Mark the Echidna Posted May 6, 2007 Report Share Posted May 6, 2007 Seriously, I don't see why can't he do this on the genesis. It's not even filling two palletes. Link to comment Share on other sites More sharing options...
Hapi-San Posted May 7, 2007 Report Share Posted May 7, 2007 I've already checked... All the colors I've used are on the MD color range. And it will add a only few more colors to the palette.BTW, what graphic conversion tool are you using? A custom one? The "MD color range" is more limited than you think. RGB values are locked to intervals of 32, so the choices of value are 0, 32, 64, 96, 128, 160, 192 and 224. Not only that, but "not using up two palettes" doesn't work here. Remember, this is just the far background, what about the foreground tiles? There isn't that much space to work with. Also, including the fact that the water has a rotating palette, that also duplicates some of the blues in the palette. I do actually know what I'm doing when it comes to Mega Drive artwork, dear. Believe me, I've tried to get something looking nice so it looks faded. As for a blue planet.. eh, no. It looks weird. o_O Link to comment Share on other sites More sharing options...
Mark the Echidna Posted May 7, 2007 Report Share Posted May 7, 2007 The "MD color range" is more limited than you think. RGB values are locked to intervals of 32, so the choices of value are 0, 32, 64, 96, 128, 160, 192 and 224. I know. Three bits for each color channel. That's why I clamped the color channels using my MD graphic converter. If you've looked at the pixels and noticed they're not using the values you mentioned, it's because I've enhanced brightness and contrast, because else it would look too dark. The MD threats 111 on all color channels as white, not as RGB(224,224,244)... Emulators normally "fix" this by adding 31 to all the color channel values, but then black and other dark colors get screwed. Anyway, that's not the point. Not only that, but "not using up two palettes" doesn't work here. Remember, this is just the far background, what about the foreground tiles? It really depends on the foreground. If you're going for the SCD style, the foreground doesn't use many colors; that is, 15 more colors should be enough, considering you can always reuse some of the colors used on the background, leaving additional colors for detail. There isn't that much space to work with. Also, including the fact that the water has a rotating palette, that also duplicates some of the blues in the palette. Well, I have to admit, I didn't take this in account. As for a blue planet.. eh, no. It looks weird. o_O It doesn't need to be blue... It should look like if it was additive blended with the sky, like when the moon appears during day. Link to comment Share on other sites More sharing options...
Huepow00 Posted May 7, 2007 Report Share Posted May 7, 2007 I hope videos are okay. I made this a while back and released it over at Sonic Cage Dome. It's a Sonic Engine for RPGMaker2k - complete with documentation. I'm planning on adding to it and making it a bit easier to use. SONIC RM2K ENGINE TEST VIDEO Link to comment Share on other sites More sharing options...
Rael0505 Posted May 7, 2007 Report Share Posted May 7, 2007 Wow, very original. It looks a little too fast to control though. I noticed it was hard for you to jump at the enemies. Link to comment Share on other sites More sharing options...
Huepow00 Posted May 7, 2007 Report Share Posted May 7, 2007 Wow, very original. It looks a little too fast to control though. I noticed it was hard for you to jump at the enemies.Mhmm - thats what I need to work on...But I'm not sure what I can do about it... I'm thinking of reworking the engine with a running system... That way the player can run at hi speeds when holding a key or something, and can walk normally otherwise... that would make it easier to deal with enemies and objects. Link to comment Share on other sites More sharing options...
Rael0505 Posted May 7, 2007 Report Share Posted May 7, 2007 That would be a great idea. Link to comment Share on other sites More sharing options...
Blues Posted May 7, 2007 Report Share Posted May 7, 2007 [yt]Zy09F0IrYME[/yt] something i've been toying with lawl Link to comment Share on other sites More sharing options...
LarkSS Posted May 7, 2007 Report Share Posted May 7, 2007 Blues, that looks awesome. Link to comment Share on other sites More sharing options...
Slingerland Posted May 7, 2007 Report Share Posted May 7, 2007 OH IS BLUES *GASP* FANGAMING AGAIN?! FUCKING YES! That was hella awesome. Fucking yes Popeyeladdin! I cannot wait until Popeye's head goes onto Aladdin's body for maximum lol. Link to comment Share on other sites More sharing options...
Hapi-San Posted May 7, 2007 Report Share Posted May 7, 2007 blah blah blah I know the Mega Drive doesn't "lock" colours to 32 etc intervals, it's just how it comes out looking nicest, and also how the original image did it, hence why your colours looked feckered. It's also how a majority of editors see the palettes, not to mention emulators. It also makes it easy to calculate what values should be used for colour. Using your little thing as a semi-colour guide, how be this then. :| I figure I'll just have to use those colours in the level somehow too. EDIT: Now animated. Link to comment Share on other sites More sharing options...
Spike Posted May 8, 2007 Report Share Posted May 8, 2007 I hope videos are okay.I made this a while back and released it over at Sonic Cage Dome. It's a Sonic Engine for RPGMaker2k - complete with documentation. I'm planning on adding to it and making it a bit easier to use. SONIC RM2K ENGINE TEST VIDEO Original, and a nice refreshing break from the horrid Sonic/Final Fantasy hybrid games, but it still has flaws. Many. One of them I think would be the 4 directional movement. It should be 8 directional, thats adds for less restricted movement and alot more (non frustrating) fun. Another would be no acceleration. He should accelerate so that you can do little things (Like stopping and then jumping into an enemy) without a full burst of speed and running out of control. Last would be the jumping. How about a quick spindash (that only goes 3 or 4 steps forward) instead of a jump? I've always seen jumping in an RPG game as very unnecessary and frustrating. One more thing I guess would be the sprites. The enemy could use some work, and the dash pads are aweful. Oh, and the spring movement looks jerky and wierd. Link to comment Share on other sites More sharing options...
Huepow00 Posted May 8, 2007 Report Share Posted May 8, 2007 Original, and a nice refreshing break from the horrid Sonic/Final Fantasy hybrid games, but it still has flaws. Many. One of them I think would be the 4 directional movement. It should be 8 directional, thats adds for less restricted movement and alot more (non frustrating) fun. Another would be no acceleration. He should accelerate so that you can do little things (Like stopping and then jumping into an enemy) without a full burst of speed and running out of control. Last would be the jumping. How about a quick spindash (that only goes 3 or 4 steps forward) instead of a jump? I've always seen jumping in an RPG game as very unnecessary and frustrating. One more thing I guess would be the sprites. The enemy could use some work, and the dash pads are aweful. Oh, and the spring movement looks jerky and wierd. I am remaking this engine, 8Way Movement is deffinetly supposed to be in there, I'm just having trouble with it. I'm no good with running engines, but I'm gonna try to implement a key that can be specified and pressed to control weather your walking or running. Spindash has proven to have many flaws and bugs in rpgmaker, but *shrugs* The sprites are not my own, and I ripped all the springs and game materials. Link to comment Share on other sites More sharing options...
Rael0505 Posted May 8, 2007 Report Share Posted May 8, 2007 Blues' post is messed up Link to comment Share on other sites More sharing options...
Blues Posted May 8, 2007 Report Share Posted May 8, 2007 oh you stuck up mods and your hate of youtube :< Link to comment Share on other sites More sharing options...
Damizean Posted May 8, 2007 Report Share Posted May 8, 2007 Wtf is this? Link to comment Share on other sites More sharing options...
Spike Posted May 8, 2007 Report Share Posted May 8, 2007 Awesome? Link to comment Share on other sites More sharing options...
Midiman Posted May 8, 2007 Report Share Posted May 8, 2007 Rouge Yoshi showed me that a while back. it is so sexy <3 Link to comment Share on other sites More sharing options...
Armada Posted May 8, 2007 Report Share Posted May 8, 2007 That's... interesting... Link to comment Share on other sites More sharing options...
Blues Posted May 9, 2007 Report Share Posted May 9, 2007 i hope you end up using a different mario sprite because that one bites Link to comment Share on other sites More sharing options...
Rael0505 Posted May 9, 2007 Report Share Posted May 9, 2007 OH MY GOD I JUST SHAT MY PANTS e Link to comment Share on other sites More sharing options...
TRD Posted May 9, 2007 Report Share Posted May 9, 2007 Damn, GM is one helluva program ain't it? If I see one more project like the other two, I'm going back into it again. (And by that, I mean try to figure out what I'm doing again.) Link to comment Share on other sites More sharing options...
Huepow00 Posted May 9, 2007 Report Share Posted May 9, 2007 Here's the latest mockup screenshot for my Einhander fangame... The lights will of course, be transparent ingame. Link to comment Share on other sites More sharing options...
TRD Posted May 9, 2007 Report Share Posted May 9, 2007 Wow, neat. Link to comment Share on other sites More sharing options...
null1024 Posted May 9, 2007 Report Share Posted May 9, 2007 Gran Paridiso. [Latin for Grand Paradise] Version 2. And Huepow... wow... *drools* Link to comment Share on other sites More sharing options...
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