General Screenshot/Movie Thread (Archive)

Discussion in 'Showroom' started by Cinossu, Aug 16, 2007.

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  1. LooneyDude

    LooneyDude Back after a long absence! Member

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    Here's a nice palette for Act 3 of Glazed Grass Zone:

    [​IMG]
    OK, just kidding. Here's the real one: 
    [​IMG]



    EDIT: Ignore the reflection, I made this in a hurry.
     
    Last edited by a moderator: Jul 30, 2014
  2. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    Oh you troll you :3


    But, I do really like the palette. Very easy on the eyes while still nice to look at.
     
  3. TheStoneBanana

    TheStoneBanana banana Member

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    Sorry. Didn't realize that it was redirecting like that. I removed it now, so you can browse happily. :D
     
  4. Devon

    Devon Down you're going... down you're going... Member

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    Time for another small update. I've finally got Sonic to animate after hours of experimenting. It took forever to make.

    Video:

    https://www.youtube.com/watch?v=2lJaYaPhjVc&list=UUFVWNmSIUTVNpyVApChmD4A
     
  5. Guest

    Me being more of the old school type of pokemon fan, I have to say that this made me laugh a bit, especially since that you have it set to lavender town. overall I like what you did here. also going to take a guess at this (And probably going to be wrong on this) and say that SVGD is a abbreviation for sonic videogame dimensions?  
     
    Last edited: Jul 31, 2014
  6. Devon

    Devon Down you're going... down you're going... Member

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    Thank you for your opinion, and yes SVGD stands for Sonic: Video Game Dimensions.
     
  7. Misinko

    Misinko Oh SHIT it's the Biolizard! Member

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    Oh my gosh, it is so funny and surreal to watch Sonic pooting around in Lavander town (I say pooting because it's the best adjective I can think of). This is so awesome.
     
  8. Sonic master

    Sonic master Well-Known Member Member

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    The next release of Retro Graphics Toolkit is getting closer to becoming a reality. The most notable feature beyond the many bugfixes is undoing/redoing I recently started keeping a changelog so you can see what is new https://github.com/ComputerNerd/Retro-Graphics-Toolkit/blob/master/Changelog

    [​IMG]

    I have just a little more work to do for undoing/redoing support and I want to improve the sprite editor before releasing. But a release will happen soon.
     
  9. Pacca

    Pacca Having an online identity crisis since 2019 Member

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    I'm starting to get genuinely excited for this. After using Sonmaped for a bit, I've already run into some strange issues (where the program exports graphics with the wrong colors), so I'm definately looking forwards to a full release.
     
  10. ThomasThePencil

    ThomasThePencil resident psycho Member

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    Perhaps it is the fact that not everything uses the same palette line? *runs*

    (hint: $2000 is added to art_tile's value if the object is displayed a palette line down (assuming that the corresponding flag isn't set in the mappings and/or DPLCs), $4000 if two lines down, etc.)

    The reason I say that is because not once have I ever run into this issue and I've been using SonMapED for well over a year now.
     
    Last edited by a moderator: Aug 1, 2014
  11. TheInvisibleSun

    TheInvisibleSun Visible Member

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    I've been using SonMapEd for a couple years now, and I've had that happen a couple times, albeit very rarely. Usually, the problem was fixed by either reloading/rechecking the palette, or just importing back with the correct colors. What I've had happen frequently lately though is crashes. There were certain imports that took me several tries for it to actually work without crashing (and it was the HUD, something simple).
     
  12. Sonic master

    Sonic master Well-Known Member Member

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    I am glad that people are excited about a SonMapEd replacement. It has been a few years since I have used it but I do remember it not being the most pleasant experience. Since I have not explicitly stated this: Yes Retro Graphics Toolkit is going to support mapping formats from sonic 16 bit games I plan to target sonic 1 and sonic 2 for this release. I did not have nearly as much time today as I would have liked to work on Retro Graphics Toolkit but I did manage to find time to implement most gui aspects of the new sprite editor [​IMG]

    I think just looking at the gui should tell you what most sliders do the only thing unclear is the left,right,top,bottom buttons and the difference between start tile and load at. What those do is align a sprite to the nearest one in that group. Also if you are wondering what I mean by group take for instance the sprite of sonic. That is not just one sprite but rather a group of sprites. Load at refers to the location in tiles where the sprite is actully loaded. Start tile is where the tile loading in respect to Retro Graphics Toolkit's tile buffer in ram. Already there are advantage Retro Graphics Toolkit has over SonMapEd for example when you import an image it will use as few sprites as possible and can automatically divide large images into multiple sprites putting them in one group with the correct offsets already set and Retro Graphics Toolkit does not clutter your harddrive with annoying temporary files and is most likely easier to use without sacrifing "power user's" needs. Also don't be surprised when I release this and there are a few differences with the gui I forgot to add a few elements. If you don't like all those gui buttons I plan to add keyboard shortcuts and clicking on part of the sprite will select that sprite in the group. Also the blank space below will be replaced with a display tiles currently loaded.
     
    Last edited by a moderator: Aug 2, 2014
  13. Viva La Luna

    Viva La Luna A.K.A. crypt0nymous Member

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    not a screenshot or a movie :p

    Latest try on SMPS arrangement; menu theme on Track & Field 2:

    http://www.uploadhosting.co/uploads/78.186.201.211/tfii-menutheme.mp3

    also first trying of mid2smps :p

    SMPS | MP3

    I would like to state that nothing beats the original! ;)
     
    Last edited by a moderator: Aug 4, 2014
  14. pixelcat

    pixelcat The Holy Cat Jr. Member

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    New monitor art.
    [​IMG]
     
  15. RocketRobz

    RocketRobz Coolest of TWL, and Sonic fan Member

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    That Robotnik monitor looks quite good.

    Also, good job on the ring monitors.
     
  16. Selbi

    Selbi The Euphonic Mess Member

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    Gotta agree with the Robotnik monitor. It's definitely refreshing to see something original again instead of his laughing face.

    I dislike the shield monitor though. It looks more like a Labyrinth Zone water bubble than a protection.
     
  17. Sonic master

    Sonic master Well-Known Member Member

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    I personally liked all the monitors but art is a matter of personal preference. In other news I still have had not much time to work on Retro Graphics Toolkit but I did implement sprite mapping importing and exporting for sonic 1. I think I may be able to release a new version tomorrow. I just need to add a few things.

    [​IMG]

    If you noticed the label names are preserved that way when you export it, the preserved label name is used instead of randomized label names.
     
    Last edited by a moderator: Aug 5, 2014
  18. ThomasThePencil

    ThomasThePencil resident psycho Member

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    I imagine this is going to become the new art editing standard-for-everything when it's done, given how much it supports. Really liking it so far.

    Although in my mind there resides one question: Will there be support for Sonic 2 and other games as well?
     
  19. Lone Devil

    Lone Devil Internet War Veteran Member

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    Will it support enigma compression? (as loading mappings, instead of using PlaneED)
     
  20. Sonic master

    Sonic master Well-Known Member Member

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    To answer your questions. It already fully supports Nemesis Kosinski and Enigma compression even in much older releases. In the version I released on Sunday of last a week I made it so that one consistent compression menu is used meaning that you have the choice to use these compressions for whatever you want or uncompressed if you want. Noting it stopping you from loading and saving a Nemesis compressed tilemap as an example. Also yes sonic 2 will be supported. Also yes that is the point to give people a consistent way to do their art. Up until this point I'd imagine you would have to use many different software packages to do what Retro Graphics Toolkit can do.
     
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