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Author Topic: Screenshots  (Read 67902 times)
« Reply #1740 on: May 01, 2010, 04:51:43 am »

Some tiles don't seem to be right tho lol. Take the first row, tiles 4 thru D for instance. Keep up the good work Wink


« Reply #1741 on: May 01, 2010, 05:45:15 am »

Maybe there are differences because the tiles are animated?

« Reply #1742 on: May 01, 2010, 07:59:06 am »

Oh *duh* that explains it Cheesy


« Last Edit: May 01, 2010, 12:06:55 pm by Tauwasser »
« Reply #1743 on: May 01, 2010, 11:50:38 am »

Links Awakening was always my favorite. Smiley
Gideon Zhi
« Reply #1744 on: May 01, 2010, 03:01:31 pm »

Showing off some 8x8 tile magic and fully-inserted script. These were all originally double spaced (even the menus.) Character names used to be in-line with dialogue instead of printed above it, and lines printed used to overwrite the lines immediately above them automatically to save space for ten-ten marks. The menus all work, by the way, despite working based on hardcoded compares to the cursor's position on-screen. What the fuck people.

This is not *that* impressive until you realize that the game is inserting the linebreaks on its own, code courtesy of yours truly. It's also not that impressive until you realize that it's actually three strings cobbled together into a single sentence:

//さいの たんじょうびを<lineX3Y4>
//いわう しょくたく。<pause><end>
birthday, so they're having a special dinner.<pause><end>

//* <player>の 16<$F7><$40><$07><end>
* It's <player>'s 16th <$F7><$40><$07><end>

//* <player>の 14<$F7><$40><$07><end>
* It's <player>'s 14th <$F7><$40><$07><end>

...and yes, the auto-format command is successfully navigating the string jumps.
« Reply #1745 on: May 01, 2010, 03:12:13 pm »

Looks awesome Gideon, what game is this?
Gideon Zhi
« Reply #1746 on: May 01, 2010, 03:25:27 pm »

"Ancient Magic." I just posted an update about it to my site.
« Reply #1747 on: May 03, 2010, 12:20:11 am »

Quote from: Grond on April 29, 2010, 08:42:04 pm
A quick preview of a major update/revision to Final Fantasy ++ (FF1 hack) that I've been working on:

You can see several different effects here:
1. The water flows to the right (this effect was created by Disch some years ago, for the overworld ocean--I just tweaked it a tiny bit so that it also works in standard maps.)
2. The waterfalls, accomplished through palette cycling.
3. The 'walk behind' effect, where the player sprite is hidden behind the waterfall.
4. The flicker effect on the player sprite when standing in a pool.

Looks great! It's a little jarring when the player walks behind the waterfall and just instantly disappears, would it be possible to do a smoother transition?
« Reply #1748 on: May 03, 2010, 12:49:29 am »

Quote from: Gideon Zhi on May 01, 2010, 03:01:31 pm

Looks great!

Can I make a suggestion, though? In the lower left screenshot, the character name and the first line of text are very close to each-other. In the lower right screenshot, this looks fine. But in the left one, the name is so long that it bleeds over the top of the first line. I think you should move the text down one line so that longer names do not touch the first line of the dialogue.

Gideon Zhi
« Reply #1749 on: May 03, 2010, 01:42:50 am »

That is easier said than done.

Point 1: If I do that, I lose the bottom line in the window, and I'm stuck with only three lines per - as opposed to four, as it currently stands. Having that extra line is an absolute necessity, and having three-line portrait-dialogue would clash dramatically with the four-line no-portrait-dialogue segments (townies, mostly.)
Point 2: Very nearly every string in the game is prefixed by the cursor position code (i.e. lineX1Y2 - see the code block a few messages up.) It's not always the same, nor is it always even present, and it shows up in the menus too, which makes a find-and-replace extremely difficult. I'd be looking at manually changing literally *thousands* of instances of lineX1Y2 in the script. That would amount to another roughly twenty hours spent re-formatting the script file. It's not worth it.
Point 3: I've spent several hours rigging up the game to NOT automatically overwrite the 8x8 tile immediately above a printed character, which means that getting that character name to even display in its entirety without the first two letters of "But" blanking the last two letters of her name was a trick and a half. This is some assembly I'd rather not undo.

I think it looks rather stylish, truth told. Here's what it used to look like. Every name was the same length or shorter, and the colon was always put in the same place. Moving it up a line enables me to print longer names (including ones egregiously so, such as Valharik or Maclellan.)

Edit: Here's a four-line snap, just to show that yes, the bottom line both is necessary and would be lost if the text were moved down.
« Reply #1750 on: May 03, 2010, 02:14:10 am »

Mayhaps you could do a tab or something on the first line then, just to make sure the six-character-long names don't touch the script? It looks kinda ugly when that happens.

« Reply #1751 on: May 03, 2010, 02:24:41 am »

Putting aside the fact fixing the linexy on every random line would be a huge pain in the neck for a second:

Squishing the lines together may work, but it does look kinda squished...
« Reply #1752 on: May 03, 2010, 03:07:22 am »

Quote from: Garoth Moulinoski on April 30, 2010, 08:19:09 pm
Quote from: Grond on April 29, 2010, 08:42:04 pm
A quick preview of a major update/revision to Final Fantasy ++ (FF1 hack) that I've been working on:

**Click on the image for the animated version. (2.3 MB ani-GIF)

I honestly thought this was a screenshot from FFIV. Good job!
I remember seeing this forever ago when it first came out... awesome times, memories, and work.  I loved it Smiley  I actually had the website address memorized--this was like six years ago (holy shit!) so I could always check on that resource site.  I remember when Jade was being worked on... cool times.  Lots of NSFs, NotSoFatSo.  Ah, recent nostalgia~
« Reply #1753 on: May 03, 2010, 05:11:44 pm »

Here is a screen shot of a 2 line item hack I did.
It's for Adventures Of Musashi.

« Reply #1754 on: May 03, 2010, 07:16:14 pm »

I have made a Dr. Mario hack called: Dr. Wario
This idea came from that dr. Wario minigame from Wario Ware Inc., so i copied everything from it.

Title screen:

Demo screen:

Options screen:

In-Game screen:
In slow, the BG color is purple;
In medium, its pink.
and in high:

Pretty much like in warioware Inc.

Congrats screen:

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