• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
June 01, 2024, 04:59:14 am

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vanya

81
Nice. I was wondering just the other day if there would be another Halloween spriting compo this year. Glad to see this tradition going strong. Brings back some nice memories. :)
82
PSX FFT Hacking / Re: ASM Collective BATTLE.BIN Map
September 14, 2012, 11:20:20 pm
Sweet stuff, Choto. I've been waiting for this info to be cracked for a very long time. Can't wait to see it go further.
83
Non-FFT Modding / Re: [Engine] Generic Platformer
September 12, 2012, 04:43:11 pm
Thanks. And good luck to you too, Alaris!

I'm trying to get the basic engine done with by the end of the week as I had some urgent matters to attend to.

While thinking on the possibility of making this a stand alone engine I came up with some basic goals for it.
> All basic objects from SMB1, SMB2j, and SMBspecial.
> All power ups from said games.
> A complete tile set based on said games.
> Complete set of backgrounds based on the SMAS version of SMB1 & SMB2j.
> Pre-made levels from all three games organized into their own 'games'.
> A simple system for creating new 'games'.

How does that sound?
84
Non-FFT Modding / Re: [Engine] Generic Platformer
September 06, 2012, 07:18:06 am
Thanks. It's being made in GM so all the basic tools are there for you by default. I suppose I should specify that. However, thinking about it I suppose I could eventually modify this into a stand alone engine as a light version that doesn't depend on having Game Maker.

For now it's going to be a GM based engine that will more than likely require the Standard Edition to function. For my purposes I'll eventually be porting it over to GM Studio.

That said. I'm going to be making this as noob friendly as I possibly can. The bulk of the engine will be coded, but I'll include some D&D to make it clear to the user the spots where you can make quick & simple changes to the physics.

The stages will use a system a friend of mine came up with for his Castlevania 3 engine for automatically creating solid objects. It's pretty simple. One tile layer is designated for the routine to use. You place your tiles in the corresponding layer. And when you run the game it makes all the solid block object during the creation of the room.

Right now I have it set up like this:
Layer 100: non-solid tiles that move with the ground layer and appear behind the player. (Bushed, fences, trees, etc.)
Layer -100: solid ground tiles that will produce ground objects, anything unbreakable you intend the player to collide with should be here. (Ground, stone blocks, etc.)
Layer -200: non-solid tiles that move with the ground layer and appear in front of the player. (Bridge rails, ground decorations, etc.)

By default the player's depth is set to layer 0. Most other objects you can interact with will be set to later -1 so they always appear above the player. Speaking of these objects, I'll be programming in the entire repertoire of SMB1, SMB Special, SMB2j, SMB2u, & SMB3 objects as I go along. You'll only need to place said objects in your rooms for them to function.

I intend to use this engine to make my dream fan game that combines SMB1, SMB Special & SMB2j into one big Super Mario adventure. But in it's most basic form it'll be the basis for all the platform game I make for my game development company in the future. As a matter of fact I'm also going to be further modifying the basic engine to be used as a beat'em-up engine for another project I'm working on. Once I get my website up and running I'll be posting more info there.
85
Non-FFT Modding / [Engine] Generic Platformer
September 05, 2012, 11:32:50 am
Hi, all. I'm working on a platformer engine at the moment that is based on the physics of SMB1, SMB2j, & SMB3. The primary purpose of this is for me to eventually have a generic engine I can use to make pretty much any kind of platform based action game I desire for my company, but in the mean time I'm starting it out as a recreation of the original SMB with enhanced graphics, music & a compilation of all stages from SMB1, SMB2j & SMB Special.

To start things off here are some screens of the new graphics:


8-bit Stye Graphics


I allow for double the capabilities of the Game Boy Color


That mean up to 16 BG palettes and 16 sprite palettes at once


Still need to adjust the colors to match the GBC's 8-bit color depth


I'm also allowing for uo to 8 layered backgrounds
86
Quote from: The Damned link=topic=7271.msg179832#msg179832
1.
b]For those of us (still) unfamiliar with the RGB coloration system (and more used to the everyday [Western] RBY primary coloration "system"), how would one generally go about creating a yellow coloration for status?[/b] I don't blame to use that particular coloration for any status myself, but given that I figure I need some yellow to generate an orange coloration...yeah. I figure it would also be good to generally know.


I can answer this one being a digital artist.

First off, RGB isn't a "western" system. It's a the system used for combining colors of light as opposed to pigment, aka the "additive color system". Pigment, on the other hand is the "subtractive color system". They're thus called because in the additive system you're adding together wavelengths of emitted light. The subtractive system, on the other hand combines pigments which subtract wavelengths of light from those that they reflect on their own. That why when you combine all three values of RGB you get white, but combining all three values of RYB you get black.

Anywho. R+G=Yellow. If R=255 and G=128 you get orange.
FYI. R+B=Magenta. G+B=Cyan.
87
Sweet, I'm immediately thinking of a 'Bubble" status that besides doubling your HP, also makes the affected unit increase in size. Great work, man!
88
Nice, FFM. I always appreciate these customizable asm hacks, even if I don't have time right now to put them to use myself.
89
Spriting / Re: Dark Knight / Assassin Frankensprite
August 21, 2012, 05:32:55 pm
It's the butt pants that give him away.
90
Spriting / Re: Kagebunji's sprites- Moving on...
August 20, 2012, 03:51:21 pm
@Kage: Sweet. I love this direction you're going in.

@Jon: I don't have the time much these days to work on this stuff because I'm working most of the time stuff for my new company. It'll be about 6 month before I have any free time at all. But by all means, anyone that want's to use my recolors, go right ahead.
91
The Lounge / Re: Why you (dis)like Facebook Games?
August 18, 2012, 12:25:44 am
Quote from: Zozma on August 15, 2012, 06:02:02 am
the games are designed to eventually get you to break down and fork over real money in exchange for items that you cant get otherwise. giving whoever pays an advantage. also in exchange for money to save you time so you can keep playing without waiting for recharged energy. the fact that you cannot obtain certain items without paying real money irritates me to no end.

this has already been said too but the game requiring you to have more 'neighbors' or whatnot before you can expand etc is annoying too.

id like a game that gives you equal standing with anyone else and is more a matter of skill than it is how much time you waste on it.


My company's first major project will attempt to address all these issues. Even if I have to sacrifice the profit potential that the "social gaming" model has.

Everyone. Thank you for your opinions. Hopefully my future projects will make Facebook gaming more appealing to many of you.
92
Spriting / Re: Kagebunji's sprites- Moving on...
August 18, 2012, 12:16:55 am
I approve of this ass well! I always wanted to Have the Four Fiends as special bosses in my personal hack. Remember those recolors I did of the Hydra?

See "Tiamat" Palette on the bottom.
93
PSX FFT Hacking / Re: Rfh ASM hacks...
August 18, 2012, 12:02:02 am
LD, what formula did you use for that because I've always gotten the animation glitch where the character attacks with their right hand on first hit and left hand on every other hit.
94
The Lounge / Re: Game idea for my own profit
July 18, 2012, 09:53:06 pm
If you really want to put something together to make some money off of, I have to agree with everyone's sentiment that you should keep things simple. Really the best shot an indie developer has these days is to make smaller games and hope it gets viral. Social gaming is also very "in" right now, but it's become stagnant and needs more content that isn't a "Ville" game.
I got my business license last month and I've making preparations to release at least two games at the end of the year for both Facebook and PC. I'm planning to use the potentially viral nature of FB in conjunction with the earning potential of both the social gaming market and the more traditional PC market to my advantage. It's a bit of a gamble, but it's better than working for someone else for the rest of my life, right? Anyway, I hope things work out for you, Xif.
95
Me too. That would be a fantastic feature for shishi.
96
The Lounge / Re: Why you (dis)like Facebook Games?
July 03, 2012, 04:58:43 pm
Anything else?
97
The Lounge / Why you (dis)like Facebook Games?
June 26, 2012, 11:26:11 pm
This is for you guys that play games on Facebook. I recently got my business license and am working on building my first game development studio. That said, my first target is social gaming on Facebook. I have some ideas for games I'd like to produce, but I'd like some general feedback on the state of FB gaming those that know about it.

1) What I'm looking for is info on likes and dislikes about FB games.

2) Also, the reasons why you either do or don't play FB games.

3) What you'd like to see happen with FB games.

Thanks for your comments!
98
The Lounge / Re: FFH Community Picture Gallery
May 03, 2012, 02:26:35 pm
https://www.facebook.com/inccubus.vanya

There. Just go to my pictures. :P
99
No worries.
100
Hey guys. Finally some progress has been made in ripping the some of the Vandal Hearts sprites. Check it out here:
http://spriters-resource.com/psx_ps2/vandalhearts/

Finally there's something more we can use to base some VH characters in FFT style off of.

Also, some graphics were ripped from some PC game called epitaph that might be useful for creating new spell effects in FFT:
http://spriters-resource.com/pc_computer/epitaph/