Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Map Requests / Re: JonLeung's Requests
« Last post by G.E.R. on January 10, 2021, 11:43:34 PM »
I returned to our community after long time break and read all discussions on the forum.

First, I want to thank JonLeung for recomendation
If you haven't played Kirby: Super Star before, you should!  It's one of the better Kirby games, if not the best (though the DS remake, Kirby: Super Star Ultra, has even more stuff).
The game is really interesting, I like it.

So, what is games is need to rip now? May be it need to some Kirby's game, or Sega Genesis Mini games?
12
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by FlyingArmor on January 10, 2021, 11:34:51 PM »
This is the kind of challenge I miss the most about mapping.
Sometimes, you'll just run into a game where some elements just seem impossible to represent properly on a static map. You get frustrated and might spend days, weeks or even months trying to come up with a solution. And one day, it finally just pops into you mind and after a bit on tinkering, you implement your workaround and produce something amazing!

I had those moments of figuring out how to present things more accurately when I was working on Final Fantasy VII, where there'd be multiple layers of lighting for some areas that I couldn't simply layer on top of each other and have the resulting image be what I'd see when actually playing the game. But once I had figured out how to layer those things properly in the late areas, I went back to previously finished maps and added the extra layers that I didn't bother with. The map that comes to mind where that happened is the Whirlwind Maze, with the greenish-blue wavy mist. I think I had to manually mask out the foreground elements not affected by those layers by inspecting multiple in-game screenshots with slightly different animation frames to see which pixels the mist didn't affect. It was lots of tedious work, but ended up looking fabulous when it all came together. :D

If all the rooms for the stage seen in the crystal ball can be rearranged (hopefully without twisting "door lines" too much) into a compact, roughly circle-like cluster, then you could have a giant-sized crystal ball and a giant Granny overlooking the entire stage.

That'd be a really interesting way of doing it! I'd have to first put together all the rooms and then see what I can do with them, and if it works out that they can be arranged to fit into a circular pattern, then great! If not, I suppose the most background I'd add to the rooms would be the colour gradient behind Granny. Or maybe I try my hand at smoothing out the pixelated edges of a scaled-up Granny so it wouldn't be as obvious that she's been scaled up. It would not be as true to the in-game graphics as I would have then tampered with them, but it'd better reflect the spirit of that level. I'll give it more thought once I get to that point though!
13
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by JonLeung on January 05, 2021, 08:24:34 AM »
If all the rooms for the stage seen in the crystal ball can be rearranged (hopefully without twisting "door lines" too much) into a compact, roughly circle-like cluster, then you could have a giant-sized crystal ball and a giant Granny overlooking the entire stage.  Assuming this looks okay, that is.  With the cartoon style (since it is based on the 1992-1993 cartoon), she has large areas with one solid colour each (hair, face, shawl), so that probably won't be an issue (other than perhaps looking flat or plain in the immediate area).  But if the pixels are oversized into these big squares, I wonder if the edges and details, like the outline of the nose and mouth, might look odd, especially when looking right at screen level.  That will probably be dependent on how much larger the individual pixels have to be.  As a look at the entire area, that seems to be the most logical idea that I imagine, but it's probably just one of those things that needs to at least be tried out to see.
14
Map Requests / Asterix and Obelix (SNES)
« Last post by Qyre on January 05, 2021, 02:08:51 AM »
Hello !

I would like someone to make maps of the Infogrames game "Asterix and Obelix" for the SNES, including the bonus levels.

Thanks in advance !
15
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by TerraEsperZ on January 04, 2021, 10:49:19 PM »
And just a little bit ago, I got the bathroom level done for The Addams Family: Pugsley's Scavenger Hunt (SNES) and it should be up fairly soon. It was quite an ordeal getting all the elements of each room together the way they're presented in-game. I had to come up with a solution for the backgrounds in the taller rooms, since the art for the background doesn't scroll vertically, so I just took the gradient part and stretched it to the height of the room, and kept the sink, mirror, and door elements at the bottom along with the horizontally parallax scrolling bubbles.

For the underwater portions, I managed to get the colour math correct for most of the layers except for the wavy water layer, but just as I am typing this out, I may have stumbled upon a solution, so I'll need to resubmit this map once that's figured out.

This is the kind of challenge I miss the most about mapping.
Sometimes, you'll just run into a game where some elements just seem impossible to represent properly on a static map. You get frustrated and might spend days, weeks or even months trying to come up with a solution. And one day, it finally just pops into you mind and after a bit on tinkering, you implement your workaround and produce something amazing!

I too am curious as to how you'll handle the crystal ball stage ;)
16
Maps In Progress / Re: eishiya's Maps.
« Last post by eishiya on January 04, 2021, 09:57:17 AM »
During the last few months, I mapped Barbie: Magic Genie Adventure and Momodora 0: Day of Birth (fangame), both for Gameboy Color.

I didn't mean to go on a GBC spree, but at a friend's request, I'm now mapping Metal Gear: Ghost Babel, aka Metal Gear Solid for the GBC. The first two stages (of 13) were previously mapped by Marscaleb, but I've started over from scratch so that all my maps can be consistent with each other, though I took some layout pointers from their maps, and I'm probably going to make seamless unlabelled versions similar to theirs.

Current progress: DONE and posted!

Here's a sample, stages 3 and 4:


These two stages share a building, but some bits inaccessible in stage 3 are accessible in stage 4 and vice versa, hence the slight differences.

Since I'm making the first-pass maps using the Stage Select mode, the pick-ups are currently labelled according to Normal difficulty. I hope to go through and check the pick-ups on other difficulties after I've finished the Normal maps, and then based on what kinds of differences there are, I'll decide whether to make different versions of the maps for different difficulties, or whether to include everything in one map and indicate on the labels which difficulties have which pick-ups. I'm going through all the difficulties to check the pick-ups now. The difficulty-restricted items will have a difficulty level indicator in their labels indicating which difficulties they can be found on.

I will not be mapping the VR missions or the special versions of the stages, I'm not that into this game xP
17
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by FlyingArmor on January 03, 2021, 10:03:16 PM »
Yesterday, my maps for Exodus: Ultima III (PC) were posted, so more old-school Ultima goodness is available for viewing here! Although most people don't have much fondness for CGA graphics these days, I kinda like how the colours were used for this port.

And just a little bit ago, I got the bathroom level done for The Addams Family: Pugsley's Scavenger Hunt (SNES) and it should be up fairly soon. It was quite an ordeal getting all the elements of each room together the way they're presented in-game. I had to come up with a solution for the backgrounds in the taller rooms, since the art for the background doesn't scroll vertically, so I just took the gradient part and stretched it to the height of the room, and kept the sink, mirror, and door elements at the bottom along with the horizontally parallax scrolling bubbles.

For the underwater portions, I managed to get the colour math correct for most of the layers except for the wavy water layer, but just as I am typing this out, I may have stumbled upon a solution, so I'll need to resubmit this map once that's figured out.

And as for Jon's comment on the stage in the crystal ball, that'll be an interesting challenge to tackle, especially since I don't like to leave platform game stages without their respective backgrounds present.

I got a little further with Ultima VI: The False Prophet (PC) since I last submitted maps in October. I've been a little slow with this project since I have two desktop computers that I switch between: my old Windows XP machine that I've had since 2011, and my newer Linux Mint machine. Since I'm so used to using Photoshop and all its handy keyboard shortcuts, trying to use GIMP has been a rather painful experience. Maybe if I can figure out how to get Photoshop to run under Wine without it throwing error messages at me, I wouldn't have to constantly switch between both computers.
18
Maps Of The Month / Re: 2021/01: Legacy Of The Wizard (NES) - FlyingArmor
« Last post by JonLeung on January 01, 2021, 09:01:50 AM »
Thanks again, FlyingArmor!

I figured this was overdue, and I was surprised that I hadn't honoured any NES games in all of 2020.

Legacy Of The Wizard is also the subject of my favourite Atlas Video, thanks to this very map - and the tool-assisted speedrun of Lord Tom.  If you can view this in 4K on a large TV, you should; it looks really neat!

19
Maps Of The Month / Re: 2021/01: Legacy Of The Wizard (NES) - FlyingArmor
« Last post by FlyingArmor on December 31, 2020, 10:35:16 PM »
Thanks very much for the honour, Jon!

I started mapping this game because I wanted to fill in some of the gaps in the NES Atlas here on VGMaps, which I was surprised to discover were fairly massive (only about 40% coverage of North American released titles at the time). I liked the look of the game, so I gave it a go.

At first I was mapping away slowly, and then I started to wonder just how big the game world actually was so I'd have some rough idea of how much more there was to cover. After doing a quick image search, I discovered it was absolutely huge! At the time, I wasn't using cheat codes, but soon switched to using them which saved me a ton of time.

For me, this game was fun to map, but I wouldn't want to play it, especially if I was going into it without any previous knowledge. But it certainly is nice to look at though. :D
20
Maps Of The Month / 2021/01: Legacy Of The Wizard (NES) - FlyingArmor
« Last post by JonLeung on December 31, 2020, 09:41:27 PM »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to FlyingArmor's Legacy Of The Wizard (NES) maps.

Dragon Slayer IV: Drasle Family - as it is known for its original Japanese MSX2 release - was developed by Falcom and published in North America by Brøderbund as Legacy Of The Wizard.  The titular wizard is Douel, who had sealed away the dragon Keela into a painting, which has been kept underground.  The time has come for the Drasle Family to now search the dragon's labyrinth for the four crowns that will unlock the DragonSlayer, a magical sword capable of destroying the dragon once and for all.

Grandfather Douel is not up for adventuring anymore, and now only verifies passwords to continue the game, which the grandmother, Jiela, provides.  Instead, you will be in control of Xemn (the father), Meyna (the mother), Roas (the son), Lyll (the daughter) and Pochi (their pet monster).  Each character has their own unique abilities - like Pochi not taking damage from other monsters - and there are special items that only one of them can use - like the DragonSlayer, which can only be wielded by Roas.

Because they play differently, they take their own paths through the labyrinth, comprised of 256 screens (if you consider each screen to be 256 x 192 pixels).  It's a massive game on the NES, one that is very challenging to take on without at least some guidance. Thankfully, FlyingArmor is here to help you get around this gargantuan grotto!  FlyingArmor definitely likes to take on epic fantasy games, including this legacy!

(Ironically, the unique title sounds like it's not actually part of an ongoing legacy, but it actually is!  Obviously, from the Japanese name, it is part of the Dragon Slayer series, but Dragon Slayer II: Xanadu has a side story that NES owners may be familiar with, in the form of Faxanadu, and 2017 saw the release of Tokyo Xanadu eX+.  If you are familiar with Sorcerian, released on the Mega Drive in Japan and on the PC in North America, you might be interested to know that that is part of this series, as well.)

So to recognize the effort put into mapping this adventure that is fun for the whole family (including the pet), FlyingArmor's Legacy Of The Wizard (NES) maps will be known as VGMaps.com's Maps Of The Month for January 2021.
Pages: 1 [2] 3 4 ... 10