rmco2003
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« Reply #2040 on: December 04, 2010, 03:24:09 am » |
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Look awesome! :thumbsup: how come it has such a restricted colour palette compared to the DBZ NES games?
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Kagemusha
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« Reply #2041 on: December 04, 2010, 01:48:07 pm » |
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According to Gamefaqs, TOSE developed this game and not any of the sequels. Considering how all the other games including DB3 don't have the same colors that might be it. While I'm at it...
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« Last Edit: December 04, 2010, 02:28:16 pm by Pennywise »
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snarfblam
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« Reply #2042 on: December 05, 2010, 10:09:48 pm » |
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I played Trax's Contra hack demo, and it was so much fun that my brain got stuck in Contra mode. I just couldn't help myself... The astute observer might notice that it doesn't quite edit yet. That shouldn't be too difficult, though. Dissecting the game is probably the hardest part. I'm planning on releasing this as an executable that can either run alone or as a SuiteNES plugin (though SuiteNES obviously hasn't been released yet). ...if I keep piling projects on like this, nothing will ever get finished.
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Next gen Cowboy
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« Reply #2043 on: December 06, 2010, 12:12:48 am » |
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According to Gamefaqs, TOSE developed this game and not any of the sequels. Considering how all the other games including DB3 don't have the same colors that might be it. While I'm at it... Looking awesome! Just out of curiosity is that the correct phonetic spelling Janken?
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Kagemusha
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« Reply #2044 on: December 06, 2010, 01:41:20 am » |
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The name will probably end up being changed to Jan-Ken Punch.
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Trax
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« Reply #2045 on: December 06, 2010, 01:50:39 am » |
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Snarf, do you mean your editor can only display the levels for now? Is the level's data structure particularly weird?
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snarfblam
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« Reply #2046 on: December 06, 2010, 03:49:03 pm » |
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Snarf, do you mean your editor can only display the levels for now? Is the level's data structure particularly weird?
Yes and no. Right now it displays levels. The editing features aren't there yet, but that will be one of the simpler parts of the project for me. The level's background data is pretty straightforward and was easy to find. (I still need to figure out how the game defines scrolling boundaries.) The enemies were a bit tougher to find. The format is simple; I just had no idea what to look for, so it took some mucking around in the FCEUX debugger. Finding the enemy sprites took the most work, and the format is still a bit confusing to me, so I'm having a lot of trouble loading many of them. But that's probably the least important part, so it's been de-prioritized.
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Gemini
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« Reply #2047 on: December 23, 2010, 09:03:42 pm » |
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rmco2003
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« Reply #2048 on: December 24, 2010, 03:45:59 am » |
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Holy crap this looks awesome :O well done! :thumbsup:
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Gemini
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« Reply #2049 on: December 24, 2010, 06:27:17 am » |
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Video preview of the introduction: http://www.youtube.com/watch?v=ZuyFBp9biDwI know this should belong to the video thread, but it doesn't make much sense to split screens and teaser posts at this point. :p EDIT: Seems like the global VWF works everywhere with just a few changes. :woot!:
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« Last Edit: December 26, 2010, 10:12:37 am by Gemini »
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Next gen Cowboy
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« Reply #2050 on: December 24, 2010, 07:18:44 pm » |
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Looks beautiful!
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Kajitani-Eizan
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« Reply #2051 on: December 27, 2010, 01:08:19 am » |
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you will hate me for this, but the lowercase a's tail doesn't really work well with a VWF. it creates huge gaps in the text (e.g. when you have an a followed by a t). unless maybe you also implement font kerning to close up those gaps or something.
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BRPXQZME
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« Reply #2052 on: December 27, 2010, 06:13:32 am » |
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I’m more inclined to blame the ‘t’ than the ‘a’ for that.
... that sounds incredibly dirty out of context, don’t it?
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Gemini
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« Reply #2053 on: December 27, 2010, 07:22:16 am » |
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Considering that small gap is visible only in static screenshots, I don't really care. I've got actual bugs to correct like fixing this not-so-friendly-to-indent text: I've already fixed 3 or 4 of these, but there seems to be moar. <.<
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evo
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« Reply #2054 on: January 01, 2011, 02:07:56 pm » |
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