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Topics - Maxim

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31
Map Gab / RE: Putt & Putter (SMS)
« on: July 07, 2008, 02:43:18 am »
Quite easy to map - every course is exactly 4 screens, aligned to the tile grid, so it only takes a few minutes per course. I just have the practice courses left to do.

32
VGMaps Social Board / Real life game maps
« on: May 25, 2008, 05:12:27 pm »
For some reason there's a couple of these linked via Boing Boing.



Super Mario car in Russia:

http://www.consolenewz.ru/content/view/2832/7/



Mega Man 2 room:

http://s288.photobucket.com/albums/ll184/kidoverdrive/?albumview=grid


33
Map Requests / Landstalker (Megadrive)
« on: May 14, 2008, 08:53:18 am »
Isometric games are really hard to map. But I just found this site that looks like it may soon unlock everything needed to dump all the maps:



http://www.landstalker.hostsnake.com/



At the very least, I'm going to have a play with the debug mode and cheat codes to see if I can make some nice test maps. There's no way I'll be able to finish it.

34
http://forums.sonicretro.org/index.php?showtopic=10063

http://soniccenter.org/rolken/stt/



Maps ripped from the ROM using a PHP script. So clever it hurts.



Someone should ask the guy for permission to host the maps here. Missing enemies, though...

35
Map Gab / R.C. Grand Prix (SMS) original map
« on: January 20, 2008, 07:37:05 am »
Via http://www.smstributes.co.uk/view_article.asp?articleid=35: the original development sketch for the game's tracks:



User posted image

36
Gaming / Super Mario Galaxy
« on: November 20, 2007, 04:04:39 am »
So I finished it last night. I was disappointed that it was so short and so easy and then I realised that I'd had to get 60 stars to get there, plus five boss stars, probably over the course of 10+ hours, and I'd just enjoyed it so much I hadn't realised how I'd played it. There's another 60 stars to get before some of the other bonuses come through.



Criticisms:

- What's the point of having extra lives if they reset to 4 every time you load your game? And then Toad gives you 5 extra lives anyway - after a hard-to-skip dialogue.

- The galaxy mechanic often involves a lot of sudden death falls. Being in 3D makes it harder to avoid them.

- The camera occasionally get totally screwed, eg. trapped behind a wall and unable to manoeuvre out of it. Likewise, the "you may not control the camera here" areas seem annoying and unnecessary, often in place to force you to explore something without being able to see it properly.

- If we only have a 3-section life meter, we're going to be at 1 unit occasionally. The fact that we just got hurt twice is a big clue, as is the red life meter. We don't need incessant beeping to let us know we're on our last unit.

- It is basically an easy game. That's pretty much necessary these days, perhaps more so on the Wii. People can't accept the brutal difficulty of the 8-bit generation where you had to make it hard to make a 4-level game last more than a day, modern 60-level games need not rely on that. It's still a little sad that I could beat the final boss on my first try.



Particular praise:

- The graphics are really great. The fur, glowing/translucency and water effects are all outstanding, without any slowdown. The art design is also extraordinarily good.

- The occasional minigame-esque bonus stages (bubble blowing, ray surfing, ball rolling, etc) are done very well.

- Bee Mario is really endearing.

- The music is certainly on a grand scale, the boss music sounds like something from Lord of the Rings. Audio is generally excellent.

- It probably has more "wow" moments than any other game I've played.

37
Mapping Tips/Guides / Tahaxan NDS graphics ripper
« on: September 18, 2007, 01:24:36 am »
Tahaxan screenshots

I didn;t get anything worthwhile out of it yet but it's close... Mario Kart has some unsupported compression in it...

38
Mapping Tips/Guides / Java map viewer applet
« on: September 03, 2007, 04:14:17 pm »
Here are some test maps. Page weights are about 10% of the PNG file size for large images, and browser memory usage will be vastly less, even with the Java runtime overhead.



Castlevania-CircleOfTheMoon-Castle.png 16.1MB -> 1.2MB

http://www.smspower.org/maxim/forumstuff/maptest/cv.html



EarthBoundZero(J)-World.png 4.1MB -> 169KB

http://www.smspower.org/maxim/forumstuff/maptest/earthbound.html



soniccd11apalmtreepanicwo6.png 350KB -> 109KB

http://www.smspower.org/maxim/forumstuff/maptest/scd.html



I still want to:



- add the ability to save as PNG? Or maybe as an "executable" JAR? Both will require either server-side help or for people to accept a dodgy signed applet...

- alternative browsing methods: eg. for Enduro Racer's diagonal maps

- keyboard control

- middle-mouse-click scrolling

- maybe some branding/credit overlay?

- sometimes you get multiple images when zooming out



The Castlevania one is coming out as using more than 20000 tiles which seems wrong, but I think it may be due to the large annotations/branding in the image which has low tile-based redundancy.



Feedback is very welcome.

39
Mapping Tips/Guides / Image editors
« on: August 17, 2007, 04:12:04 am »
I'm impatient for the discussion from here to continue. So anyway, we all seem to have semi-irrational attachments to particular image editors. Apart from the obvious - not destroying colours and saving to a lossless format, hopefully true for all editors - I'd say these features are the ones that are most important for map-making:



1. Configurable grid (eg. 8x8, 16x16, 32x32) to double-check alignments and with a "snap to grid" ability for selection and pasting

2. Non-rectangular selection/copy/paste ability

3. Fast/easy eyedropper operations

4. Layers, if mapping a game with layers

5. Reasonable keyboard controls for most features



My editor is PSP7, which (in my dishonest opinion) is the last good PSP before the bloat balance and lack of focus on pixel-pushing tipped the scales in PSP8. I've never seriously used Photoshop or Gimp, and I have no wish to fall back to Paint unless I can help it. It has some bugs (I crash it frequently) and some annoying keystrokes and lacks thereof. I'd also say the "texture brush" is a killer feature, and probably saved me a few hours mapping Micro Machines 2. Basically, it allows you to flood-fill, paint and colour-replace with a tiled bitmap such that (if you don't make it do otherwise) all of the applied areas line up perfectly, a bit like the tartan ("plaid") paint in old cartoons, if you will.



I just remembered how, many years ago, I resource-hacked PSP (v3.12 at the time) to have different keyboard shortcuts. I wonder if it'd take in PSP7? (It tends to fall foul of anti-crack detection.)



If any of this requires further explanation, just say. What image editor do you use, and why would you recommend it? What am I missing out on?

40
Map Gab / Enduro Racer (Master System)
« on: August 11, 2007, 05:06:10 am »
User posted image



Going for some kind of record for "most black background in a single map".

41
Map Gab / FIFA International Soccer (Game Gear)
« on: August 08, 2007, 05:02:35 pm »
User posted image



Just for fun, a football game. I doubt I'll do more so this is ready for inclusion.

42
Mapping Tips/Guides / Crude ASCII Maps
« on: August 02, 2007, 08:41:29 am »
http://www.monmouth.com/~colonel/videogames/



(The forum categories don't really have an ideal place for a "talking about mapping" thread, or a "link to other map sites" thread. I suppose here's close enough.)



A lot of them aren't really ASCII, but it's fun looking through.

43
Mapping Tips/Guides / Unofficial tile slicer mod
« on: July 22, 2007, 09:07:54 am »
I made a quick and dirty change to Revned's Tile Slicer:



- commandline parameters for tile width/height

- outputs HTML as well as TXT



I apologise to Revned for doing it without asking first. Here's a demo of the HTML output. It turns out the HTML+small images often turns out bigger than the original PNG for real-life maps, so it's of limited use - but might help certain very large to display in browsers.



Here's the download. It seems to need Java 1.6, so you might need to update, sorry about that.



Tile Slicer mod

44
Mapping Tips/Guides / Gens KMod modifications for mapping
« on: July 13, 2007, 09:11:23 am »
I'm messing with the source to Gens KMod now. With a huge proviso that I can't guarantee to achieve anything, and I may not have much time to spend on it, what mapping features can you think of that I could add to it? On my list there is:



- better background colour when layers are disabled

- a better keyboard shortcut for screenshots, like PrintScreen perhaps

45
Map Gab / Dragon Quest Google maps
« on: July 11, 2007, 02:14:17 am »
As seen on Joystiq.



http://www3.smartnetwork.co.jp/dqmap/dq1/

http://www3.smartnetwork.co.jp/dqmap/dq2/

http://www3.smartnetwork.co.jp/dqmap/dq3/

http://www3.smartnetwork.co.jp/dqmap/dq4/



Something similar might work very well for some of the larger maps. If it bothered to work on a true tile level it could also be very light on the server.

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