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General Projects Screenshots/Vids Thread

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

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Quietus

That looks really versatile, though you know some annoying sod is going to create the entire story in rainbow text. :grin:

biospark

Quote from: Quietus on November 04, 2015, 06:53:29 AM
That looks really versatile, though you know some annoying sod is going to create the entire story in rainbow text. :grin:

Rainbow text, porn endings, the sky is the limit.

Mon732

RAINBOW DICKS

Back on topic, I'm liking what I see. The editor, not the rainbow dicks. :P

passarbye

every new screenshot from this fusion editor is continually impressing me. I am almost frothing at the mouth for this!

Xenesis

Native Japanese support!?

Oh, that's really nice. So many things don't! (which makes editing different versions quite a task :P )

biospark

Quote from: Xenesis on November 04, 2015, 07:51:17 PM
Native Japanese support!?

Oh, that's really nice. So many things don't! (which makes editing different versions quite a task :P )

Yeah well, I had to transcribe about 900 kanji, and they're only 11x11 pixels, so I'm glad you appreciate it.

Quote58

Is this cross platform btw, or windows only? If this could run on linux as well I'd be so happy

biospark



X-tradyte

Quote from: biospark on November 18, 2015, 02:23:48 AM
http://www.youtube.com/watch?v=b6tjTKQc0qg
That is the best thing I have seen all year. Biospark that is great work my friend, are you going to include that in like a base hack or something for people to use, or are you just going to have it as a patch?

Also, do you plan on fixing gravity suit to have the suit animation? I'm pretty sure you could just write some asm so it uses the one from in chozidia when collecting the item right?

biospark

As of right now it works fine as a stand-alone patch. If I fix the gravity suit animation, you'll have to use the asm file, since Samus's position at the start of the cutscene is hard coded.

Quietus

That should certainly allow more flexibility with item sequencing. :^_^:

Cpt.Glitch


passarbye

Good stuff as always Biospark!
"since Samus's position at the start of the cutscene is hard coded."
You mean in Chozodia? have you tried putting the item in a different room maybe the same size? that seems like it would fix it. The position would still be hard-coded, but you'd have your own room to use it in (like in SM).

Also, could you get rid of the mini-cutscene where ridley is spawned and just have him spawn when you enter a room? seems that would make him a bit more modular based on what room you put him in..

biospark

Quote from: passarbye on November 18, 2015, 02:17:18 PM
You mean in Chozodia? have you tried putting the item in a different room maybe the same size? that seems like it would fix it. The position would still be hard-coded, but you'd have your own room to use it in (like in SM).
Sure, but I want to make it as customizable as possible. I need to fix some things by using free space anyway, so a patch wouldn't be ideal.

Quote from: passarbye on November 18, 2015, 02:17:18 PM
Also, could you get rid of the mini-cutscene where ridley is spawned and just have him spawn when you enter a room? seems that would make him a bit more modular based on what room you put him in..
Perhaps in the future. More important things to take care of first.

Xenesis

People should be using compiler assembly code anyway, it's much more flexible and less prone to difficult to fix problems than patches.

snarfblam

You could slap a text editor in there and add some sort of build process that calls an external assembler and produces a patched ROM. Then patches can come in the form of customizable ASM.

biospark

http://www.youtube.com/watch?v=XUOx0X5pvCk

Made the graphics myself. They seem passable.

The chozo statues had to be changed, otherwise there would be no room for the flashing item.

FPzero

Nice progress! Now if only there was a way to trigger the suit change effect upon getting Gravity Suit.

biospark

Quote from: FPzero on January 17, 2016, 11:17:58 AM
Nice progress! Now if only there was a way to trigger the suit change effect upon getting Gravity Suit.

Of course there is. I just haven't looked into it yet.

A Dummy

That's pretty cool, really opens up more options for Zero Mission hacks.
Does this mean we could switch other items into unknown items?
So that way someone could in theory make the Screw attack or Speedbooster into unknown items.

biospark

Quote from: A Dummy on January 18, 2016, 10:02:28 PM
That's pretty cool, really opens up more options for Zero Mission hacks.
Does this mean we could switch other items into unknown items?
So that way someone could in theory make the Screw attack or Speedbooster into unknown items.

Yes, but it would require a decent amount of asm (not something I could write up quickly and distribute).

Scooterboot9697

I did another thing:
https://www.youtube.com/watch?v=YCrrmFEKofQ

Thoughts, comments, suggestions?
...
Anyone willing to sprite for me? :bounce:

I still have no idea what I plan to make with this engine. I might just make a tech demo and leave it at that, or I could release the source as "Scooterboot's Metroid Engine". (Though, I'd have to write a bunch of documentation for people to make something worthwhile out of it. *Sigh*)

My current list of ideas I can make out of this:
A Super Metroid remake :eyeroll:
Metroid Prime 2D (I likely won't make this, but it's an idea nonetheless)
Original Metroid remade using SM physics and gameplay
The revival of Metroid SR388 (this one's a stretch, obviously) :colonrightv:

Edit: Oh, and a 2D remake of Metroid: Other M, which would no doubt have a rewritten story.

SirAileron

Documentation is always important, even if you don't plan on handing this out, but great job nonetheless. Have you done anything with enemy programming yet? :O

Scooterboot9697

Quote from: SirAileron on January 19, 2016, 12:26:41 PM
Documentation is always important, even if you don't plan on handing this out, but great job nonetheless. Have you done anything with enemy programming yet? :O
Not yet, but I will eventually. :^_^: