General Screenshot/Movie Thread

Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.

  1. TheBlurCafe

    TheBlurCafe Welcome to TheBlurCafe! Member

    Joined:
    Sep 6, 2016
    Messages:
    101
    Location:
    Italy
    Hmm...
    Drop? Sounds like something Tetris-inspired to me!
    Also, mind if I DROP this here?
    [​IMG]
    This is why I wish I knew the people who coded the rain in 30 Day Challenge.
     
  2. VladJester2001

    VladJester2001 Newcomer Trialist

    Joined:
    Sep 14, 2015
    Messages:
    9
    *puff*

     
    VLaD 7890 and B. Comet like this.
  3. LordXernom

    LordXernom Well-Known Member Member

    Joined:
    Aug 12, 2012
    Messages:
    748
    When Tails went Super to destroy enemies inside Windows...

     
    Narcologer likes this.
  4. ProjectFM

    ProjectFM Optimistic and self-dependent Member

    Joined:
    Oct 4, 2014
    Messages:
    807
    Location:
    Portland, Maine
    All the tubes are pretty cool, although I would rather see them in a factory-type level than GHZ. Palmtree Panic does some complex stuff with tunes, but that level is meant to be more abstract. The original GHZ had tubes, but those were used only a little bit and were only used to gain speed.

    The rest of the art is nothing I haven't seen before in other hacks. The sky in the background definitely needs clouds or something to fill up the sky. The sky could be lighter, too.
     
  5. ProjectFM

    ProjectFM Optimistic and self-dependent Member

    Joined:
    Oct 4, 2014
    Messages:
    807
    Location:
    Portland, Maine

    Sorry for double-posting. I hope this isn't considered stealing your idea, Ashuro, but Sonic '06 does this a few times (I remember it in Wave Ocean and Flame Core) and I wanted to replicate it. The code was modified from wind tunnel code used in LZ.

    The driver (Sonic 3's) doesn't fade out songs correctly. I was going to ask for answers for that, but I haven't bothered to. It happened before and I solved it by relocating the character art.

    The runnable wall art is placeholder (hopefully).
     
  6. Clownacy

    Clownacy Well-Known Member Staff

    Joined:
    Aug 15, 2014
    Messages:
    888
    Epic-crosspost time. So I've been getting into Cave Story modding. The modding group for this game seems to only bother with modding the freeware 2004 PC version, so that's where I've started.



    As a quick Google search would tell you, a difficulty for modders is that their mod's music has to be in a special format: '.org', which is a sequenced format much like MIDI and SMPS. My first project was adding support for Ogg Vorbis. A fun bonus of this is that Ogg is the same format Cave Story+ stores its music in, so if you have CS+, you can experience mods of the 2004 version with its soundtrack.



    A thing that's always miffed me about Cave Story was that it's always been 4:3 (well, sorta). Back in 2004, I could understand - the game was even lowered from 60FPS to 50 so typical computers of the day could run it - but on the Wii in 2010? That's just silly. Even sillier, the 2011 Steam version was 4:3 as well. This is strange because the game did receive additional features in its rereleases: the Wii version had a new soundtrack and sprite set, for example, but they couldn't just make the screen wider? Eventually, the game was ported to the 3DS, and actually did feature a 400x240 resolution. So... this eventually got backported to the Steam PC version, right? Nope! In fact, the 3DS version's widescreen is buggy anyway, so why would you want it?

    So, I got sick of waiting, and just added it myself. After a week or so of work, I have it mostly working. I just need to fix the credits, and get certain enemies to stop spawning on-screen. The source code for the mod is already on GitHub, in case anyone feels like trying it early. The video above is 21:9, but it also works in 16:9.



    Here's the mod that will likely get me banned from the CS modding group :D

    The problem with the modding group is that they think they know how the law works, and everyone else doesn't. Now, let me be the first to say that I Am Not A Lawyer, but guess what? Neither are they, so they can shut their traps when they say such gems as "it's illegal to port that open source engine clone to the 3DS because the commercial version of Cave Story is already on there" and "level maps are illegal because they contain copyrighted material".

    Here's a conundrum: some modders want double-resolution sprites in their mods. Should they mod the 2004 version? No, because the game doesn't support double-res. So, should they mod the 2011 Steam version of the game instead, which does support it? No, because, A, no one mods that version, and B, Cave Story+ is protected by copyright law, and distributing even a single modified script file is commiting a crime. And, you know, apparently that modding group actually cares about that.

    So what the hell do you do? Well, back in the day, the indie dev that made the 2004 version said he wouldn't stop modders, so it's pretty much fair game. So I suppose I'll just add support for double-res sprites myself, right? Wrong: apparently that's illegal as well. Why? I don't know, apparently you can copyright ideas now, and call dibs on them, or something.

    Funny that all this drama surrounds such a simple mod. Really, pretty much all you have to do to pull it off is modify three subroutines, so a rectangle's dimensions are multiplied by two. Seriously, after all the work it took getting widescreen working, this was a joke. I'm still playtesting this, to make sure everything's actually working, but look at the video - do you see any glaring issues? There were more bugs in the widescreen mod video, and that was after being worked on for a week. I made the other video after only a day.
     
    Last edited: Feb 22, 2017
    Niko, HackGame, OrdosAlpha and 6 others like this.
  7. GenesisDoes

    GenesisDoes Wizard of the Sonic Member

    Joined:
    Jan 2, 2016
    Messages:
    134
    Location:
    Pittsburgh, PA
    Looks very nice in game! I'd recommend drawing some blocks behind the spikes, because it looks jarring just having spikes floating in midair like that.
     
  8. ProjectFM

    ProjectFM Optimistic and self-dependent Member

    Joined:
    Oct 4, 2014
    Messages:
    807
    Location:
    Portland, Maine
    Those were just for testing and to show off how the wall running works. I'm going for a more semi-realistic style so I'm staying away from objects floating for no reason.
     
    Niko likes this.
  9. redhotsonic

    redhotsonic Also known as RHS Retired Staff

    Joined:
    Aug 10, 2007
    Messages:
    2,969
    Location:
    England
    *waves* :p


    For me there is too many "Start" buttons around. Also, why aren't the windows minimizing yet? =P
     
    LordXernom likes this.
  10. LordXernom

    LordXernom Well-Known Member Member

    Joined:
    Aug 12, 2012
    Messages:
    748
    Because I suck in ASM, especially in fact I'm editing Sonic 3. When I open ASM I always have eyesore to look at it. :V Start buttons will be reduced, it's WIP art. The purpose of this video is showcase usage of S monitor in this zone for fun. ;)
     
    redhotsonic likes this.
  11. OrdosAlpha

    OrdosAlpha RIGHT! Naebody move! Administrator

    Joined:
    Aug 5, 2007
    Messages:
    1,780
    Location:
    Glasgow, Scotland
    @Clownacy: Can't wait to see more of your endeavours into Doukutsu Monogatari modding. Even made me fire up the freeware version just now. Still prefer Pixel's soundtrack to what Nicalis shat out.
     
    CaveQuest and EMK-20218 like this.
  12. StephenUK

    StephenUK Working on a Quackshot disassembly Administrator

    Joined:
    Aug 5, 2007
    Messages:
    990
    [​IMG]

    Made my first experimental Quackshot art edit. Left is original, right is the mod. No real theme here or attempt at anything I intend to use, this was just me fucking about.
     
  13. EMK-20218

    EMK-20218 Don't make my ears bleed, please. Member

    Joined:
    Aug 8, 2008
    Messages:
    1,053
    Location:
    Jardim Capelinha, São Paulo
    It's not the impressive that I could think it would be, but it's awesome as most of the art you do.
     
  14. StephenUK

    StephenUK Working on a Quackshot disassembly Administrator

    Joined:
    Aug 5, 2007
    Messages:
    990
    It was done literally as a test to make sure that all the pointers and shit that I thought I'd found in the disassembly I'm making were in fact correct, so the art was actually thrown together in a little over 30 minutes. When I come to actually make a proper hack of it, it'll have a lot more care and attention put into it.
     
    Pacca, Clownacy and Xeal like this.
  15. CaveQuest

    CaveQuest The Draco Centauros Main in Puyo Puyo Member

    Joined:
    Jul 18, 2015
    Messages:
    785
    Location:
    Sweden
    @StephenUK Do you happen to have a fresh dissasembly?
     
  16. StephenUK

    StephenUK Working on a Quackshot disassembly Administrator

    Joined:
    Aug 5, 2007
    Messages:
    990
    Not yet, as I'm still working on the disassembly at the moment and it's not in a state yet where I feel it's suitable for a first draft release. There are other major areas of the disassembly that I want to find and document before I even consider a release, the main ones being documenting the Donald object, finding and documenting the object layout system and working out how level collision is handled. I've already found the data for handling object vs object collision. I'm actually working on compiling a list of all the major data and routines I've found as I write this, so when that's done I'll release that in advance so that people can hex edit the game if they want. That will be a while off though as there's a lot to document.
     
    Pacca likes this.
  17. CaveQuest

    CaveQuest The Draco Centauros Main in Puyo Puyo Member

    Joined:
    Jul 18, 2015
    Messages:
    785
    Location:
    Sweden
    Ok. I thought so. Anyway I love that game. So I can't wait until it's done.
     
  18. jubbalub

    jubbalub Mania fanboy Member

    Joined:
    Dec 25, 2014
    Messages:
    279
    After a long hiatus, I recently found the time and motivation to work on this bad boy again. I now have something worth showing off.

    [​IMG]

    Foreground art by Xtuart.
     
  19. Ralakimus

    Ralakimus Pour your misery down on me Member

    Joined:
    Aug 26, 2013
    Messages:
    995


    No, I don't think the bug is anything new, but I just wanted to show off this.
     
    Last edited: Mar 3, 2017
  20. TheStoneBanana

    TheStoneBanana The Bananaman Member

    Joined:
    Nov 27, 2013
    Messages:
    605
    Location:
    The Milky Way Galaxy
    Additionally, the bug can be used to achieve an effect that appears as if a spotlight is being shined on Sonic and a shadow is cast behind him.

    (before you ask, yes, I was inspired by Ralakimus :p)
     
    Last edited: Mar 4, 2017
    Ashuro, DanielHall, FATA- and 22 others like this.