 257/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Alright! Here's the my progress with the new mugs IN-GAME!!
Woohoo! As can be seen in the screen shot; Oilman, Cutman, and Elecman's mugs are complete with sprites. All the other RM's just have their BG portions done. I have enough space in the original sprite area to finish up Gutsman, Timeman, and most of Fireman. Then I'll have to ASM magick in the rest of the sprites for the remaining RMs. Fortunately, the routine that writes sprites to the OAM is really simple and adding in another read from a new location should be easy. I'll just have to find space for the new sprite data to reside. Anyway here's the screen shot with the new palette revision. Cutman was the biggest sprite hog. He's only 6 tiles, but took 12 sprite data entries to complete. Even time man with his multiple palettes is only 6 tiles & entries. Also, I'm using a custom palette with the actual NES output colors. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 258/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Thanks!
Follow the link in my sig that leads to FFHacktics. I'll upload the file to the front page of that thread. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 259/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Damn! Awesome job so far! I'm looking forward to seeing where this goes.
Perhaps one day I'll use it to make a port of Maverick Hunter X to SNES. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 260/384 EXP: 591678 Next: 19607 Since: 06-01-07 From: Miami Last post: 4135 days Last view: 4122 days |
Is it just me or does it seem like most developers that went from NES to SNES started doing all kinds of crazy-ass compression? Doesn't make sense to me that they'd need compression on a system that much higher capacity everything. |
Main - Posts by koala_knight |
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