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Messages - Trop

Pages: 1 [2] 3 4 ... 57
16
Maps In Progress / Re: Tropicon's map projects
« on: July 27, 2016, 08:26:13 am »
Commissions are closed

17
Maps In Progress / Re: Tropicon's map projects
« on: July 27, 2016, 08:25:12 am »
-Latest completed projects-
Bushi Seiryuuden

18
Map Requests / Re: Request Listings
« on: July 27, 2016, 08:03:20 am »
I don't even know what those point things are.  No I'll be asking for money.  I'll posting commission notifications at DA today.  If you want something come request it.  Difficulty assessments are free.

19
Map Requests / Re: Request Listings
« on: July 26, 2016, 06:31:27 pm »
Oh I'll cut any deals at my DA page, not here.

As for making stuff somebody else already has, or is working on, If that's what people want I'll even remake something I've already done.  It doesn't have to be posted here or anywhere, It can be for their eyes only.  And I'm not worried about speed, I'm the fastest mapper around. I was doing those DKC maps one a day at first then two a day near the end.  And if a deal goes bad I'll shoulder the loss, it's fine.

I'll just do an assessment, and if they agree to the price I'll give them a general time line with opt outs for me.  If they agree I'll make the map and post it in thumbnail until they pay.

20
Map Requests / Re: Request Listings
« on: July 26, 2016, 09:49:27 am »
I shouldn't have made this thing.  I should have kept my mouth shut.  Why can't I ever keep my mouth shut.  I'm doing it right now.....
 :(
OK new rule then, no more free maps.  Instead of requests it'll be commissions.  At least for me.  When I finish my current project, that's it.  I wont' make anymore maps unless somebody's paying.  Congratulations LTIan you can just buy maps from me now.

21
Map Requests / Re: Request Listings
« on: July 22, 2016, 10:34:35 pm »
Updated

22
Maps In Progress / Re: Tropicon's map projects
« on: July 20, 2016, 06:50:44 pm »
Thanks.  This one was murder too.  Every stage with water in it was it's own little hell to map.  I thought about maybe doing DKC but halfway through this I was like Nope, nope, not gonna happen.  But I'm glad I did it.  Beautiful game.

23
Maps In Progress / Re: Tropicon's map projects
« on: July 20, 2016, 09:28:42 am »
-Latest completed projects-
Donkey Kong Country 3


24
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 20, 2016, 09:27:44 am »
Heh, no problem.  The Ultima is so good.  More please.

25
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 17, 2016, 09:14:38 am »
The Brain Lord stuff looks great, and Hrrrrr can't wait to see the Ultima maps.  Especially the super difficult stuff like the dungeons he he he.

26
Maps In Progress / Re: Tropicon's map projects
« on: July 03, 2016, 10:54:46 am »
-Latest completed projects-
Space Football One on One
Tony Meola's Sidekicks Soccer

I'm nearing completion on DKC3 and I discovered something.  During the ending you see the cast of characters like in all DKC games, but in DKC3 they appear to be wandering around various levels.  It turns out it's only 4 levels everybody is walking around in, 3 look just like they do in the game but the 4th doesn't.  It's a recolor of Ropey Rumpus to make it look more like the other mountain levels, and unfortunately since I can't play it that's at least one map I can't get for the set.

27
VGMaps Social Board / Re: Infographic program?
« on: June 19, 2016, 10:02:02 pm »
Oh I see.  Yes surely a program like that exists somewhere.  I'd look at science tools first.  This sounds like something a scientist or an engineer would use to look at data.

28
VGMaps Social Board / Re: Infographic program?
« on: June 19, 2016, 07:09:21 pm »
I wouldn't think that any program could do this.  The categories are simply to subjective.  Maybe if it was a simple word matching thing.   But to do something like say link two batman villains like The Fox and The Jackal, because they're both canids, without telling the program that they're both canids, is to much of an abstract thought for a computer.  The program would need to be able to scan and cross reference most of the internet like Watson.  And I don't think you can find something like that for home use.

29
Well that's the basics of video game screenshot mapping.  If I missed anything, or left something out or was to confusing, or you just want me to cover something else, just say so.  Happy mapping.

https://www.vgmaps.com/Atlas/SuperNES/DonkeyKongCountry3-DixieKong'sDoubleTrouble-K3-BarrelDropBounce.png

30
Now that we have our background, and our transparency, we're ready to do some assembly.  You might think all we have to do is drop the background behind the foreground and drop the transparency on top of both of them but there's more to it then that.  First lets set up all three versions of the level, foreground, background, and transparency.

You already have the foreground mapped out so make a new blank image file with the same dimensions.  In this case it's 5230x2714.  Use your background image that you either screenshot mapped or ripped using BGMapper to tile up the image giving yourself a foreground sized background image.  

As for the waterfall transparencies once you've ripped tiles of both sizes with BGMapper measure out their height to 2714 just like the other two images.  I should have mentioned this before but transparencies can blend into whatever they sit over in many ways.  Some simply fade into the background, others use brightening or darkening to flash into the colors they cover.  Fortunately for us this level simply cuts their visibility in half.

Now lets combine layers.  Drop A COPY of the foreground, minus it's blue background filler, onto your background image to combine them into one.  Next you'll need a program like Photoshop, or any image editor that does layers.  Open the combined foreground background image in Photoshop and drop in your waterfalls.  If you go back into the game and look for a landmark to use to align the waterfalls you'll have a hard time finding one since the edge of the water moves a lot.  So this time just eyeball it.  Being able to tell when something is right just by looking at it can be an essential skill for video game mapping.  Once all your waterfalls are in place set their visibility to 50% and flatten the image.

We're almost done.  Throughout the level some of the ledges, bridges, and barrels stick out in front of the waterfalls.  This is why you kept a copy of the foreground.  Check back through the stage and when you find a ledge or whatever, that sits out from the water, use the original foreground to paste over.  Once you got them all CONGRATULATIONS you've made a video game map.  A high level difficulty map too, well done.


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