VGMaps

General Boards => Maps In Progress => Topic started by: TerraEsperZ on November 06, 2013, 08:27:24 pm

Title: Shantae (GBC)
Post by: TerraEsperZ on November 06, 2013, 08:27:24 pm
I've decided to claim this game to map, and although it's still early, I've already finished the introduction level, with a few more in various states of completion. The labyrinths will require a lot of polish since they features a ton of fake parallax effects that will need to be corrected.

And to put some weight behind my claim, behold!

Scuttle Town (Under Attack):

(http://img571.imageshack.us/img571/599/82b2.png) (http://img96.imageshack.us/img96/3654/mnzq.png)
Title: Re: Shantae (GBC)
Post by: Trop on November 06, 2013, 10:55:33 pm
I'll have to remember that gradient trick for future light level changing maps.  Solves a lot of problems.
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 07, 2013, 06:12:47 am
I tied with a completely smooth gradiant at first but it looked unnatural thanks to the millions of colors contrasting with the primitive GBC graphics. So I made a custom layer mask with distinct steps instead in order to achieve something that looked less advanced.
Title: Re: Shantae (GBC)
Post by: Peardian on November 07, 2013, 08:33:39 pm
Very nice! It's about time that game got some love. It would also really help me in finding the last dang firefly...
Title: Re: Shantae (GBC)
Post by: verifiaman on November 11, 2013, 05:48:39 am
Wow! what tool did you use? i just got some of the tiles using an old version of visual boy advance, plays it perfectly.
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 11, 2013, 11:06:17 am
I used VisualBoyAdvance-ReRecording v24m along with a homemade LUA script that allows me to move all over the current map (and through any obstacles) using keyboard keys as long as scrolling isn't prevented by the game (I'm working on overcoming that). It's rough but it works well enough for my purpose since the maps tend to be *huge*.
Title: Re: Shantae (GBC)
Post by: verifiaman on November 11, 2013, 11:11:48 am
how big are most of them?
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 11, 2013, 10:26:28 pm
how big are most of them?

Well, *huge* for a Game Boy Color game so your mileage may vary. So far, they tend to be, on average, about 4000-5000 pixels wide and 512-1024 pixels high. So no huge map with all the areas included is possible because of the total size it would have to be.
Title: Re: Shantae (GBC)
Post by: verifiaman on November 12, 2013, 10:58:13 am
Oh i see. that is huge for a gameboy map. cant wait to see the full size and not in those crappy jpg files we've had for years
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 21, 2013, 09:25:36 pm
In order, Scarecrow Field (Day & Night) and Spider Forest (Day & Night)
Title: Re: Shantae (GBC)
Post by: verifiaman on November 21, 2013, 09:35:56 pm
In order, Scarecrow Field (Day & Night) and Spider Forest (Day)

Do you used tiled Qt to help with this?
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 21, 2013, 09:53:50 pm
Nope, it's all done by hand in Paint (gasp, the horror!)
Title: Re: Shantae (GBC)
Post by: verifiaman on November 21, 2013, 10:04:55 pm
Nope, it's all done by hand in Paint (gasp, the horror!)
[/quote

Yeah paints good for repositioning images. doing the dungeons is gonna suck. also how does the night pallete work?
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 22, 2013, 10:11:29 pm
Also how does the night palette work?

I'm not sure how to answer that one exactly. You can't just substitute colors from one to the other since the night palette is a bit larger than the day one, and in some stages, the same color might be part of both palettes but not for the same color entry. I just assemble snapshots from both version, it's probably quicker than messing around with the palettes.
Title: Re: Shantae (GBC)
Post by: verifiaman on November 22, 2013, 10:16:23 pm
Also how does the night palette work?

I'm not sure how to answer that one exactly. You can't just substitute colors from one to the other since the night palette is a bit larger than the day one, and in some stages, the same color might be part of both palettes but not for the same color entry. I just assemble snapshots from both version, it's probably quicker than messing around with the palettes.

I see. some snes effects going on in the game.
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 22, 2013, 10:22:18 pm
I'm not sure I understand what you mean by "SNES effects", which makes me doubt I explained myself correctly in the first place.
Title: Re: Shantae (GBC)
Post by: verifiaman on November 22, 2013, 10:28:07 pm
I'm not sure I understand what you mean by "SNES effects", which makes me doubt I explained myself correctly in the first place.

no i didnt explain myself properly. I remember on a youtube video in a dungeon or something seeing some lighting effects only capable on a 16 bit console like the snes, like the  lighting change in the intro stage when the town catches on fire.
Title: Re: Shantae (GBC)
Post by: Peardian on November 23, 2013, 05:53:37 pm
Very nice so far! You're going to map the towns too, right?
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 23, 2013, 09:34:52 pm
I intend to map everything; I just haven't settled on the presentation for the town hubs yet.
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on November 25, 2013, 07:03:05 pm
This might take longer than I intended to get right. For a reason that I haven't determined yet, the night palette for a given area is not always the same (some colours having individual RGB channels being off by a value of 8). It's minor yet it's driving me mad. Avenues to explore: is it dependant on having night happen while in said area or entering from another while it's already night and if so, is the specific area you came from affecting the palette?

*EDIT*

Mystery solved. The colours are a tiny bit darker when you let night happen while in an area, and entering back while it's already night will result in slightly lighter colours. I'll be using the later since it'll be easier this way (I wasn't going to wait several minutes until nightfall in every area anyway).
Title: Re: Shantae (GBC)
Post by: qwert_vs_qwerty on July 29, 2014, 07:27:53 am
Dungeon 1 - 95%
Dungeon 2 - 95%
Dungeon 3 - 90%
Title: Re: Shantae (GBC)
Post by: TerraEsperZ on July 29, 2014, 01:54:41 pm
Looks like another project of mine that someone else will complete while I've been procrastinating for months over pointless details...
Title: Re: Shantae (GBC)
Post by: qwert_vs_qwerty on August 06, 2014, 07:46:24 am
All 4 Labirint - 99% (there is a feeling that I missed something)
All day map - BG - 100% (it remains only to place enemies)
But I will not do night maps, because I do not see the point.