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Messages - mechaskrom

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31
Map Gab / Re: Umihara Kawase
« on: April 08, 2013, 05:05:55 am »
Sounds fun. :)

I can give the tool a try if no one else is interested in making it. If a .NET command prompt application is ok for you I can probably make something pretty quick.


This game looks very fun and is on my to-play-list. Would love to see maps for it.

32
Maps In Progress / Re: Alundra
« on: March 27, 2013, 09:01:34 pm »
@BumFengShui
The attached png-file is an 8bit indexed image (max 256 colors). PSX outputs 15bit (555 rgb, 2^15 colors) or 24bit (888 rgb, 2^24 colors) graphics. Could you attach screenshots in 24bit png-files instead? That way the reduced colors from an 8bit image doesn't affect the screenshots.

But I guess if Alundra never outputs more than 256 unique colors at any time then it's no problem. Just one thing to keep in mind.


I'm also using pSX 1.13 and I recently discovered that it's a bit weird. Screenshots and alt-print screen are slightly different, but not as much as in BumFengShuis example. And the colors are not "real" 15bit values, but are off slightly, not much though. I'm guessing it's because how pSX, directx, my graphic card, etc is rendering 15bit values. I wrote a tool that will try to correct this in images and if I use it on pSX screenshots and alt-print screens it will make them identical.

I probably should fix my suikoden 1 maps because right now they have an inflated amount of colors because of this quirk in pSX. It's not visible, but it could save about 3-4MB of space in total because of less colors to compress. :)

If anyone is wondering this is how I create the LUT  I use to render "real" 15bit values in 24bit:
Code: [Select]
byte[] lut5To8BitColorChannel = new byte[32];
for (int i = 0; i < 32; i++)
{
   lut5To8BitColorChannel[i] = (byte)((i << 3) | (i >> 2)); //what I use
   //lut5To8BitColorChannel[i] = (byte)((255.0 / 31.0) * i + 0.5); //mathematically correct?
}
It's not entirely correct, but very very close. :)

33
Maps Of The Month / Re: 2013/02: Suikoden (PSX) - mechaskrom
« on: February 04, 2013, 09:24:38 pm »
Thank you very much. It's a real honor to have my map awarded map of the month. Especially considering that it's my first contribution also, but hopefully not my last. :)

Also, thank you all that helped me improve the maps by giving suggestions and etc.

34
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: January 19, 2013, 08:38:11 am »
The new Toran Castle maps are finished. You can get them here:
http://www.mediafire.com/?l5j1grsjzml8gdu

I also discovered that you only need 25 recruits for level 2 i.e.
Level 1 = 9-24 recruits
Level 2 = 25-44 recruits

The castle exterior shots are now displayed in its corresponding map instead of all in lv4. That means that Toran Castle (foggy) had a small update so it's also included in the archive. To my knowledge you never see the exterior of lv1 so it has a blank image instead.

So what do you think? Is this better than the existing maps for Toran Castle?

35
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: January 06, 2013, 09:27:34 pm »
I looked into how to map all levels of Toran Castle and here are my thoughts and findings.

I could only find 4 levels plus the version of Toran Castle with fog and monsters, but I don't count that as a level and therefore i refer to it as level 0. I checked the number of recruits for each level and it seems to be like this:
Level 1 = 9-29 recruits
Level 2 = 30-44 recruits
Level 3 = 45-89 recruits
Level 4 = 90-108 recruits
Does anyone know if this is correct?

I guess I could have these numbers in the map's name if you want, e.g. "Toran Castle (Lv3, 45-89 recruits)"

A quick check revealed that changes between lv1, lv2 and lv3 are apparent, but not by much. Lv3 and lv4 are almost identical. The flag on the exterior is the biggest change. ;)


I thought about how to decide which characters to recruit for each level and the simplest and most sensible way is to recruit every character you can when following the game's story until you reached enough recruits. But then I thought about another issue. Should I map each level with max or min recruits? Take lv2 for example. Map with 30 or 44 recruits? Right now I'm leaning at max recruits for each level.


What do you guys think? Is there any point in mapping all 4 levels of Toran Castle?
I think they are to similar and lv1 and lv4 maps are enough, but I don't mind mapping all if you wan't me to. :)

36
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: January 05, 2013, 09:21:39 pm »
There are possible spoilers in this reply so those that haven't already played this great game... beware.

1. How many levels does Toran Castle have? I only thought it had 4 plus the foggy/infested one that I call level 0. And because you never see (or do you?) the exterior of level 1 (right after you killed the zombie dragon) I used level 0's exterior for level 1. They should be the same anyway except the fog of course. So my maps are like this:
Level 0 = Toran Castle (foggy).png
Level 1 = Toran Castle (min recruits).png
Level 2 = no map
Level 3 = no map
Level 4 = Toran Castle (max recruits).png

I thought about mapping all levels, but didn't for a few reasons:
-They are all pretty similar, just a few more rooms and small changes. Map of level 1 and 4 should give you a good picture of how the castle changes from its smallest size to its biggest.
-How do you decide which characters should be recruited for each level? There are many possible combinations and many changes to Toran Castle depends on what recruits you have. Having maps with fewest and all recruits were the only straightforward choices IMO.

Exact number of recruits for each level feels like something for a guide/walkthrough and not a map, but you and I probably have different opinions on what should be in a map. :)


2. and 3. Besides the font this is probably the question I spent most time on. What should I include on the maps?
I thought about keeping all boss and character sprites, but concluded in the end that the result was less than perfect and caused many issues. A few examples:
-Tai Ho and Yam Koo are recruited in Kaku. Later in the game Gaspar is recruited in the same spot. The cafe's basement is going to get crowded. ;)
-Kwaba has soldiers in the beginning and rebels in the same spot near the end. Which should I map?
-Having Tengaar in her bride-outfit and Neclord playing on his organ while Pesmerga watches.... that'll look pretty silly. :P
Bad examples perhaps, but trust me that deciding what and how to include some sprites will be hard. And I pondered over this for a long time trying to make it work.

I'm OCD when it comes to doing things. If I can't make it look perfect (or close) it'll bother me a lot. Including all sprites will clutter up the maps and I prefer things to look "clean" so for suikoden's maps I decided to follow this rule as far as possible:
-Only include sprites that stays in that position throughout (or near the end of) the game.
That's why some of the townspeople sprites are included in the maps. There are some exceptions of course, e.g.
-Zombie dragon's sprite is hard to edit out so it's the only boss sprite on the maps.
-Gregminster changes a lot between start and end of the game.
-Toran Castle. Not including all characters here would look strange. :)


Also consider that I think that maps should be maps and only help players navigate the game and of course show how the game looks. A written guide/walkthrough will probably be much more helpful in finding all suikoden's recruits than any map will ever be for example. Including/adding extra information on maps can sometimes be nice, but should be carefully considered, especially if it will clutter up the map to much. All IMHO.


4. We've already discussed my choice of font and in the end it really comes down to different taste and opinion. What colors you use feels like a minor issue anyway. Thank you for your suggestion, but I like the current colors better.... IMHO of course. ;)


PS
I like the glowing border. I'll keep that "trick" in mind when making maps, could be useful. Thank you. :)

37
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: January 02, 2013, 01:14:33 am »
Thank you for the kind words magicbay.

I don't think that snesmaster and TerraEsperZ thought my maps looked crappy. They just suggested ways to improve them which was exactly what I was asking for. I'm grateful for their replies because it made me look into (again) using the game's font and I managed to come up with a way to make it look pretty good IMHO. Better than my original font at least. So thank you snesmaster and TerraEsperZ. :)

I've contributed the maps to vgmaps and hopefully they will be accepted and published eventually.

I'll start working on suikoden 2 now so see you all again in about 4 months or so.  :P

38
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 21, 2012, 02:22:44 am »
So it seems that you like Suikoden's font unlike me. ;)
I think it's to thin and hard to read when you zoom out the maps, but I tried making it bolder and it actually looks pretty good.
So I think this is what I will go with. Hopefully it's not upsetting anyone. People have different taste and opinions and it's hard to please everyone.

http://www.mediafire.com/view/?x79ure7myi4c74w

And it seems that you also doesn't like colored fonts unlike me. :)
The graphics in Suikoden is overall pretty bright and a few places are covered in fog making a white font with black outline a bit hard to see, particularly when zoomed out. Even Suikoden uses colored fonts (see attached image) which I got the colors from so I'm not breaking away from its style. A colored label/box could fix this, but even though they are nice and really make things stand out I think they cover up to much of the graphics and should be used only if necessary.

And I'll just leave the background with a solid light grey. I've designed the maps so you just have to do one color fill to change the whole background. So if you don't like grey it's easy to change. ;)

39
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 19, 2012, 06:24:15 pm »
The font used in the maps bothered me a lot. I did try to use the game's font first but it's very "thin" and doesn't stand out much so therefore I made one inspired from other games (NES & SNES mostly), but I agree that it would be desirable to use suikoden's font instead.

I put some different fonts in the great forest map:
http://www.mediafire.com/view/?32ax293c32caaw4
A,a = Suikoden font 2x size (16*24 pixels tile size)
B,b = Suikoden font (8*12)
C,c = Suikoden colored font 2x size (16*24)
D,d = Custom colored font (16*16)
So which one of these do you prefer ? None of them? :)
Personally I would choose the colored 2x suikoden font after my own. I don't like the other two, thin white font doesn't stand out for me at least and the original size is just to small.

And regarding the background I think I'll use a light grey color. Many areas in Suikoden have a dark, almost black, "border" around them and it will look bad IMO with a black background. Dwarves' vault is a great example of this:
http://www.mediafire.com/view/?ksgmatayttm3a8k
http://www.mediafire.com/view/?ovg7y7u17gyt1be



40
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 18, 2012, 10:32:46 pm »
I'm glad to see that more than I'm interested in seeing maps for these wonderful games. I was pretty surprised that there weren't already maps for them.

Maps for suikoden 1 are pretty much finished now and I would like to get your opinion on my "style". Any suggestions, criticism and so on, please let me know. Here is the map for great forest in suikoden:
http://www.mediafire.com/view/?md91hmhd13964bx

One question, should I upload maps with a transparent background or fill it with a solid color (e.g. white, grey or black)? The map of great forest have a transparent background for example which mediafire sets to black when viewed (at least for me in firefox).

41
Maps In Progress / Suikoden 1 and 2 (PS1)
« on: November 27, 2012, 04:12:16 am »
Hello everyone!

My first post, but I visit vgmaps frequently. I love old games and looking at/creating maps for them.  :)

I decided that it finally was time to make some contributions to vgmaps so I'm working on maps for Suikoden 1 and 2 (PS1).
Suikoden 1 is almost finished and I haven't started on 2 yet.


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