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Messages - vorpal86

Pages: 1 ... 12 13 [14]
196
Hmm, I know this topic is old. I just found it thanks to Will. So, these maps are from a fake game, using the X map graphics then? So this is what an April Fool's map looks like? Cool. They actually look pretty good. I almost couldn't tell those maps were fake. Heh.



I like this idea actually. It's a good way to make maps for games you may one day try to make a real game for.

197
Hey guys. I could say that if you need to capture a sprite that has like a black outline or is mostly black. One of the easiest ways, when available is to snapshot the screen while the dark sprite is on a lighter color.



As far as I know, the NES only uses 2 layers, the sprite layer and the bg layer unless any multiple layers are programmed in by the game designers. Games like Ninja Gaiden 2 Train Level, Battle Toads levels etc.



Unlike the SNES and Genesis having multiple layers its easier with those system emulators. One thing I'd like to see in a future version of Zsnes or Snes98, is a way to when taking a snapshot of the screen, you could either take a regular snap, or take a snap of the entire level in memory. THAT would be extremely handy for us mappers. :)

198
Gaming / RE: My Mega Man 4 Remix Game for Game Maker
« on: July 28, 2008, 11:03:53 pm »
Hey folks. I just thought I would share this with you all. This is a WIP Mega Man 4 Remake I've tried to work on over the past year or so. I've done all the graphics in it, by enhancing and/or redrawing most everything in it to give it a 16bit look rather than the 8bit NES look.



I'm not sure if I will ever finish it but I thought I'd share and ask you guys what you think. Is it play worthy? It is more or less just a starter engine for the game I would hope to remake and there isn't much AI included with it. I was gonna do that after I had all the levels and maps layed out in the game.



I haven't given this out to many people. Mostly I was looking some for anyone who may have game creation in them that knows some about Game Maker that would like to help me out cause I am not too good with coding much. That's one reason I haven't did much on it lately, it's a lot to do by yourself. I'm mostly just a graphics/pixel artist and coding isn't too-my thing.



So let me know how the graphics look, the scrolling bg's (which I actually wrote the code for, it simple code so it was easy) and if there is anyone who may be interested in helping me with it, or know someone who does. I've been to the Yoyo/GM forums but a lot of folks there are plain rude and don't help much.



This may be off topic and if so I'll kill the thread. I just wish to share what I've been hiding to see if anyone likes it or not.



Zip file 3.6mb

http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/samplegames/mm4Current_WiPv1.zip

Thanks

199
Map Gab / Buck Rogers Count Down to Doomsday
« on: July 28, 2008, 10:41:42 pm »
I never played this game. That map looks pretty good so far. I can't compare it though to anything. I notice you have a lot of games in mapping progress. Heh. Don't you loose track of what game your doing?



I've done that before, take on to much at once and believe me, it can make you crazy! But keep your sanity and don't get in over your head. Heh :)

200
Map Gab / RE: Gargoyle's Quest II - The Demon Darkness (NES)
« on: July 28, 2008, 10:22:06 pm »
@Jon

1 - OK. I like that idea too. Just need to figure out a nice clean looking layout to draw up.



2 - Ok. I've already did the password rooms so it's no extra work there.

201
Maps In Progress / RE: Spr Ghouls n Ghosts Stage1 - Update
« on: July 28, 2008, 10:16:58 pm »
Hey ye all'. I dabbled with SGnG Stage two Shipwreck and did a rough map of it. I admit though, I had to use an unlimited jump and invincibility to do it though. This allowed me to quickly get to places of the ship that would otherwise already be sunk, and to map them quick. Here is the quickie. It took me about 1 1/2 hour to toss together. It still needs a lot of touching up,and the last part of the second level where the boss is.



I disabled the main BG layer cause it sort of messed up the mapping since it shifted up and down separately and faster than the actual ship.. It seems i may have to do that last, then copy the FG into the BG as a transparent image so it overlaps the BG. How's it looking so far? As far as I can tell, this is how the ship looks before it sinks, aside from the noticeable pole underwater between the front and back where Arthur is jumping in at.



Removed broken link

202
Map Gab / RE: Gargoyle's Quest II - The Demon Darkness (NES)
« on: July 28, 2008, 09:59:37 pm »
A Bumping question about my GQ2 Town Maps;



1 - Should I place the inside rooms/houses, INSIDE the the actual town maps, or have them as seperate maps?

 - This would make it so I could cut down on the number of maps used, but still have all maps considering most of the insides are only two or 3 screens large. And it would kinda' make it easier to look and match the house/room numbers without having to click another map to view it.



2 - At each password room, I have included a nice little graphic with the town name and the password and town name. Should I include the password or, omit it?

 - This would make it easy to have a handy password and know where it starts the player.

203
Maps In Progress / RE: Spr Ghouls n Ghosts Stage1 - Update
« on: July 27, 2008, 07:09:50 pm »
Thanks for the tips. For my level 1 map I disabled the distant bg cause I thought it looked cleaner to understand and it actually helped to make the map easier. I was gonna do the same with Stage 2. I'll prolly HAVE to do bits and pieces as you say.



Maybe, to map the ship wrecks separately, I can use my SNES game atlas as a guide to see what goes where. I think that guide has lv2 mapped out in it.

204
Mapping Tips/Guides / RE: Naming Conventions?
« on: July 19, 2008, 06:24:18 pm »
@Terra

I myself always list with numbers at least, even on my own personal files on the HD. I love to find stuff easily. And yeah, explicit naming is an idea. It's hard to tell what's what if not.



@Jon

OK.. I've noticed the naming in most maps here and will use as reference. So I'll try and be detailed oriented about it. I also don't use spaced when I know something will be posted to the web. I only use spaces for local files. I'm just trying to make sure I name them good enough so that they do not need to be renamed. I know it's a burden, and proper naming is very helpful.



Thanks for the input.

205
Mapping Tips/Guides / Naming Conventions?
« on: July 19, 2008, 05:53:12 pm »
Hi. I just want to ask what is the best way to name our maps so that when maps are submitted, Jon or whoever else posts them don't have to rename them for the site? I noticed the first maps I sent in for Neutopia were renamed and I felt kinda bad another person had to rename them. :-/



Thanks!

206
Map Gab / RE: 10,000TH MAP!
« on: July 19, 2008, 05:49:04 pm »
Wow. When I first found this place It helped me out with maps. I get lost easy sometimes when playing a game that has large maps and there is several directions to travel. I've found this site very useful thanks to all the contributers. :)



Yay to VgMaps.com!

207
Maps In Progress / Super Ghouls n' Ghosts Stage1 - Update
« on: July 19, 2008, 05:44:01 pm »
Here is an updated sGnG Stage1 Map with the excited Arthur removed, the door closed and the monster name omitted. This one can replace the current one. The same name has been kept. The file size is now 396kb. All else is the same.



I'm not currently working on Stage2 or anything yet until I finish up Gargoyle's Quest II. I'm about 75% finished. sGnG Stage 2 will be tricky considering the ship stage is often changing. I'll need to figure out a plan to map it. Any suggestions on it would be appreciated.


Removed broken link.

208
Map Gab / RE: Gargoyle's Quest II - The Demon Darkness (NES)
« on: July 04, 2008, 09:01:48 am »
I guess I could remove those details and add the closed door.



I never played the GBA version of Super Ghouls and Ghosts but know there wer extra levels and some regular ones were a bit different as well.



After I'm done with this Gargoyle's quest I may do some more maps for SGnG for snes and could add chests to yours Will. I'll wait til' I'm finished with Gargoyle first. I'm moving through it pretty good.



Thanks for the feedback nevertheless Will. Good luck on the SGnG for GBA too. I just gazed at the Level 3 map you have already.

209
Map Gab / Gargoyle's Quest II - The Demon Darkness (NES)
« on: July 03, 2008, 01:44:18 pm »
Hello folks. I am new here. I have only submitted 4 map here at VGMaps (Super Ghouls n' Ghosts Level 1, and 3 Neutopia maps) and wish to post this here about my progress on the Gargoyle's Quest II by Capcom maps I'm currently working on.



I did not see it anywhere in progress here so I thought I'd give some info about what's done and what's not. If for some reason Gargoyle's Quest II is hiding from me let me know. I don't wish to spoil anything so I'll only post some screens or maps when I get more done.



Firebrands Hometown - ETURIA ( Complete )

 - Eturia - Boss Level.png

 - Eturia - Boss Fight Level.png

 - Eturia - House 1 - Shop.png

 - Eturia - House 2 - King Morock.png

 - Eturia - House 3 - Empty.png

 - Eturia - House 4 - Empty.png

 - Eturia - House 5 - To Training.png

 - Eturia - Full Town.png

 - Eturia - Training Level.png



Ghoul Realm - Battle Screens and Caves

 - Ghoul Realm - Battle Screen 01.png

 - Ghoul Realm - Bridge 1.png

------------------------------------------------



Maps I'm working on ( Incomplete )

 - Ghoul Realm - WORLD.png ( Only the first section  due to non-accessible locations )

- Ghoul Realm - Bridge 2.png

------------------------------------------------



That's all I have at the moment but will work on more later this evening when I get time away from the babysitting. Heh. :)

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