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Post screenshots of your quests here. [1.0]

863 replies · 325,042 views · Started 22 October 2004

Done some more palette work for Pure Meth, OW palettes mostly, here are some examples (Uses the same screen because I'm lazy X3)

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December palette. Like the new snow?

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October palette. Those graphics don't really show how good the palette looks, here's a better example (The shot below uses all the same colors, but it's not Pure anymore):

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The Pure version is capable of handling that shot, I'm just too lazy to make an example screen with it.

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And the "Ruined World" palette.

EDIT: Migokalle, why, WHY did you have to rape that dirt that badly?

Well... I thought it was hot... so I made a move... and she (dirt) wanted to do more than making out... and when I went downstairs, she refused to let me ''grab'' her... so I raped her instead... it gave me the same outcome anyways...
Now, over to some seriousness:
Did you mean that I overused it, or that I shouldn't have used the dirt at all?
I don't think it's the latter, as you where the one submitting it :P
EDIT: And yes, I like the snow! does it fall down as leaves do? Like, wiggeling from side to side?
If it does... do you wanna give us the tiles? :P Please?

Revfan9 wrote:Done some more palette work for Pure Meth, OW palettes mostly, here are some examples (Uses the same screen because I'm lazy X3)

User posted image

December palette. Like the new snow?

User posted image

October palette. Those graphics don't really show how good the palette looks, here's a better example (The shot below uses all the same colors, but it's not Pure anymore):

User posted image

The Pure version is capable of handling that shot, I'm just too lazy to make an example screen with it.

User posted image

And the "Ruined World" palette.


Wow, those palettes look very good. But you do know those trees in the town shot are meant to be snow covered versions of the standard trees, don't you?
Joe123 wrote:
User posted imageUser posted image
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One again, I am amazed by your work.

The TotR dirt. At least, that's what I think it is. The color loss is too extreme for me to be sure. Why did you have to lose so much detail on it? It looks so bad...

And yes I know those are supposed to be snow-covered versions. I just changed the palettes in both shots, I was too lazy to change anything.

The snow tiles, for those who want them. They look best at speed 2.

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Gleeok wrote:This one's from my testing of Jman's improvements to the scripting engine. 😊 For every lweapon sprite you see (up to 13), there is a script checking custom made collision handling for the 180 enemies on screen being moved by 10 ffc scripts per frame....or in other words, I'll soon post another screeny of what I believe I am able to further get on screen, oh, about 400+ singular entities all capable of harm. 😃

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Anyway, I would appreciate some comments for bullet sprites, if you may have any suggestions...I'm not particularly pleased with these big round blue balls.

ps: I think this is a pallete that even revfan won't have any complaints about.

Beeeeeooo

Beeeeeooo

Useless without a playable demo, though.

EDIT: Upon reflection, why so many Lweapons? If you're shooting in a straight line, you can get almost solid beam with just three or four as long as they move sufficently fast. If you're using so many Lweapons, why not make them move in fun ways- like two off at angles, two swirling in a wave pattern, four firing straight, etc? Or implement things like missiles that fall back and then flash forward at great speed? (Was thinking of going here in Zodiac, still might, but I think I might be overwhelming the player with "stuff" at this point).

C-Dawg wrote:Beeeeeooo

Beeeeeooo

Useless without a playable demo, though.

Straight to the core, eh? (no shmup reference intendid)
I assure you, it's coming. 😉 Sure, crappy screenshots aside, I have only about 30 seconds of playable gameplay right now. I am putting together a tileset from scratch, and an entirely 8-bit one at that. You know how long these things take. I'm not really one to overhype stuff, but holy shit dude, anyone using zc needs to play this.

C-Dawg wrote:
EDIT: Upon reflection, why so many Lweapons? If you're shooting in a straight line, you can get almost solid beam with just three or four as long as they move sufficently fast. If you're using so many Lweapons, why not make them move in fun ways- like two off at angles, two swirling in a wave pattern, four firing straight, etc?

One word; accuracy. Finished coding an exact copy of Treasures chain system. If you look in the upper-left corner of the screen you'll see it. It's fully implemented at this stage:
..also am adding a bit of variety to the bullets.

User posted image
No more moon level shots, I swear...and yes the subscreen sucks, I'm getting to it.

C-Dawg wrote:
Or implement things like missiles that fall back and then flash forward at great speed? (Was thinking of going here in Zodiac, still might, but I think I might be overwhelming the player with "stuff" at this point).

No such thing. 😊

Gleeok wrote:Straight to the core, eh? (no shmup reference intendid)
..also am adding a bit of variety to the bullets.

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That would have been a better SotW entry than the one you entered at Pure ZC. You should have done that one.

russadwan wrote:That would have been a better SotW entry than the one you entered at Pure ZC. You should have done that one.

Yes but I did not enter to win. I want the pure zc people to tell me what they think is wrong with it. I can get better at making levels if there are a bunch of people ripping on why it's not good in some way. I'll keep entering untill I get good enough at it that I feel the limitations have been reached.

So far the only critisism I've recieved however, are from a 2.10 philosophy that states there are actually combos on that screen and therefore limited by design. :|

Revfan9 wrote:The TotR dirt. At least, that's what I think it is. The color loss is too extreme for me to be sure. Why did you have to lose so much detail on it? It looks so bad...

And yes I know those are supposed to be snow-covered versions. I just changed the palettes in both shots, I was too lazy to change anything.

The snow tiles, for those who want them. They look best at speed 2.

User posted image

Hmm... Well, it was Linkus who recolored it for DoR... I'll check out the original and see what I can do 😉 Thanks for the tip.
Also, thanks for the snow! I'll make good use of it 😉

Well the dirt only uses 5 browns, and DoR has 5 browns so there is no real excuse :P

In the palette of your shot, here's the original lossless version on the left, with your "raped" version on the right:

User posted image

The left tile will rip directly into DoR as well *hint hint*. I would also suggest using that dirt in a palette that has darker browns, as it doesn't look good with bright colors like that.

Revfan9 wrote:Well the dirt only uses 5 browns, and DoR has 5 browns so there is no real excuse :P

In the palette of your shot, here's the original lossless version on the left, with your "raped" version on the right:

User posted image

The left tile will rip directly into DoR as well *hint hint*. I would also suggest using that dirt in a palette that has darker browns, as it doesn't look good with bright colors like that.

Thanks! I'll be sure to add it! Though, I have no idea why Linkus ripped it like that... Meh, who cares :P
Anyways...
I've edited the pinetree palette... Now, Revfan, you where complaining about why the trees always used the grass colors... :P
I want some opinions before I convert all of my forest into this new thing...
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Joe123 wrote:The Pine tree?

Far too saturated.

Far more realistic looking to me. Trust me, I have pine trees growing right outside my window. The color is perfect.

migokalle wrote:Thanks! I'll be sure to add it! Though, I have no idea why Linkus ripped it like that... Meh, who cares :P
Anyways...
I've edited the pinetree palette... Now, Revfan, you where complaining about why the trees always used the grass colors... :P
I want some opinions before I convert all of my forest into this new thing...
User posted image

Actually if you go into the colors used in both tiles, it becomes quite obvious. The loseless rip uses 5 colors, but Linkus's rip only uses 4 colors, probably because Cset 3 is the only cset in the DoR set with 5 browns, and the rest have 4, probably so that the end user wouldn't have to spend a lot of time messing around with layers. But if the end result looks that bad, then is the slight easening in the use of the tile really worth it? That's my philosophy anyway...

That aside, as per the pine tree, the colors look fine on it. The main problem with that shot is that nothing else is that highly saturated, so it doesn't look right. But you said you were going to convert the whole forest to those colors (I think) so I would have to see the whole screen under that palette before I could really make a judgment. Maybe something similar to Yoshi's Island's colors? It has a nice, high-saturation palette...

As well, I hate those LttP shadows... maybe you could use the TotR ones instead? I should have them around here somewhere...

EDIT: Found them, you'll have to recolor them tho (Not hard, considering they use 1 color :P).

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Actually, I allready have those shadows... :P
I am using them... just not here :P
And no, I'm not converting the entire palette into the tree's color... but I'm going to make the tree's palette fit more in with this one :P

Revfan9 wrote:EDIT: Found them, you'll have to recolor them tho (Not hard, considering they use 1 color :P).

User posted image

Hm, those don't look too bad. I think I might try using them.

Do they use the same tile set-up as the aLttP ones?
So I could just rip them over and not worry about changing my screens around?

Actually, the TotR tree shadow setup is even more simplistic than AlttP's tree shadows.

I've never actually tried just putting the TotR ones over the place of the LttP ones, but it *should* work. Don't blame me if it doesn't tho.

Gleeok wrote:
One word; accuracy. Finished coding an exact copy of Treasures chain system. If you look in the upper-left corner of the screen you'll see it. It's fully implemented at this stage:
..also am adding a bit of variety to the bullets.

I don't get that at all. More FFCs means more accuracy? And what's the "treasures chain system?"

User posted image
Like?
It's completly custom... Though, I have only finished a very small part of the tiles I need...
And don't nag about the screendesign and the lack of several things, such as a backround...
They will come later, when I make em...
For now, can you focus on the tiles?
Thanks! :P

Well i'm not so much going for a solid beam, just pin-point precision. I'm constantly changing the velocity and amount of shots to try and achieve this.
It's like this: The player gets rewarded for chaining enemies of a certain color in groups of three, and blindly blowing up everything will result in an unfashionable swarm of bullets to dodge. Meanwhile the opposite colored laser as an enemy will deal double damage to it...except for the sword, which deals 4x damage to everything and destroys certain kinds/colors of projectiles but is short range. And the shield can absorb enemy projectiles of the same color it currently is to power up the energy meter to use special attacks like homing missles and other as of yet undecided goodies.

...Make sense now?

migokalle wrote:User posted image
Like?

I love sidescrollers. Now we just need some screen scrolling to boot.

Migo, except for the cave entrance, it looks good. And for the backround, maybe you could use one of those 2x2 trees. *Gets shot*

migokalle wrote:User posted image

I agree, the cave entrance looks a little peculiar. The blue thing is fine, but I don't like the solid brown background. Maybe texture it a little.

This is nitpicking, but the grass texture shouldn't repeat like that at the bottom-left of the screen. You see the three "hooks" of grass? I think it would look better if you got rid of the center "hook" (and vary the grass hook/flat/hook/flat from now on).

Overall, it looks very good.

My fiftieth of a dollar. :shrug:

Honestly, nothing really looks like it's supposed to look (The mountains look more like Pasta than they look like rocks, for example) but at least you took out the time to do custom stuff. Love the effort, hate the result.