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Shantae (GBC)

Started by TerraEsperZ, November 06, 2013, 08:27:24 PM

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TerraEsperZ

I've decided to claim this game to map, and although it's still early, I've already finished the introduction level, with a few more in various states of completion. The labyrinths will require a lot of polish since they features a ton of fake parallax effects that will need to be corrected.

And to put some weight behind my claim, behold!

Scuttle Town (Under Attack):

Current project:
Mega Man: Powered Up (PSP)

Trop

I'll have to remember that gradient trick for future light level changing maps.  Solves a lot of problems.

TerraEsperZ

I tied with a completely smooth gradiant at first but it looked unnatural thanks to the millions of colors contrasting with the primitive GBC graphics. So I made a custom layer mask with distinct steps instead in order to achieve something that looked less advanced.
Current project:
Mega Man: Powered Up (PSP)

Peardian

Very nice! It's about time that game got some love. It would also really help me in finding the last dang firefly...
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

verifiaman

Wow! what tool did you use? i just got some of the tiles using an old version of visual boy advance, plays it perfectly.

TerraEsperZ

I used VisualBoyAdvance-ReRecording v24m along with a homemade LUA script that allows me to move all over the current map (and through any obstacles) using keyboard keys as long as scrolling isn't prevented by the game (I'm working on overcoming that). It's rough but it works well enough for my purpose since the maps tend to be *huge*.
Current project:
Mega Man: Powered Up (PSP)

verifiaman

how big are most of them?

TerraEsperZ

Quote from: verifiaman on November 11, 2013, 11:11:48 AM
how big are most of them?

Well, *huge* for a Game Boy Color game so your mileage may vary. So far, they tend to be, on average, about 4000-5000 pixels wide and 512-1024 pixels high. So no huge map with all the areas included is possible because of the total size it would have to be.
Current project:
Mega Man: Powered Up (PSP)

verifiaman

Oh i see. that is huge for a gameboy map. cant wait to see the full size and not in those crappy jpg files we've had for years

TerraEsperZ

#9
In order, Scarecrow Field (Day & Night) and Spider Forest (Day & Night)
Current project:
Mega Man: Powered Up (PSP)

verifiaman

Quote from: TerraEsperZ on November 21, 2013, 09:25:36 PM
In order, Scarecrow Field (Day & Night) and Spider Forest (Day)

Do you used tiled Qt to help with this?

TerraEsperZ

Nope, it's all done by hand in Paint (gasp, the horror!)
Current project:
Mega Man: Powered Up (PSP)

verifiaman

Quote from: TerraEsperZ on November 21, 2013, 09:53:50 PM
Nope, it's all done by hand in Paint (gasp, the horror!)
[/quote

Yeah paints good for repositioning images. doing the dungeons is gonna suck. also how does the night pallete work?

TerraEsperZ

Quote from: verifiaman on November 21, 2013, 10:04:55 PM
Also how does the night palette work?

I'm not sure how to answer that one exactly. You can't just substitute colors from one to the other since the night palette is a bit larger than the day one, and in some stages, the same color might be part of both palettes but not for the same color entry. I just assemble snapshots from both version, it's probably quicker than messing around with the palettes.
Current project:
Mega Man: Powered Up (PSP)

verifiaman

Quote from: TerraEsperZ on November 22, 2013, 10:11:29 PM
Quote from: verifiaman on November 21, 2013, 10:04:55 PM
Also how does the night palette work?

I'm not sure how to answer that one exactly. You can't just substitute colors from one to the other since the night palette is a bit larger than the day one, and in some stages, the same color might be part of both palettes but not for the same color entry. I just assemble snapshots from both version, it's probably quicker than messing around with the palettes.

I see. some snes effects going on in the game.