Discussion in 'Showroom' started by redhotsonic, Jul 2, 2015.
Just a small little detail I felt like adding.
I'd think him holding his rear would be more fitting. Regardless, this is neat.
Yeah I do too, I'm not that good at spriting though
Feel free to give some feedback on the art for AFZ (Arcana Forest Zone)
Try to make the background stand out from the foreground.
Try to make the background less repetitive. Spice it up with rock formations, water, buildings, trees, you name it.
Alright. Let me see what I can do.
Not a ROM hack, but a small side project I've been working on. Might submit it to SAGE, not sure.
Holy crap, that's all i'd say.
Graphics for Utopia Island by SHooTeR and Me
P.S Deformation not fixed...
Are you sure having the HUD all on one line is a good idea? I think you might run into the sprite limit if any other sprites happen to appear high enough on the screen.
I don't have problems with it.
@Clownacy BakaSonic '15 had done the same thing in its release, but far as I could tell, there never was any issue with garbage frames or breaking of the sprite limit, at least from what I saw when I was working on footage for it to be used in Sonic Hacking Contest XIII Done Quick, not a single issue with it with the Sprite Limit enabled in Gens Rerecording.
Even if Egor and SHooTer were to add in a Centisecond Timer to the HUD, I don't think that there be too much of a problem; probably would be minor, at worst, but any current ROM hacks that I know of that have an HUD that is all on one row have never shown me sprite limit issues, it's uncommon if it happens but I understand your concern on this, especially if hardware issues come into play anywhere when playing it on a Flash Cart or Everdrive.
@Egor The Cat The Centered Heads~Up Display is something that I love a massive lot, it kind of makes the game feel more welcoming to those that are a fan of Anamorphic Widescreen on the Genesis/Megadrive, myself included.
Stretching out the Aspect Ratio to 16:09 or 16:10 doesn't feel bad when using a Centered HUD, it looks better than how the normal HUD is shown and I am glad to see more works beginning to use it, this is indeed a very welcoming graphical touch and I do feel that more works would look more organised with it present, it's worth putting it in.
Not an apt comparison. First and foremost, Gens is garbage at emulation, and BakaSonic never had enough sprites on-screen at any given time to come anywhere close to breaking the limit.
Let's all have a discussion about Mega Drive sprite limits, with your host, TheStoooooooooneBanana!
So, before we begin, I need to make an assumption (that is more than likely true). Egor most likely simply took the original HUD and re positioned its mappings. This means that the total sprites it uses would not be changed, and therefore, I can tell you that the HUD takes up 8 sprite pieces.
The Mega Drive VDP is only capable of displaying 16 sprite pieces per line in 32 cell mode, and 20 per line in 40 cell mode. It doesn't matter how close you are to the overall sprite limit in either mode, the VDP simply CAN NOT display more than those amounts of sprites per line.
"B-but, Mr. Banana sir, Egor's HUD only takes up 8 sprite pieces per line! What's the problem here?"
Good question! The problem is that this HUD isn't accounting for the fact that there will be many, many more things on screen that require sprites, and there's bound to be things using those sprites that appear on the HUD's line. The original HUD only uses a max of 3 sprite pieces per line, so it can easily get away with displaying itself. Here, however, there is display issues just waiting to happen.
tl;dr having a HUD like this is kinda a no-no if you don't want it to cause display problems
Seeing as I haven't made a public post about it, and it's getting quite close to completion, are you ready for some Columns II MD?
Coming to a Homebrew Competition near you...
BTW, ignore the way it's a bit bugged and flipped on the second play screen. I just forgot to unset a flag.
Umm, @Dandaman955? There are supposed to be pictures there, right?
Supposedly. Try again, I've changed the image host to Photobucket, which is running criminally slow for some reason.
Wow, love the attention to detail you're putting into this, Dan! It's definitely come a long way from the first screenshots I've seen of this. I've always wondered why Columns II never got a release for the Mega Drive, but your work looks legit as fuck. Looking forward to seeing the final results, awesome stuff!
The only part of this that is actually real is the edited text, you will be able to find it in NHL '98: MIAA Setup Edition, currently only available on the NHL '94 Forum, play it in NTSC~U or PAL Mode to get the text.
As for why this mockup was made, I always felt that something has been missing from the Regional Lockout screens for quite a long time, as they are far too bland for comfort without even a simple image of the designated console, so here you have a Japanese Megadrive being shown behind the text; not sure if this is actually possible to make, as I don't know if the Regional Lockout screens can be modified beyond Text Editing at the moment, but it would be nice to see at some point, a plain Black background could get dull at times if it only has text in front of it.
Wow, I just read through this thread and I must say, I'm really impressed with all the work that has been done!
Everything's looking really good!
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