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General Projects Screenshots/Vids Thread

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

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Dark-SA-X

Quote from: Baconface on August 03, 2016, 04:56:41 PM
anyways, here's some of a room.


Hmm looks good, make sure to export the palette file, in case something may go wrong with your hack.
About the water beneath the mountains, try to give it a nice blue http://cdn.shopify.com/s/files/1/0253/8243/products/petrol_blue_swatch_580x580_large.jpg?v=1389824054

TobiMikami

That palette was made for the sunset background, definitely helps pull it off really well. My only gripe is the straightness of some of this. I particularly enjoy the Crateria tileset, I was told at one point, and have found it to hold true, that it tends to look best if there's a slope every 3-4 tiles, otherwise it has a tendency to look polygonal.

Quietus

Quote from: snarfblam on August 03, 2016, 05:52:20 PM
inb4 Quietus tells you that you need more variety in the filler tiles.
I think it needs more variety in the fil...
[spoiler]...ehosting, since I'm too lazy to keep quoting, then copying and pasting imgur links to see images. :heheh:[/spoiler]

interdpth


Baconface


I guess this was brinstar once, but now it's something totally different instead.

SlyPork

Quote from: Quietus on August 04, 2016, 04:55:37 AM
Quote from: snarfblam on August 03, 2016, 05:52:20 PM
inb4 Quietus tells you that you need more variety in the filler tiles.
I think it needs more variety in the fil...
[spoiler]...ehosting, since I'm too lazy to keep quoting, then copying and pasting imgur links to see images. :heheh:[/spoiler]
Still relevant.

Looks superb. I like the details on the blocks and the palettes are really nice. The small plants at the bottom of the room are some spectacular, small touches.

Scooterboot9697

#2806
*le stealing borrowing Physix's water graphics and animations

[spoiler=GIFs]


[/spoiler]

Such wonderful water graphics needn't go to waste. :^_^:

(Also, for those wondering, yes I do have Physix's permission, though I'm not sure if he even knows the meaning of "permission", all things considering. :bounce:)

Samus's underwater physics/behavior was coded by me, however.

And also, I sure hope none of these graphics were made by any of the MSR388 team, otherwise I would remove them... and I kinda don't wanna do that.

Scooterboot9697

Well, regardless, I found some Fusion water graphics on Spriters Resource, and modified them a bit.
Looks... different now.
[spoiler=Before]

[/spoiler]
[spoiler=After]

[/spoiler]

Quietus


Smiley

I figured out how a thing works

[spoiler]www.youtube.com/watch?v=lQ2iZxpmiaQ[/spoiler]

A Dummy

That's really cool! Hopefully this means people could put in log entries without having to use the map for text.

Does it have to be set before an escape, or can it trigger anywhere just by itself?
And is there a limit to how many messages can be in the game? (Probably wouldn't need more than 2 anyway.)

Smiley

The messages can be triggered anywhere. I used an enemy in that video to do it, but I'm pretty sure FX2 can be used as well.
There isn't a limit to the amount of messages, as long as there's space in the bank. By default they go to bank $A6, which does not have a whole lot of free space...
The tricky part is loading graphics and actually displaying the message in the right spot. I had quite a bit of trouble with both, but I did eventually figure them out.

I'll probably release a guide on how to make custom messages sometime soon(-ish).

Dark-SA-X

Quote from: Scooterboot9697 on August 13, 2016, 01:45:42 PM
:whoa:

Sorry, didn't mean to start an uprising of some sort. I just wanted to show off how I ported Physix's water into my engine. I didn't think people would react this way...

Also, Physix messaged me on Skype:
[spoiler]

[/spoiler]

Changing the water graphics now, because I actually have some respect for the MSR388 team.
(Unlike some people here :>_>:)

You learn real fast, I like those fusion water tiles, but the top water part is abit too bright.
Shade down the color of it match fusions water tile, then have the water scroll left or right.
Having it wavering like that make its look unreal and fake.

Also about what physix mentioned :/ I "warned you", if your going to continue to borrow from him.
Verify where the resources might come from, even though betatronic does not want his graphics to be shared.
Ask him nicely and throw your project on the table, I'm sure he wouldn't mind.
if you gave him proper credits, respect of his content that he asks everyone else to give him.


Dark-SA-X

Quote from: TobiMikami on August 13, 2016, 10:26:46 PM
WIP Metroid Prime HUD


Hmm when you play test your game off and on, make sure the hud doesn't get in the way when fighting off multiple enemies.
Also when looking around the area for any clues that are well hidden the hud display might be a problem for a 2d runner.
Include a feature to disable the hud display as a layer and to leave the energy meter, ammo loadout and map display available.

Scooterboot9697

Trying out a flowing effect (water constantly moving in one direction):

[spoiler=GIF]

[/spoiler]

What's cool about it, is that I can control which way it flows, or even make it remain still.
I also tweaked a few other visual effects on it. I think it looks nicer. :^_^:

Though, my biggest concern is the splashes. Should the splashes move with the water, or... what? I can't science. :O_o:

Dark-SA-X

Quote from: Scooterboot9697 on August 14, 2016, 12:52:16 PM
Trying out a flowing effect (water constantly moving in one direction):

[spoiler=GIF]

[/spoiler]

What's cool about it, is that I can control which way it flows, or even make it remain still.
I also tweaked a few other visual effects on it. I think it looks nicer. :^_^:

Though, my biggest concern is the splashes. Should the splashes move with the water, or... what? I can't science. :O_o:

Nope it doesn't need to move with the water, if you're having trouble with that aspect.
Ask doctorm64 and see what ideas and suggestions he can give you.
Seing that water animate like that reminds me of DKC abit water levels.

Good work.

personitis

I've had the idea of being able to control the water flow in SM for a while now (as by default it can only flow left), so this is pretty neat to see in action to me. If want to be accurate on the splashes, instead of having them move with the direction of the flow, they should move in the direction Samus enters the water. Straight down? Water splashes straight up and/or evenly distributes around the point of entry. Cannonball (spinjump) toward the right? Water flies mostly to the right with smaller splashes behind to the left.

Baconface

https://www.youtube.com/watch?v=tya1vZb8zW0
Here's a short preview of a few rooms in my hack. Don't know what to name it yet but it's coming along well enough that I might end up making a thread for it at some point.

Quietus

I didn't really see anything that I didn't like. Nice work. :^_^:

Black Falcon

Man, this sure looks nice! Loving the palette.
Sometimes there are some contrast issues in the first area though (where the green Brinstar music plays).
The yellow stone blocks and red scaffoldings really stand out compared to the rather dark outline IMO.
But that's only a minor palette thing, aside from that this is great, especially the second area!


TobiMikami

Quote from: Dark-SA-X on August 14, 2016, 12:27:51 AM
Quote from: TobiMikami on August 13, 2016, 10:26:46 PM
WIP Metroid Prime HUD


Hmm when you play test your game off and on, make sure the hud doesn't get in the way when fighting off multiple enemies.
Also when looking around the area for any clues that are well hidden the hud display might be a problem for a 2d runner.
Include a feature to disable the hud display as a layer and to leave the energy meter, ammo loadout and map display available.


That did awaken a slight concern with the proximity of the beam/visor mech. I'm not entirely ready to implement right now, as I'm in the process of porting from GM8 to GMS so I won't be importing GUI for a little bit still. Worst case scenario, I can pull it out longer so it collides more with the underground. I could easily allocate a button simply to changing the HUD, but I don't plan to. Mainly because I plan to do the same thing as Prime for the Morph Ball; eliminate the entire HUD with the exception of energy and bombs. Since most of those hidden blocks in 2D Metroid require bombs, that will be for the most part an irrelevant issue. Any amendments I make will be with the sole purpose of improving the image, not creating addons. Screen equity is important to me, but I also have to achieve my desired effect.

interdpth


Scooterboot9697

Modified the splashes to have a bit more variation. Splash movement is now based on the movement of the object(Samus, missile, etc.) that enters/exits the water.

[spoiler=GIF]

[/spoiler]

I also slightly tweaked the visual effect on the surface of the water. Looks marvelous now. :grin:

And I must say, my project is coming along swimmingly. :heheh:
(Terrible pun is terrible.)

altoiddealer

Those water effects are killer.  :whoa: