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General Projects Screenshots/Vids Thread

Started by Zhs2, May 15, 2009, 10:44:44 PM

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Black Falcon

Cloud:
Damn hell I want to play your hack!
The sound effect actually fits, very clever.

Quote:
I see you finally figured out the fusion tank asm thingy.
Only thing that kinda looks odd to me is the ammonition display being a heart.
Else it looks fine.
I'm assuming the enemy health is for bosses? That would be sick!


Nice work there!  :^_^:

Quietus

Nice HUD, Quote.  Do you have a hack in mind, or are you just tinkering?

Vismund Cygnus

Quote from: Quote58 on December 06, 2013, 11:25:16 PM
*vid*

This is really, really neat. I love the addition of a health bar, and the enemy health too. But I've already told you what I like about it, so here's what I don't:


  • As BF said, the heart symbol for ammunition is odd. While I understand the reference from Castlevania, it doesn't fit well in Super Metroid. I'd suggest changing it to something more obvious, like a missile?
  • Not being able to use missiles after you pick up supers really drops the versatility and usability of it. If you're aiming to release it publicly I think a version where the items scrolled through in the same way as they do in SM would get a lot more people using it. Also, I didn't ask you this but from the preview it looks like you can't select power bombs out of morph, is that correct? because that basically kills SBA's, and many a Phantoon will rejoice.
Other than those 2 little gripes, this is excellent, it's good to see more people working with ASM. Keep up the awesome work.

Quote58

Heh, alright maybe I should've added a bit of text with that post.
BF: Thanks man, but that's actually just a plain old energy bar lol, instead of each ones digit having it's own gfx, they simply use either the empty, half, or full gfx. I'll figure fusion tanks out sometime though.
Quietus: "I was watching some super castlevania 4 stuff and decided when I'm hacking again to make that hud in sm"
Just tinkering :P
Vismund: The SBAs currently are not killed by that however once I polish some things they will be, unless people felt an extra icon for having SBA on would be helpful in which case that could be arranged.

Okay so to add some text to that video, the hud in the video is not done, I still have to add the SC4 font, make new etank gfx as they look ugly there, and fix up a couple other things like the minimap. The heart gfx was a placeholder, because I needed gfx to go there and hadn't made an ammunition symbol yet.
And yes the enemy bar will work like it does in SC4 as a boss health metre.

Anyway thanks people and it'll be released around christmas with some other stuff.

Scyzer

[spoiler=THE BESTEST MAZE EVAR!!]

[/spoiler]

[spoiler=If it makes no sense...]
https://dl.dropboxusercontent.com/u/11341279/maze.avi
[/spoiler]

Quietus

Please, for the love of all that is holy, make it after Wave Beam and Power Bombs. :yay:

I'm also curious about this SMILE RF I've heard about.  Are you planning on any form of public release?

Damski

Quote from: Charmander106 on December 04, 2013, 01:03:15 AM
Here ya go Quietus, a resize of the last two images along with updates to the other two a while back.

[spoiler][/spoiler]

Dat Upgrade <3.

The Monster of Surrealton

Developing Brinstar in NEStroid in Surrealton.

[spoiler=BIG IMAGE]



[/spoiler]

[spoiler=Stuff circled]



[/spoiler]

Quote58

just a preview of one of the tilesets for my winter hack. Once I sort out the filler issue and smooth out some of the gfx that is.


Quietus


Lunaria

Looks like something from megaman x or z series.

Lady_K

#1912
So, I'm new and taking it slow. Just trying new things out... how bad does this look:

[spoiler][/spoiler]

Quietus

It's normally easier to just use img tags for your images, to save us lazy people clicks and page loading time. :razz:
[spoiler][/spoiler]
As for the question: I like the colours, though Samus's suit usually has two main colours.  With yours, the chest area blends in with the rest, which looks a bit odd.  You should also try and make the visor stand out. :^_^:

snarfblam

Actually, while purple isn't really my color, that one-tone, lower-contrast suit palette actually looks pretty sleek. I wouldn't mind seeing the saturation taken down a notch, but I like it.

Vismund Cygnus

I find myself agreeing with Snarfy here. The suit is a bit overly bright and saturated, but the one-tone suit looks pretty cool in itself. And again, I guess it should be pointed out that in a brighter hack (that is, if the areas have vivid palettes and such), the brighter suit would probably fit better than the usual darker stuff we see around here.
Anyways, not bad for a first real attempt, keep up the good work.  :^_^:

Lady_K

So I re-worked the default suit (and yes I know I misspelled default, I'll fix it later xP):

[spoiler][/spoiler]

And then the Varia suit as well:

[spoiler][/spoiler]

And lastly the Gravity suit (Personally this is my favorite):

[spoiler][/spoiler]

hitaxas

I'm considering porting Super Metroid or creating a new Metroid game on the Genesis using Sonic the Hedgehog 2's source code as the base.

Still trying to figure out if I want to use SM's assets or an edit of ZM's.

Here is a picture of both in a program that would allow me to add them into the game. Both use 15 colors for the sprite and 1 for transparency.

[spoiler][/spoiler]

personitis

Quote from: hitaxas on January 19, 2014, 09:51:36 PM
porting Super Metroid

an edit of ZM's.
But then it's not a port...
:heheh:

As for the suit palettes, they look good in my eyes. Though I'm the one who has problems detecting hues and sometimes colors (certain shades of blue vs purple can trick me and so on).

Also, welcome aboard you two.

hitaxas

It's true that it wouldn't be a port, but rather a recreation. I'd intend on tweaking the physics and such to that of Super Metroid. Maybe even releasing the source eventually for others to mod it.

FPzero


Quietus

The majority of the room looks great, though you could probably lighten the right-hand plant to better match the other.  Not necessarily the same - it's just that it sticks out as it is now.  Also, the two tiles under the plants look OK, but not quite right.  I think it might be the way they blend into their adjacent tiles..?

FPzero

Yeah the plant is a lot darker with the FX1 applied than in the editor.  I've gone ahead and fixed it.  As for the tiles under them, I don't really see a problem with it.  That's how the tiling works in the original game.

Quote58

just a little thing I'm putting together
[spoiler][/spoiler]

Quietus