1 page
^^
vv
List results:
Search options:
Use \ before commas in usernames
Edit history:
Gersinho: 2009-08-08 07:39:35 pm
RIDLEY RULEZ!!
See screenshots of my rom hack in development SUPER METROID CLIFF.
This web page is the official site of my hack. Please do not delete this topic .

..Credits..

Director
Gersinho

Level Design
Crateria: Gersinho
Brinstar: Gersinho
Norfair: Gersinho
Maridia: Gersinho
Wrecked Ship: Gersinho
Tourian: Gersinho

Graphics
Crateria: Licker
Brinstar: Licker
Norfair: Licker
Maridia: Licker
Wrecked Ship: Licker
Tourian: ---






--Information--08/04/2009
*Scenarios 11%

*Suits 100%

*Graphics 17%

Now all the pictures that I post will be in .PNG format 
Suits:



COMING SOON!
Thread title: 
Ouuuuum
Hey, cool. Always good to see new hacks that use completely different area graphics. Your level design seems pretty great, as far as sloping/terrain goes - assuming you don't plan to already, I'd consider more tile variation, though. Like, different appearences for ground/walls/slopes so it's not the same 6 tiles in every screen. Also things like scenery graphics; background structures, plants. For the tileset you've got there, I think some cactii, rocks, skeletons and stuff like that would work well. Keep at it. I don't want to see this hack die. Also check out the #jzd or #metconst IRC channels if you run into problems and need some live help. Keep it up, yo.
Green-Kirby, ROAR!
I would comment the GFX, but sadly it's in .jpg format... and I hate .jpg format.
I suggest .png when making screen shots, just saying...

The level design is kinda flat from what I can tell by looking at it. :/
RIDLEY RULEZ!!
Quote from Grime:
Hey, cool. Always good to see new hacks that use completely different area graphics. Your level design seems pretty great, as far as sloping/terrain goes - assuming you don't plan to already, I'd consider more tile variation, though. Like, different appearences for ground/walls/slopes so it's not the same 6 tiles in every screen. Also things like scenery graphics; background structures, plants. For the tileset you've got there, I think some cactii, rocks, skeletons and stuff like that would work well. Keep at it. I don't want to see this hack die. Also check out the #jzd or #metconst IRC channels if you run into problems and need some live help. Keep it up, yo.



Grime, thanks for the tips! So far not need help ...
RIDLEY RULEZ!!
Quote from Crys:
I would comment the GFX, but sadly it's in .jpg format... and I hate .jpg format.
I suggest .png when making screen shots, just saying...

The level design is kinda flat from what I can tell by looking at it. :/



Ok, I change my pictures to .Png soon.
=D
Edit history:
Gersinho: 2009-08-05 09:20:01 am
RIDLEY RULEZ!!
Ok moderator.
Acclaimed Threshold
Constant Sorrows
Please avoid double posting; edit your most recent post instead.
Cliff Brown.  Lemme guess, you flipped through a phone book and used the first name you blindly placed your finger on?  laugh new j/k

With all the browny brown browniness -I'm looking for some cacti (catcuses), and maybe a Road Runner icon for the speed booster.  Now, if you'll excuse me...  I have a sudden craving for bean dip. 




What?  It's for my corn chips.  Confused
I'm sure it will be delicious....  Right?  Embarassed
OMG FLAN!!!!!!!
Quote from Gaius_4:
With all the browny brown browniness -I'm looking for some cacti (catcuses), and maybe a Road Runner icon for the speed booster.  Now, if you'll excuse me...  I have a sudden craving for bean dip. 


What an odd thing to say... Eh?

A agree that some desert plant life would go far for this scenery. There's actually some skeletons in the Draygon/Tourian tilesets, which you could rip into that tileset. Also you should change the BG slightly and put a huge sun in there, then have the BG fuzzy as if it's really hot.

Though now I think about it isn't that what Achy did for his desert area?

@Crys:
I'm delighted you ate my Impulsion pic laugh new
Green-Kirby, ROAR!
Sadiztik: I think I posted it in this topic.

Gersinho: the varia screw attack looks a bit weird compared to other palette animations.
YAY TEXT
I've got to agree with Grime about varying the tileset, and Gaius about how desert plant life would look good. As for the heatwave effect, I'm pretty sure theres an option for that in FX1.
Looking good so far =)
RIDLEY RULEZ!!
Hey guys, I would like to know how to mirror in the water of my hack in SMILE. How?

Equals this:
I've never done it, but I'd bet good moolah that you need to just copy everything (drag your mouse over an area) above the water then flip it upside down...  Just make it all solid below that level.  Then there's some effect you use.  That - I couldn't say.

*sigh* I'll admit it.  I was putting this down a bit, since -IMO- it looked a bit bland.  Just like plain bean dip.  eh Sadiztik? Razz j/k

In other words...  Again, IMHO...  You need to spice things up here.  Embarassed

I do wish you good luck.
RIDLEY RULEZ!!
Ok Gaius, thanks!
The problem is this:



:X
It's a problem with graphic set?
That means the room is not supposed to have an FX1; you're going to want to repoint that.
Go ahead. Stare.
To get the "reflection" you need to have water in the room. Make your tiles above your water line. Copy those tiles and flip them upside down and put them in layer 2 so the water will create the ripple effect and make it look like a reflection.
Edit history:
Gersinho: 2009-08-05 05:48:05 pm
RIDLEY RULEZ!!
Quote from MetroidMst:
To get the "reflection" you need to have water in the room. Make your tiles above your water line. Copy those tiles and flip them upside down and put them in layer 2 so the water will create the ripple effect and make it look like a reflection.


Thanks MetroidMst!
You helped me a lot!


Look at the result:
Super Secret Area - Dead Ahead!
Does it reflect the doors opening, though, since it's not actually 'reflecting' anything?  If they're separate tiles, then it shouldn't work, right?
Acclaimed Threshold
Constant Sorrows
Quote from Quietus:
Does it reflect the doors opening, though, since it's not actually 'reflecting' anything?  If they're separate tiles, then it shouldn't work, right?


It doesn't (normally) but it is probably easily doable via ASM. (Assuming you know how to program in ASM, anyway...)

Eris avoids this problem by not using door bubbles in those rooms.
OMG FLAN!!!!!!!
Well, you could easily do that anyway with vertical BTS values, but you'd need to have a reflected door in layer 1 as well.
What about the background and how it scrolls above and below the water line?  The way that should (normally) work...  It might not look right (strictly/technically speaking). :-/  And I think this is why you mostly see these "effects" in rooms that are one scroll block high.

I'll take Page Break FTW Alex.
RIDLEY RULEZ!!
I do not understand ASM :X