Recent Posts

Pages: 1 ... 5 6 [7] 8 9 10
61
Gaming / Every possible colour combo that Mega Man can be in the NES palette
« Last post by JonLeung on February 22, 2025, 09:45:50 pm »

Click to view larger, or use these direct links:
https://vgmaps.com/temp/MegaMan-AllNESCombos.png
https://vgmaps.com/temp/MegaMan-AllNESCombos(x4).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant1(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant2(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant3(x3).png
https://vgmaps.com/temp/MegaMan-AllNESCombos-Quadrant4(x3).png

I made this image of every single possible colour combination for Mega Man, based on Wikipedia's NES palette of 54 colours. That's 2916 combinations!

As the NES doesn't have a standard RGB palette, NES palettes are always inexact.  But by using the palette I found on Wikipedia, there are 54 colours (should be two identical whites, two identical greys, but it has two slightly different blacks).  Since Mega Man can have two colours, that's 54 x 54 combinations, that is, 2916 weapons.  Assuming eight per game, it would take 364.5 (let's say 365) games to go through them all, if they all have unique colours (but I don't think they do, and I've never seen Mega Man apply the same colour for both of his tones).  If each game took a day, it would take a year.

This was quicker to make than I thought, and turned out better looking than I thought!   :D
62
VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on February 22, 2025, 10:47:29 am »

Now that the parody I made of Billy Joel's "We Didn't Start The Fire" using NES game titles as lyrics is a month old, I am now releasing this side-by-side with the original, with Wikipedia images and onscreen lyrics for a clear comparison. Check it out, and share it with others if you like it!
63
Gaming / Re: Vengeful Guardian: Moonrider
« Last post by Cyartog959 on February 19, 2025, 06:10:09 pm »
Looks like a cool Metroid-ish game I hadn't heard of, will check this one out.

e: The same dev did Odallus, that game was solid.

I'm sure you'll have a good time with it. Nice to say, but the game's not Metroid-ish, per se, for each stage is 100% centered on the "Point A to Point B" goal manner, as lots of regular platformers are.
64
Gaming / Re: Vengeful Guardian: Moonrider
« Last post by VGCartography on February 19, 2025, 03:00:16 pm »
Looks like a cool Metroid-ish game I hadn't heard of, will check this one out.

e: The same dev did Odallus, that game was solid.
65
Gaming / Vengeful Guardian: Moonrider
« Last post by Cyartog959 on February 19, 2025, 03:22:59 am »
Some people around here may or may not have played it before or yet, but I enjoyed a really good game from JoyMasher, albeit the latest in their lineup, and it harbors some good nods from key past games, such as "Shinobi III", "Mega Man X", and  perhaps "Hagane", but made into its own adventure.

That game is "Vengeful Guardian: Moonrider".

The premise is, a distant country, Penrai, has been under the controlled grip of a rather corrupt militant group called "The Commission", lead by Varad Duas himself, for 10 years, and has created their own group of bioweapon humanoid super-soldiers called "The Guardians" tasked with curbing different forms of resistance against them by less peaceful means.

"The Guardians" comprise of eight super-soldiers; Flamestalker, Photondrifter, Darkchaser, Geocrusher, Hydromancer, Stormdiver, Moonrider, and Sunseeker. Out of the 8, one had just begun defecting against The Commission's dictatorship, with very little Duas was knowing there, and springs out to fight back against them to ensure the country's freedom, but the bulk of The Commission are willing to risk everything to decommission him for good.

Being an indie 2D platformer harboring familiar gameplay roots from "Shinobi III", I can definitely enjoy the thrill of it. The stages are filled with many dangers, such as enemies, hazards, and placed traps. Each stages has midbosses to fight, many one, others more, and main bosses in the end, including the opening stage, Bioweapon Lab, where Moonrider begins his escape, and a bit close to few formulaic roots since "Sonic 3", but not completely from it, each main stage has about 2 Acts, Act 1 having a midboss against one of The Commission's creations in the end, be it a large combat robot, or a horrid, wretched bioweapon monstrosity, or even both in one, and Act 2 the main boss in the end. Some stages do have more than one midboss midway, which I like because of additional variety.

In a familiar vein from many "Mega Man" games, after beating each main boss, Moonrider acquires a new weapon to use against his enemies, some may be handy to get through tough challenges quicker.

There's even a Tutorial stage that teaches players all the necessary basics and moves needed to get around the game, ending with a boss of its own, too. Really neat, because I love having a tutorial stage, even if it does end in a boss fight.

The soundtrack by Dominic Ninmark is rather gorgeous to hear! Really enjoying the songs made there.

I have a video delving into the insights of Moonrider's development, straight from a YouTube channel, "Digital Foundry", specializing in behind-the-scenes processes of many games, and it explains a lot, including the programs used to make that game, such as Aseprite, Tiled, and Construct 2. The video link's here to watch - https://www.youtube.com/watch?v=X6D16BVWes8

I didn't know the game's blueprint was closely about to follow the likes of "Castlevania: Rondo of Blood", because from looking at what I've seen at minute 12:05 in the video I mentioned, based on what would've been on its previous plans, there was an optional path that got cut off leading to a vertical shaft in Hydromancer's stage that was presumed to formerly lead to another different stage of its own. It was interesting to see, but I see how the game's plans changed a bit to match the non-linear plans, like in past Mega Man games.

I would like to say, I've really enjoyed JoyMasher's latest game. Finished each stage and found, well, all upgrades in it... and I felt I kinda expected a bit more from it. The stages, on the other hand, may not be quite as large, long, and complex, but, they're still fun to finish.

I have a few favorite stages in mind to say.

"Asura's Fleet" is one of my favorite stages, having to jump from ship to ship to reach the fleet's leading commander, Stormdiver, enduring the Commission's troops. That stage has two midbosses, one fought in the end of Act 1, a nearly cool callback to Sigma Head from "Mega Man X5", and the second at Act 2's beginning after riding the elevator.

"Desalination Facility" is a rather good water facility stage, having to dive down into water to take down The Commission's troops to cease operations there. It has two midbosses, too. The first is a good callback to Metroid's Mother Brain endgame fight, and the second is a close nod to one of Mega Man X's past midbosses, Utuboros, from Launch Octopus' stages, but different and original. Hydromancer put up a good fight, though. Really enjoyed it.

"Iwondonilo City" is a very cool stage that has a 3D-esque super-scale based motorcycle stage, looking and feeling much better than SNES' Mode 7, dealing with The Commission's troops and robots, even ending in a miniboss fight against one of The Commission's super droids. Then, come the city's highway streets where getting through cars and trucks to avoid getting knocked off is a thrill to enjoy before facing Photondrifter. There are the occasions of avoiding laser barricades through some of it.

The game's good, but there's some things that game is quite lacking...

For one, the storyline felt a teeny bit hollow on some exposition about Moonrider's creation, The Commission's origins, and lacking some needed closure on the conflict against Varad Duas' organization.

In my perspective, it doesn't have any intermission stages, or rather "Middle Stages" to those that played Mega Man's later games, that should've been in the game, the first for beating half of the main bosses, and the second for beating the rest before going straight to the finale, which, I might add, is lacking a third stage with a boss rush against most of the defeated Guardians, perhaps in semi-solid hologram form, and a very fitting, multi-phase final boss battle against Varad Duas himself. I would've loved to have the story get some deserved closure. The final boss there is just [SPOILERS] the last of The Guardians, Sunseeker, in the finale's second stage.

Disappointingly, the finale only has two stages. Not four, not three. Just TWO. I expected a bit more from a grand finale there.

There's not even a bestiary that gives names to all enemies and bosses in the game, even the midbosses. I don't even know most of their names yet. If only I had some answers...

Another small thing to add, though... after beating about each main stage's midboss at Act 1's end, there's no ingame scenes showcasing Moonrider moving from Act 1 to Act 2 in them with no explanation to how he seamlessly got into said stage's Act 2's beginning on-screen there.

Of course, if having the chance, the game could be updated, if needed, to address what's lacking there. Just only saying.

I did see some of the midbosses from one of JoyMasher's founders behind it, Danilo Dias, from his Twitter/X account before the game's launch, but that got privated, so I can't see them now, nor the game's past development history.

There is his Bluesky account, though, so, that's a good alternative. Here's the account's link if anyone wants to drop by sometime - https://bsky.app/profile/daysdanilo.bsky.social

What I'd really love to see in a sequel to it, longer, larger levels, a bestiary, more new original bosses, a few additional support items alongside new upgrades, and perhaps some unlockable side stages to up the replay value.

Overall, despite not seeing all the game's maps yet, the game's still really fun to play among others. If anyone hadn't played the game yet, I would recommend doing so when you can. To those who played, how did you like "Moonrider"?
66
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by JonLeung on February 15, 2025, 08:32:37 am »
There's a bunch of PS1 games waiting to be mapped, but I can't pick one to focus on. The epsxe emulator fork that can take 3D screenshots has been revolutionary - no more extracting and converting data to OBJs, instead can just rip them straight from gameplay. It isn't always easy or pretty (Syphon Filter for example comes out with stretched axis due to perspective that requires correction), and you will be collecting portions of the level mesh from multiple screenshots and must rotate and move them to recreate the whole thing, but for most games it isn't as bad as it sounds. I've done at least the first level in this fashion for:
- Ape Escape
- Syphon Filter
- Toy Story 2
- Armored Core
- Gex 2
- Legend of Legaia
- Tail Concerto
- Wild Arms 2
...however, Spyro 2 and some Crash levels are the only thing I've progressed much further on. With infinite time, it would be fun to grab them all.

I still haven't done disc 4 of FF9 or a bunch of Legend of Dragoon, need to get back in the mood for screenshot maps like that.

If not Final Fantasy IX or Legend Of Dragoon, then Legend Of Legaia and Wild Arms 2 are my votes, if you are polling.  I'm not sure I've ever heard of Tail Concerto, but that looks really cute and cool!

But honestly, I'd be super happy to publish anything you contribute to VGMaps, whether polygonal or hand-drawn, as you excel at both, which are less common skills around here, and result in unique maps.  While I definitely have a soft spot for 2D 8-bit and 16-bit games, one person's map would probably look a lot like any other's map of the same area, if done properly, other than arrangement of separate rooms, or additions like labels.  But with 3D games there's always the choice of perspective, and other decisions like how to handle the anti-aliasing of textures, etc.  The PlayStation atlas page could always use more maps in general, regardless of the number of dimensions.

Looking forward to whatever you submit!
67
Map Requests / Re: Maps to Cover...
« Last post by Cyartog959 on February 14, 2025, 11:31:48 pm »
I didn't beat Mickey's Wild Adventure either hahahaaha, only when I was an adult I tried again only to be greeted with the "congrats on "beating" the game, next time try something other than the EASY MODE you dumbass" -tier message.
I eventually did beat it legitimately on hard but it wasn't easy, wew.

The actual 3D sections like the towers are actually rippable, but require some special programming. I know how to do it but I'm not sure if I wanna spend any more time with this project.
Thanks for the kind words though!

Well, if you want to have the whole set complete by doing it or handing the 3D sections over to someone else who's equally familiar on that, the choice is up to you.

Only the PS1 version, as I've read, can't show you the last level and ending on easy. It only encompasses every level but the last. Good job on your win, though.

Big pity the game's sequel didn't get made, but Toy Story was in the cards in that time the movie's launch was nigh. Got a video link about it by Jon Burton's GameHut channel. Here it is. - https://www.youtube.com/watch?v=iBEA9KmPw1I ("Cancelled Mickey Mania 2" by Jon Burton)

The only small downside about the game, as those who remember, it only offers one bonus level that only awards one continue. ONE. Nothing more.

Actually, that, and the other downside is the rubber banding in the chases could've been more lenient at farther distances so the chasers wouldn't catch up too quickly and some more green apples placed to ease anyone's worries.

The only chase section from the Genesis version was really amazing to experience! I had no thought on how it was done, but the video Jon Burton made and seen via YouTube explains it. I tell ya, he's certainly a great genius on making cool effects that past consoles are capable of with the kind of knowledge to utilize them. I'll still never forget my time I saw that amazing chase in that game's version!

I can leave this video link for you to watch as you like. Here... - https://www.youtube.com/watch?v=nt-AxAqlrOo (Jon Burton's video, from his "Coding Secrets" series, "Mickey Mania's "Impossible 3D Chase - How Was It Done?", from GameHut)
68
Map Requests / Re: Maps to Cover...
« Last post by Raccoon Sam on February 14, 2025, 08:42:54 am »
I didn't beat Mickey's Wild Adventure either hahahaaha, only when I was an adult I tried again only to be greeted with the "congrats on "beating" the game, next time try something other than the EASY MODE you dumbass" -tier message.
I eventually did beat it legitimately on hard but it wasn't easy, wew.

The actual 3D sections like the towers are actually rippable, but require some special programming. I know how to do it but I'm not sure if I wanna spend any more time with this project.
Thanks for the kind words though!
69
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by Cyartog959 on February 13, 2025, 09:52:31 pm »
I am still alive.

There's a bunch of PS1 games waiting to be mapped, but I can't pick one to focus on. The epsxe emulator fork that can take 3D screenshots has been revolutionary - no more extracting and converting data to OBJs, instead can just rip them straight from gameplay. It isn't always easy or pretty (Syphon Filter for example comes out with stretched axis due to perspective that requires correction), and you will be collecting portions of the level mesh from multiple screenshots and must rotate and move them to recreate the whole thing, but for most games it isn't as bad as it sounds. I've done at least the first level in this fashion for:
- Ape Escape
- Syphon Filter
- Toy Story 2
- Armored Core
- Gex 2
- Legend of Legaia
- Tail Concerto
- Wild Arms 2
...however, Spyro 2 and some Crash levels are the only thing I've progressed much further on. With infinite time, it would be fun to grab them all.

I still haven't done disc 4 of FF9 or a bunch of Legend of Dragoon, need to get back in the mood for screenshot maps like that.

There's also a PCSX2 fork now that can do similar things with PS2 levels! https://github.com/scurest/pcsx2/releases/tag/latest-3d-screenshot
PS2 games have much higher poly counts obviously, more transparency and other lighting effects to remove and usually require culling polygons and scaling axes again to remove distortion, but I got workable level models from Devil May Cry 1, Tomb Raider 6 and Shadow of the Colossus without too much fuss. There's a lot of potentially cool maps for the PS2 library as well.

Good to hear from you after your silent absence around here. Kinda worried me a bit.

Your process with that emulator fork you spoke of sure sounds like it could streamline the process of mapping PS1 games... but by how much, I don't know.

Feeling a bit indecisive about which game to focus mapping? Well, I may provide a recommendation or two.

I feel "Toy Story 2" is a fine choice, for I've already beaten that PS1 version with everything collected. The N64, almost the same, but didn't think of having 100% there and then. I was only focusing on having my good time exploring the levels and trying to get to the end. The bosses were mostly original, save for few adapted from the movie, and I enjoyed beating each and every one.

Sure, its not in your list, but, my second recommendation is "SpongeBob SquarePants: Supersponge", a fine side-scroller for the world-famous sponge himself in his game and animation careers.

Though everything's made in 3D, the levels were fashioned in a 2D state. Had fun with it, but I honestly did struggle much to complete everything 100%, including having to keep all 100 Golden Spatulas before reaching the end of any level in Chapter 5 and collecting all the decorations with tokens obtained from all the bonus carnival levels to decorate for Patrick's birthday. Enjoyed some key nods from past episodes, alongside the voice cast reprising their roles as their characters... well, almost all.

Those are only my recommendations.

Liked seeing your well-made maps so far, and I'm looking forward to seeing some more soon.

70
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by VGCartography on February 13, 2025, 03:33:34 pm »
I am still alive.

There's a bunch of PS1 games waiting to be mapped, but I can't pick one to focus on. The epsxe emulator fork that can take 3D screenshots has been revolutionary - no more extracting and converting data to OBJs, instead can just rip them straight from gameplay. It isn't always easy or pretty (Syphon Filter for example comes out with stretched axis due to perspective that requires correction), and you will be collecting portions of the level mesh from multiple screenshots and must rotate and move them to recreate the whole thing, but for most games it isn't as bad as it sounds. I've done at least the first level in this fashion for:
- Ape Escape
- Syphon Filter
- Toy Story 2
- Armored Core
- Gex 2
- Legend of Legaia
- Tail Concerto
- Wild Arms 2
...however, Spyro 2 and some Crash levels are the only thing I've progressed much further on. With infinite time, it would be fun to grab them all.

I still haven't done disc 4 of FF9 or a bunch of Legend of Dragoon, need to get back in the mood for screenshot maps like that.

There's also a PCSX2 fork now that can do similar things with PS2 levels! https://github.com/scurest/pcsx2/releases/tag/latest-3d-screenshot
PS2 games have much higher poly counts obviously, more transparency and other lighting effects to remove and usually require culling polygons and scaling axes again to remove distortion, but I got workable level models from Devil May Cry 1, Tomb Raider 6 and Shadow of the Colossus without too much fuss. There's a lot of potentially cool maps for the PS2 library as well.

Otherwise, I drew some world maps for Dark Souls 3, Bloodborne and Sekiro that I'm pretty proud of. Here's the Sekiro one: https://www.deviantart.com/vgcartography/art/Sekiro-Illustrated-World-Map-1128031286
I'm working on improving my coloring skills, once again I have a long list of games I'd love to draw like this but precious little time to do it. I've been making videos for youtube with these maps basically drawing little arrows on them that show the basic route through the games, it would be fun to see other people try similar videos like this with VGMaps collection. I make them with powerpoint. @NESAtlas on youtube has some neat ones in a similar vein with a let's play of the game inlaid to a larger map of the level/world. It also functions to get more eyes on some of the maps.

Anyway, hopefully I can submit Spyro 2 in the next month or so.
Pages: 1 ... 5 6 [7] 8 9 10