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Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Edit history:
Jathys: 2009-06-12 08:22:18 am
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mail
''
Slight updates to the space pirate ship tile set.  Replaced the background vent with foreground airducts (on the left with the darker fx1) and added a "joint" piece for those airvents (on the right with the "cleaner", yet ill-colored grey, so it could be seen better):

Originally, I came up with the palette when the room I was in was using a dark room FX1 . . . As a result, neither the darker FX1 used on the left -and- the "none" FX1 on the right are exactly as originally intended.  Oh well.  Think I know how I'm going to alter that anyway...


This is old stuff if you've seen the teaser video I posted a few months ago, but a few people still don't know that spiderball exists.  That said:
Gaius_4:
registered on 2007-07-05 06:10:26 pm.
 
Gender: male
Would there be a way to reverse the spin animation when it's needed?  Sometimes it doesn't look right.

Edit: Then again, I'm not sure if it's the frame rate of the video making it look like that.  Like wagon wheels in old movies. :-p
Project XVIII:
registered on 2009-04-12 12:34:32 am.
 
Gender: male
Location: Arizona
Nah, I think it actually is spinning backwards when its on the ceiling. Since morphball was never meant to be on the ceiling, it uses the animation of it rolling in that direction on the floor...if that makes any sense. laugh new

It would be cool if you could give it a different palette while its in spiderball mode, like in Metroid II.
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Quote from Project XVIII:

Nah, I think it actually is spinning backwards when its on the ceiling. Since morphball was never meant to be on the ceiling, it uses the animation of it rolling in that direction on the floor...if that makes any sense. laugh new

It would be cool if you could give it a different palette while its in spiderball mode, like in Metroid II.

Rotation is reversed, because when it's on the ceiling, it's actually falling.  Mentioned that in the video's comments on youtube (but of course you can't see those here).  Anyway, yes, I plan on fixing it.

As for making it a different color... No.  Spiderball is only a side-effect of this codings real purpose, for which the palette needs to be the same.
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
I have reasons for not wanting the following video on YouTube just yet, so it's linked through ZD right now instead.  Ignore the graphics, as they aren't the ones that'll actually be used (I used some Breath of Fire graphics to get a general idea of structures I wanted).

In any case, this is exactly what it looks like and is not a fake.  Click on the picture to see the video:

Thanks go to Insom for most of the sprites and Kejardon for a small code to make Samus invisible.
What you see in the video isn't samus, but rather an enemy I coded to take her place in very specific rooms.
Project XVIII:
registered on 2009-04-12 12:34:32 am.
 
Gender: male
Location: Arizona
That is so awesome, are powerbombs usable (yet) in that mode? Kinda reminds me of Marble Madness.
UltimateAvenger:
registered on 2009-02-08 08:07:29 pm.
 
Gender: male
Location: Decatur Georgia
LOL
Yea...not really that much to comment on is there? Just playing around with Smile... aiwebs_008

Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Quote from Project XVIII:

That is so awesome, are powerbombs usable (yet) in that mode? Kinda reminds me of Marble Madness.

Yes and no.  Powerbombs and regular bombs can be used, except there are no bomb blocks used in that mode yet (regular bomb block graphic going away would not look so fitting here).  Planning on making a special block that acts like solid normally, until bombed, and then acts like air (even though graphically it hasn't changed)... That would be the bomb-block-in-the-sidewall trick in the vid (though in the vid I had to pretend it was there).

Actually have plans for a crumble block of a sort... it crumbles away beneath you and (if you don't move fast enough) you could drop to the layer below.  Lots of plans for things like this, though I'm keeping it fairly basic in Singularity.
Project XVIII:
registered on 2009-04-12 12:34:32 am.
 
Gender: male
Location: Arizona
It looks really...blue. Even though its so blue, it looks good, like it's night time on Zebes.
Sadiztik Fish:
registered on 2008-07-17 04:05:21 am.
 
Location: Canberra Australia
OMG FLAN!!!!!!!
Jathys: You know you have to make enemies appear randomly in cutscenes now, like in Final Fantasy or Pokemon grin new
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Quote from Sadiztik Fish:

Jathys: You know you have to make enemies appear randomly in cutscenes now, like in Final Fantasy or Pokemon grin new

Ummm.... Hell no. What I have done (instead) is worked on the graphic framework (ideas at this point of what I want to add) and added a shadow.
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Too many days without anything in this thread, so...

That change is caused by changing ONE BYTE.  No turbo was used.
Project XVIII:
registered on 2009-04-12 12:34:32 am.
 
Gender: male
Location: Arizona
Is that...Zebes...flying away from blowing-up Zebes?
epic...
SMILEuser96:
registered on 2009-01-06 04:08:52 am.
 
Gender: male
Samus...? Is that you?
Quote from Jathys:

Too many days without anything in this thread, so...

That change is caused by changing ONE BYTE.  No turbo was used.


So you just chose a random location in the ROM, changed a random byte and this happened? Wow...
*By the way,i posted this comment on YouTube too*
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Quote from SMILEuser96:
So you just chose a random location in the ROM, changed a random byte and this happened? Wow...
Never said it was a "random" byte.  I was screwing around with the data specifically dealing with the escape of samus's ship.
Kejardon:
registered on 2004-12-07 07:21:36 pm.
 
Gender: male
Embarrasing Fact: Power suit made by lowest bidder
Quote from Jathys:

Too many days without anything in this thread, so...
Quote:

I'm only 2.7 million years old! I'm too young to die!


Funsies. If I can hazard a guess... VRAM graphic address for the mode 7 layer?
Jathys:
registered on 2008-09-05 12:22:56 am.
 
Gender: male
Location: MA
Quote from Kejardon:
Funsies. If I can hazard a guess... VRAM graphic address for the mode 7 layer?

Not entirely sure actually.  Was skipping various JSL's in the area to find one that was doing something specific . . . Skipping one of them did this.

("Skip" = Made the sub instantly RTL)
squishy_ichigo:
registered on 2008-03-05 01:28:57 pm.
 
Gender: male
Location: 苺家 Ichigo House - The home of anime characters!
Edit history:
squishy_ichigo: 2009-06-26 02:23:52 am
info 
mail
''
. . .
Well, after not hacking in like FOREVER! I decided to start on a silly minihack!
When I'm hacking on it, you can watch me at www.livestream.com/squishy_ichigo

And as an added BONUS, I'll go ahead and sho off the first room I made!
Lucky you!

edit: changed the CRAPPY .bmps to .pngs!



Black Falcon:
registered on 2008-09-24 11:58:55 am.
 
Gender: male
Location: Somewhere on a lonely smile window...
Looks awesome!!!
Like the oldschool Metroid ZM Tiles Very Happy
Can't wait to play it!
Crys:
registered on 2007-02-19 02:28:35 pm.
 
Gender: female
Location: Under the tree of life
Green-Kirby, ROAR!

In b4 people complains about lack of detail.
Quietus:
registered on 2008-09-13 07:03:27 pm.
 
Gender: male
Super Secret Area - Dead Ahead!
The red plants look really good, despite the fact that they look like they should clash horribly.  Good job.
Deep_Space_Observer:
registered on 2008-06-16 12:45:02 am.
 
Gender: male
Location: Lumoria


Little example of the idea I'm working on that's going to see a public release. Both pictures are of tileset 1, which itself has gained the option of using multiple palettes merely by using the FX palette blend number. Any value over 80 will activate it, so you'll be getting 128 new palettes you can use for any tileset. The IPS patch version will basically overwrite the colors for palette lines 0-7 with the colors at the location it jumps to based on the palette blend number. The locations will be written down, so you can go there and build your new palette in SABS. Also, the IPS is likely to be compatible even with ROMs that have been expanded and repointed extensively.

For those who want to put more effort for more reward, you will likely appreciate the Xkas file that I'll provide as well. If you want to put the palette blends in a specific bank, you can do that. If you want palette blend 81 to only overwrite palette line 6 and not change the others, it'll only overwrite line 6 and not mess with the other lines. If you want blend 87 to change the color of the enemies in the room, it can do that. If you want blend 89 to change the color of your beam... Lots of possibilities.

ETA sometime soon?
Acheron:
is in the group Hacks and Fan Games Moderator.
registered on 2008-02-10 02:26:03 pm.
 
Gender: male
Location: Florida
Acclaimed Threshold
Constant Sorrows
This is brilliant, DSO.

Combine this with some code to change FX palette blend used based on event triggers or time played or any variety of things and you could have an area with changing palettes as you play through the game, I think.
Quietus:
registered on 2008-09-13 07:03:27 pm.
 
Gender: male
Edit history:
Quietus: 2009-06-27 09:24:53 am
info 
''
Super Secret Area - Dead Ahead!
Just jumping on the time-activation thing for a second: You could have a timer start at the beginning of the game, and have only one hour (or whatever) to complete the entire game, as the world slowly darkens while you're playing, heralding your doom! aiwebs_016

Thar be content 'ere too, ya know?













squishy_ichigo:
registered on 2008-03-05 01:28:57 pm.
 
Gender: male
Location: 苺家 Ichigo House - The home of anime characters!
. . .
DSO: Amazing!
This will open up alot of doors for us!  So many possible uses for this!