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Maps In Progress / Re: John Brain's Sega Genesis maps (25/25)
« Last post by TerraEsperZ on February 28, 2025, 07:01:33 pm »
Personally, I enjoy them mostly from an aesthetic point of view, either by themselves or assembled together to give an idea of what a game world looks like as a whole.
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Gaming / Re: Sonic 3 Competition Plus - my fangame
« Last post by Cyartog959 on February 28, 2025, 03:59:03 pm »
Oh! I nearly forgot one other thing to mention...

Did you, or anyone else, thought of trying the latest demo of "Sonic Galactic" yet? I've seen a video playthrough of it thus far, and let me tell you, it's a great Sonic fangame among others!

I've just played it lately, and let me tell you, it was so much fun!

That game speaks of how we may see Classic Sonic games continue after "Sonic Mania", but heading into a more onboard level akin to Saturn, yet, not intent on adhering to hardware limits, technically calling it "Hi-Bit" in its own right. And, let me tell you, the game's stages are really long! I mean MINUTES longer than past Sonic games thus far! There's even different, additional Mid-Act Mini-Bosses there, too, in the demo. Get ready for one long ride, there!

Coral Garden Act 1 is THAT LONG. I mean, took any skilled player about 6 or so minutes to get to the mini-boss at the end. I really don't mind long levels. That one being so long was unexpected to me. Guessing that level's map size was past the 30,000s range(no idea of its actual size yet.). I did have loads of fun, though.

I felt strongly that because of the Act's long length, there should've been about two Mid-Act Minibosses, unique, not recurring, placed there to fight along the way to the end. And they can be fought by everyone, alongside character exclusive bosses. Long levels do kinda call for more bosses to fight midway.

That game's engine is run through a custom one called "Hatch Engine", made by Aurum, and from what I've heard, its very flexible in creating Sonic fangames, or, actually, any 2D games besides Sonic, even inspired by it! And, from what I've seen on that demo's playthrough and another demo video about that, paired with OpenMania, it supports Retro Engine files and levels made through the open-source editor, Tiled. VERY flexible!

I've left YouTube video links here as proof. Take a look!

Sonic Galactic Demo 2 Playthrough YouTube video link is here, by "Peng" - https://www.youtube.com/watch?v=fhWcwom_Ui0

Sonic OpenMania and Hatch Engine Demonstration YouTube video link is here, by "Axanery" - https://www.youtube.com/watch?v=-4J1RWOKbe8

I sure would like to know how I, or anyone else, could try to use such an engine as that... Hopefully, if you're able, give it a try.

I... honestly have no easy idea on where to download that engine yet, especially with no direction to it.

The one thing that engine seemed to lack(from what I've seen, anyway) is actual line scrolling, the long-standing technique of one background layer creating column rows to create additional depth, or create some cool effects, like water rippling, for instance. I'd love to see that in.
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Maps In Progress / Re: John Brain's Sega Genesis maps (25/25)
« Last post by dark_lord_zagato on February 28, 2025, 10:00:34 am »
I've seen at least a few people use our maps for reasons other than actually playing the game.

Maps are sometimes used for creative purposes when making Youtube videos. Atlas Videos is probably the best example of this. Their work has gotten even better in recent months.

I saw another channel called GaMetal use the Crystalis "Wind Valley" map while playing a remix of this game's music. It really adds to the atmosphere.


So even if a map isn't useful for gameplay it's still a good thing to have it on the site. Someone, somewhere, will find a use for it.
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Maps In Progress / Re: John Brain's Sega Genesis maps (25/25)
« Last post by Cyartog959 on February 27, 2025, 11:59:03 am »
Thank you for all your maps and an interesting post about your mapping thoughts.

I noticed you mentioned a map's "usefulness" often. It's true that most people probably only look for maps when they need help finding something. However, I also
like looking at maps just to see a game's design and graphics and I don't think I'm the only one who does that. I've made a lot of "useless" maps just because
I liked how the game looked.

So if any mappers are reading this, I just wanted to say don't let questionable "usefulness" of maps stop you from making them.

No map is ever useless, no matter what. Don't ever forget that.

I don't ever view your maps as "useless", nor anyone else should think so. They're always handy to people trying to seek some guidance, whichever game they're playing, past or present. I often look at them to see how well they're made, regardless of size. They also help to reinvigorate fondness to those who missed playing them, alongside appreciating their artistry, and find whatever secrets they may have missed before, and give those who seemed to shun other games, regardless of status, give newfound appreciation and second opinions.

Nothing can ever deem any game map useless. Nothing.
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Maps In Progress / Re: John Brain's Sega Genesis maps (25/25)
« Last post by mechaskrom on February 27, 2025, 10:41:46 am »
Thank you for all your maps and an interesting post about your mapping thoughts.

I noticed you mentioned a map's "usefulness" often. It's true that most people probably only look for maps when they need help finding something. However, I also
like looking at maps just to see a game's design and graphics and I don't think I'm the only one who does that. I've made a lot of "useless" maps just because
I liked how the game looked.

So if any mappers are reading this, I just wanted to say don't let questionable "usefulness" of maps stop you from making them.
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Gaming / Re: Sonic 3 Competition Plus - my fangame
« Last post by Cyartog959 on February 26, 2025, 05:02:54 pm »
I'll leave  OpenSurge engine but I will rewrite the scripts, collision maps and main levels design.
My question was about any ideas about bosses and objects (traps, bonuses, decorations, etc) for levels and anything else you would like to see in the levels.

Fine by me. I would try to think of comparisons between specific engines and their unique properties in terms of their own ways of game-making and level designing.

Well, I thought I would give my input on trying to maintain the bosses by balancing on their hits to defeat with their attack pattern changes through dealing damage.

I took a play at Sonic Aural's demo, and it's really good. Really maintains the real 2D Sonic gameplay in it. Auric Isle's Acts were long, especially Act 2's canvas length, which I've briefly seen before the demo's launch in its Twitter post, and it's 24,960 x 3,968, and boy, am I talking long and large. I have no doubts the later Zones are going to be longer and larger.

Don't know how well it is compared to Retro Engine, or others, but their capabilities are more or less the same. Wonder how well they'd handle having big RAM amounts & stronger CPU power?
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Map Requests / Re: Metroidvania games
« Last post by Cyartog959 on February 25, 2025, 01:14:11 pm »
Few more yet-to-be mapped Metroidvanias have come to my mind...

"Monster Boy and the Cursed Kingdom" - The latest entry in the "Wonder Boy" series by Sega, after a long time waiting for a new game, places a new hero, Jin, in the midst of a world-threatening situation caused by his uncle, Nabu, who went apparently insane, and is using magic to cast a curse that changes the kingdom's people into animals and bring out evil monsters to cause mayhem. Jin, having caught up in Nabu's scuffles, gets changed into an animal-like form by his magic, which upon finding more, discovers his newfound ability to change forms to combat evil. Its up to Jin, with the help of some people he meets along the way, to get to the bottom of the kingdom's predicament and the true mastermind behind it all.

That game's been really fun to play, and features a good couple of callbacks to past "Wonder Boy" games, too. I have no idea how large that game's world is, but I think it may be close to Hollow Knight's overall size... maybe.

"Blast Brigade and the Evil Legion of Dr. Cread" - That Metroidvania places one of B.L.A.S.T.'s agents, Jeff Jefferson, into a mission to stop the evil Dr. Cread, who has set up his evil base of operations on an uncharted island infested with his entire legion of robots, mercenaries, monstrous creations, and all kinds of freaks of his evilness he's created to achieve his plans of global conquest. It's up to the often bumbling agent himself to put a complete stop to Cread's plans, along with the help of a few allies Jeff encounters along the way, along with equipping an arsenal of weapons and upgrades.

It's a neat Metroidvania, another made through Unity, and in spite of its challenges, the gameplay's pretty solid.

"Noreya: The Gold Project" - Another recently made Metroidvania, made by the indie dev, Dreamirl, that places heavy emphasis of choice with consequence upon differing actions, as Kali, the deity of Light, fights against other super-powerful deities, under the command of the powerful super-deity, Salluste, beneath the City of Gold itself, Lemia, but Kali's choices heavily determine the outcome of her journey and how her life is set in the end, to follow honor and goodness and remain pure, or be gobbled by greed and darkness. That game holds 2 persistent worlds, but the journey there lean heavily on anyone's choices made by their actions.

The game's presently on PC, but console ports are in the works through the conversion from its own engine to Godot. Little note about that game, the worlds' maps were made in their entirety through Tiled itself, the level map editor, and from Dreamirl's words, it only took about 8 to 16GB of RAM memory out of about 32 to 64GB they have to create them, and, from what I've read, that program slugged quite so slowly, despite the loads of RAM memory we have so far. I'm quite impressed about such a game with such big Metroidvania maps made there.

Also, a bit of insight, the game's title had a naming trademark dispute(don't ask me why, but I'll only say, its a bit complicated), and had to be renamed "Noseka", but after a few compromises, the name got reverted back to "Noreya".

This Twitter/X link from Dreamirl is here as proof - https://x.com/DreamirlGames/status/1733051622551400829

"Prince of Persia: The Lost Crown" - Another installment to the "Prince of Persia" series from Ubisoft after a while, and made through Unity, too, but this installment goes straight into Metroidvania territory. It places the apparent-immortal, Sagron in the thrust of a dangerous time-threatening plot setting in a mythical city on Mount Qaf, the game's main setting, and seeks to uncover a great mystery behind the disruption of time, along with uncovering a hidden conspiracy that turns his allies against each other in the process. Its up to Sagron to put a stop to the evil scheme and re-stabilize time itself to save the world and existence.

The gameplay's really good, and the overall adventure's been fun to enjoy. It even has a story DLC, called "Mask of Darkness" that expands the adventure and has Sagron facing a different threat, but once purchase, the DLC adventure needs to be unlocked by progressing through the story. No idea how large that game's world is, but I'm quite sure it is. I'm very curious about that.
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I have made a paint.net plugin that compares all visible layers below the selected layer. The result is drawn to the selected layer (transparent=same, magenta=different).
https://www.mediafire.com/file/1hititv1zm1uhon/DiffLayers.zip/file

You can then use the magic wand selection tool to only select the different parts and copy/cut or color fill them to do the functions you're looking for.

Paint.net also has built-in functions to blend layers in different ways (xor, difference) to achieve a similar effect.
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Gaming / Every possible colour combo that Mega Man can be in the NES palette
« Last post by JonLeung on February 22, 2025, 09:45:50 pm »

Click to view larger, or use these direct links:
https://vgmaps.com/temp/MegaMan-AllNESCombos.png
https://vgmaps.com/temp/MegaMan-AllNESCombos(x4).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant1(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant2(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant3(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant4(x3).png

I made this image of every single possible colour combination for Mega Man, based on Wikipedia's NES palette of 54 colours. That's 2916 combinations!

As the NES doesn't have a standard RGB palette, NES palettes are always inexact.  But by using the palette I found on Wikipedia, there are 54 colours (should be two identical whites, two identical greys, but it has two slightly different blacks).  Since Mega Man can have two colours, that's 54 x 54 combinations, that is, 2916 weapons.  Assuming eight per game, it would take 364.5 (let's say 365) games to go through them all, if they all have unique colours (but I don't think they do, and I've never seen Mega Man apply the same colour for both of his tones).  If each game took a day, it would take a year.

This was quicker to make than I thought, and turned out better looking than I thought!   :D
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VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on February 22, 2025, 10:47:29 am »

Now that the parody I made of Billy Joel's "We Didn't Start The Fire" using NES game titles as lyrics is a month old, I am now releasing this side-by-side with the original, with Wikipedia images and onscreen lyrics for a clear comparison. Check it out, and share it with others if you like it!
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