Comments
Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Mar 13, 2020 7:24 PM | Ignis | Asset: Mulan | This looks surprisingly good for a bootleg. |
| Mar 13, 2020 7:23 PM | MisterMike | Asset: Ryu Hayabusa | For anyone curious about the alternate walking sprites: The way some NES games work is that they make separate chunks for each set of tiles needed. For example, Stage 1 will use one whole graphics chunk, while Stage 2 uses a different one. As a result, certain things such as player sprites and items to be duplicated for each chunk as needed. In some of these instances, however, graphics that are supposed to be the same will differ between chunks. In this instance, Ryu's scarf tile is different in some chunks compared to the others. |
| Mar 13, 2020 7:13 PM | 125scratch | Asset: Sonic the Hedgehog | Thank you so much, Tailikku. |
| Mar 13, 2020 7:13 PM | MisterMike | Asset: Bosses | @Deathbringer Never, they're unused as far as I can tell. |
| Mar 13, 2020 7:13 PM | 125scratch | Game: Silk to Cotton (JPN) | Some of these creatures give me Alice in Wonderland vibes |
| Mar 13, 2020 6:44 PM | Deathbringer | Asset: Bosses | When is the second sprite of Jaquio used? |
| Mar 13, 2020 5:52 PM | Rabbids Go Home | Asset: Mr. I | all of the eye rotates in a 4D space technically, the pokey and this should be in texture resource |
| Mar 13, 2020 5:09 PM | Patchouli | Game: Bayonetta 2 | Are we ever gonna get more? Mainly like weapons, accessories and objects icons, but models would be nice too |
| Mar 13, 2020 3:37 PM | Void-the-Bat | Asset: Sonic (Mickey Mousecapade-Style) | Jeez game designers, get it together! This looks terrifyingly good dude. Keep it up! |
| Mar 13, 2020 2:27 PM | Ignis | Asset: Ryu Hayabusa | @rumblepen Not anymore! |
| Mar 13, 2020 10:06 AM | Paraemon | Asset: Hammer Eggman/Egg Hammer | I'm inclined to agree they were better, but they were incorrect. As for the orange, I'll have a look at that first opportunity, I got more important things this morning. Edit: revision submitted, turns out one of the values was wonky. |
| Mar 13, 2020 10:04 AM | Paraemon | Asset: Angel Island Zone Act 2 (Bomber & Boss) | Because, as seen especially in the top set of the background, there is a variant in which the undergrowth is not highlighted from the flames' glow. The main purpose was to show which part of the palette line adjusted for it to be seen. |
| Mar 13, 2020 6:20 AM | ghastlyCordial | Asset: Roxy Lalonde | she be Lalonely |
| Mar 13, 2020 5:44 AM | You Gotta be Joshing me | Asset: Angel Island Zone Act 2 (Bomber & Boss) | Just out of curiosity, why are there duplicates of almost all of the palettes? |
| Mar 13, 2020 5:14 AM | Doc von Schmeltwick | Game: Mario & Luigi: Superstar Saga | @Vexian All of Peach's Castle that is in this game is under "Opening Cutscene." |
| Mar 13, 2020 3:55 AM | Vexian Empire | Game: Mario & Luigi: Superstar Saga | Where's Peach's castle? Am I looking in the wrong game? |
| Mar 13, 2020 3:14 AM | teh_supar_hackr | Asset: SpongeBob SquarePants (Prototype 2) | Spongebob creeps me out here |
| Mar 13, 2020 1:42 AM | Dolphman | Asset: Hammer Eggman/Egg Hammer | I don't like it. The white is too bright, close to default (255 RGB) and the orange shades don't look right. (The lightest shade is too off-yellow and the darkest too off-orange) The palettes you had before were way better |
| Mar 12, 2020 11:09 PM | Fawfulthegreat64 | Asset: Objects (SMB3) | Frozen coins become frozen bricks when a P switch is active. I hope they update it to be able to place frozen bricks though, they may not have too much use but more options is never a bad thing. |
| Mar 12, 2020 11:07 PM | Remedy_Reverie | Game: Sonic Mania | where is the encore hud? |
| Mar 12, 2020 10:35 PM | Skymover1239 | Asset: Present Boxes | These are missing the submerged sprites. |
| Mar 12, 2020 9:05 PM | Sonic the Sketchhog | Asset: The Cave of the Past / The Devil's Machine | Where are the Ness face sprites on the Devil's Machine? |
| Mar 12, 2020 9:03 PM | Sonic the Sketchhog | Asset: Ness | The palette of regular Ness on the night filter is missing. |
| Mar 12, 2020 9:00 PM | Doc von Schmeltwick | Asset: Hammer Eggman/Egg Hammer | I'm just glad someone's willing to go that far in-depth for the sake of accuracy across multiple fronts. |
| Mar 12, 2020 8:11 PM | Trunkit06 | Game: System BIOS | EmRuHire not only that, but if you've ever used a vr headset and it isnt responding to movement, it becomes very nausiating |
| Mar 12, 2020 7:35 PM | diegozsprite(:3) | Game: Touhou Shinkirou (Hopeless Masquerade) | accept it,this is a astra superstars ripoff |
| Mar 12, 2020 7:00 PM | Random Talking Bush | Asset: Spade (Demo Ver.) | Thanks again for that, GensokyoZXRedAce, saved me the time of having to update the sheet myself. :P |
| Mar 12, 2020 6:53 PM | Arturmsbr2 | Asset: Anuboo | this looks like something i would see in a creepypasta lol |
| Mar 12, 2020 6:37 PM | GensokyoZXRedAce | Asset: Spade (Demo Ver.) | Update, added all missing sprites like 1.3 Spade's idle animations, changed the descriptions of the animations that were initially incorrect and fixed the version numbers of when the sprites were first used and discontinued. Finally, for fun I added an edit for the final frame of 1.3 Spade's spring animation. |
| Mar 12, 2020 6:07 PM | The random guy | Asset: SpongeBob SquarePants (Prototype 2) | These look better than prototype 1 but the sprites for this look sorta odd |
| Mar 12, 2020 5:56 PM | Paraemon | Asset: Hammer Eggman/Egg Hammer | Yeah, I've had extensive discussions over Discord as to what the actual scheme should be. Turns out, RGB values in increments of 36 is correct, not in 32 as used in mobile ports, or 34 as in the PC ports. When there's several variations based on end result and no point in repeating sheets across multiple platforms, it basically comes down to "screw trying to please everyone and just get it accurate as it should be". The only compromise I have left is the palette tables, as from here I'm sticking to 36-scaling. I just want to get things done now. |
| Mar 12, 2020 5:29 PM | Dolphman | Asset: Hammer Eggman/Egg Hammer | Hmm. There's something off with the palette. |
| Mar 12, 2020 5:23 PM | Fawfulthegreat64 | Game: SpongeBob SquarePants: SuperSponge | The prototypes resembled a port, but the levels were made unique from the PS1 version |
| Mar 12, 2020 5:04 PM | Fawfulthegreat64 | Asset: Mario | I think the big & small hammer graphics are leftover from a test phase personally, since they look simple in comparison and i can't think of where in the game they could be used. |
| Mar 12, 2020 4:35 PM | 125scratch | Asset: Sonic the Hedgehog | If you don't want them to be, open it in paint.net, go to Levels, and set the top Input value to 224. |
| Mar 12, 2020 3:51 PM | Paraemon | Asset: #0138 Nucleon | @Murphmario - one could say, it's totally rad. |
| Mar 12, 2020 3:14 PM | Murphmario | Asset: #0138 Nucleon | Nice chemistry pun. |
| Mar 12, 2020 3:06 PM | Murphmario | Asset: Casino Night Zone (Aug. 21, 1992) | Casino Night and Lava Reef are the same location apparently. |
| Mar 12, 2020 12:25 PM | 998TheNewOrchestra | Asset: 98 Robot (Expanded) | @MarioMadness734 I mostly made the Goner sprites for fun, but they're also related to the other "Goner" sprites found in the game. |
| Mar 12, 2020 8:23 AM | RaguRando | Asset: Scar | That was supposed to be Scar? They should've made him dark brown with a more accurate mane since he looks like a recolour of Simba. |