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Messages - NemZ

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91
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: February 14, 2015, 05:32:46 AM »
TILED would make the job MUCH faster, man.  Free* program that is great at what it does.

I've contemplated taking the extra spaces out of all my tilesets pics just to make it easier on people to use that, though it would admittedly also lead to confusion when people are cutting them out for textures directly.  Bit of a toss-up, really.  Hmm... actually I suppose I could also just leave larger grid-sized spaces instead, so they're broken up but still properly aligned to a grid?  Would make them much larger, but not that big a deal...yep, guess I know what I'm doing this weekend.

92
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: February 13, 2015, 01:22:56 PM »
Looking back at that set I totally forgot to make floors.  Again.    :(
...and sorry about the skybox?  Hard to tell exactly what you did with the fencing in the way.

Looks pretty good though!

93
Resources / Re: NemZ's tileset emporium
« on: February 09, 2015, 04:01:09 PM »
And a few more!  turns out these ARE rather different from the NES tiles afterall.









Also I did come up with what I think is a better fix for top platforms.  Just make it a 3d floors block and add the tapered bottom of the top as a fixed actor rather than as a texture, all with a simple 2-step animation to sell it as spinning.


94
Resources / Re: NemZ's tileset emporium
« on: January 27, 2015, 08:05:35 AM »
I was bored this weekend and and all this happened:









So I guess that means I will be doing all of Wily Wars afterall.  Yay?

Not entirely happy with those top platforms honestly, but not sure what else to do with them as they just don't look much like tops if you make them square-ish to fill the whole block.  Might look at that again later if I think of anything or if anybody has a better idea.

95
Resources / Re: Linnie's Fashionably Petite Resource Stop (Rock Force do
« on: January 21, 2015, 10:00:38 AM »
Nice job.  :D

96
Mega Man Discussion / Re: Megaman Eternal: Trailer!
« on: January 08, 2015, 02:43:42 AM »
Been slowly working my way through this thing.  I'm of two minds about it... on the one hand, there's a lot of really cool things going on in this game, but on the other there's a lot of things that scream halfassed.  It really is a shame that the creator is such an asshat completely unable to handle any criticism whatsoever as somewhere underneath the bad physics, shitty art and highly questionable boss design there's some pretty cool things going on.

97
W.I.P Forum / Re: MM8BDM The Forgotten Adventures Project
« on: January 06, 2015, 05:48:19 PM »
Quote
Textures? Why yes, while DOS and R&F2 both are textured up, we have other expansions that could use some custom jobs.

It would be cool if people took up that challenge and put my tutorial efforts to work.  I mean I don't mind helping out but it isn't like I want to have a stranglehold on that department.  Hell, I'd welcome other people to take their own stabs at things I've already covered just to see some new approaches.  Who knows what neat ideas I might learn from seeing someone else's style in practice?  :mrgreen:

98
W.I.P Forum / Re: Mega Man PC 1 & 3 Expansion
« on: January 06, 2015, 04:27:27 AM »
I would suggest using the fire the same way some use random strips of 'grass' in wooded areas... except this is animated.  And you don't want to run through it.

99
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: December 22, 2014, 02:41:32 PM »
First off... I made a glaring omission in neglecting to make a top to the... whatever those things are, and also decided i didn't care for the way I did the bottom earlier so here's one final update:



Quote from: "SmashBroPlusB"
I do have one question, how would you best approach near-full custom tilesets? (Things too disgustingly high-res to effectively reduce just through recoloring; making textures based on something already 3D like Super Smash Bros.; other things done with loose references or from scratch.) What sort of references would you recommend? Anything in particular that would help with planning (e.g. would making a mock-up 2D map be good advice)?

That's One question?   :lol:  I think I'll have to break that down a little bit.

With remaking much higher resolution stuff the recoloring method does still work, but you're likely to have more involvement in the 'fine tuning' stage afterwords to try and preserve as much detail as possible.  That really comes down to developing a sense of what the most recognizable features are then making sure they get preserved even if it means losing detail elsewhere or changing the relative size of things.  Many times with such things you're going to have to resize the textures to fit the x16 pixel scale as well, and in a case like that I advise you to do the color downsampling while at full size, then make sure to use the 'nearest neighbor' option when scaling down to prevent your colors from blurring.

When remaking something 3D (such as the powered up tiles I made some time ago) you'll need to mentally break then up into 'sides' if they aren't conveniently low-poly to begin with.  If you have a good reference this isn't too bad, but in that case I couldn't find stage maps and didn't actually own the game so I had to base the whole thing on YouTube let's play vids.  Quite a pain to do, I'm sure you can immagine!  On the other hand the game does give you a sense of what the top/bottom of things should like like in that case, so it gives you a little help in the later phases of the tileset.

In both the above cases the best references available are obviously the maps themselves, either ripped, while playing, or from a vid.  Just go through the steps the same as in the tutorial, breaking things up into color groups and applying the color reduction technique.  You may have to make some major compromises here... again, it comes down to deciding what is most important for preserving the overall 'feel' of the stage, what makes it unique and recognizable.  Keep in mind what I did with the mm&b Cold Man example, using just 3 colors from a palette per tile with different focus colors to create the illusion of having more colors available than you really do.  There's also another option which isn't very megaman-ish in style and won't look good at all up close as in mm8bdm, but it's possible to using stippling of different color pixels in a regular proportions to simulate a color that is a mix of those thus used, just as monitors and home printers actually only use 3-4 colors in combination to make full color.

If you're making something from scratch that's a whole different ballgame, but some of the tutorial steps can be used in reverse to guide you.  I recommend make some random sketches of sample terrain, just brainstorming the kinds of things you want the stage to contain, then apply the color groups to those items.  You're going to have to make some choices here such as how colorful you want the stage to be, if it will be dark or bright, etc.  a major concern is how much interplay you expect to have between elements, such as will you have elements that cross over from one color group to another so you can have, say, trees that have your sky showing behind them but also fade into grass and stuff at the base, in which case you'll need to have common colors other than the 'base' (usually black) that they all share to make that transition smooth.  If you want to use animated tiles you'll likely need to set aside a palette or two for just that purpose.

Here, I'll give you a sneak peak of something from the fangame I've been working on to illustrate that a little:  a sample screenshot from Marine Man's stage (still in progress, mind you):



If you break that down you'll find examples of using one palette for multiple color areas as well as multiple crossover colors to make the sky work with various bits of things overlapping or peaking into it.  There's no planned tile animation for this section, but some hijinks will be pulled for that sunrise to come to full fruition as the stage progresses.

100
Resources / Re: NemZ's tileset emporium
« on: December 17, 2014, 09:31:14 PM »


A small request, the trees from mm7 shade.  I don't know how big you want to go with the branches, so it's a bit of a mix and match for now.

101
Mega Man Discussion / Re: Megaman Eternal: Trailer!
« on: December 17, 2014, 03:58:35 PM »
Tried it out... was not impressed at all.  Everything from the controls to the enemies to the graphics just feel wrong or is obviously stolen.  It isn't fun, and the guy's forum projects an attitude of "I know it's not right but I can't be bothered to fix it."

Pass.

102
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: December 16, 2014, 07:44:24 AM »
Lesson 8: Considering The 3rd Dimension

So, finally bringing this back home.  The only thing left to worry about is how to convert the stage to work in 3D for our specific purposes here.



First off, any map with water needs a quick recolor of the water textures.  For whatever reason using the same animated tiles over and over again is just a tradition, so let's not fight it.  Generally best to stick to the darker colors, as that leaves the lightest one only on the 'falling' tiles, which makes them seem more active.

Moving on, mostly we just need to consider ceilings and floors to match the various solid surfaces.  Generally it's fine to just keep these pretty simple, though it helps to have a little variation just to keep things from getting too stale.  Some simple rocks (generally with little to no black as too much of it on the floor causes issues for some folks), a couple of metal-ish tiles, maybe some bricks even though that's really more of a wall texture... not too hard.  Start it simple and then try and work in a variation, usually on a 32x32 block or larger.  We also need one for those 'oyster pod' things, which is a little more involved but can be slapped together well enough by just doing 1/4 and copy/paste/rotate a few times to fill it out.  Also made a couple of open/shut ends for any exposed pipe ends.

More challenging, we also need to consider horizontal surfaces that would be hidden by the game's perspective that aren't just normal walls.  In this case, this means the somewhat problematic fans.  I made a base without the blades first using the non-moving part of the fans as a guide, then added the fan blades on a separate layer so I could tweak with them and not mess up the common section.  Only so much you can do here, but giving it a clear direction helps sell it.  I tried to base it on matching the 3-frame animation from before if viewed from the right.



Finally I thought it might be a good touch to make it possible to actually make a few of those tall crazy pole things as terrain rather than just a background, so there's a couple of textures with animation loops to build them, the little 'pods' on the side, and a simple 'pole' texture to stretch between them.

Also don't forget a few of the tiles made earlier that didn't work out for the actual stage due to NES limitations, such as the fences and inside of the columns.  I think that's got just about everything covered.

So, I guess that's about it.  Start to finish, step by step.  It's been fun!

Please don't be intimidated by all this, the vast majority of maps are not going to be anywhere near this difficult to convert.  If you've followed the whole thing maybe it's time to give it a try yourself, see how it goes!

If there are any further questions about my process, maybe something I glossed over too quick?  Let me know and I'll see if I can help make it clear.

103
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: December 02, 2014, 08:22:11 PM »
Holiday threw me off so it's going to be a while before the next update.

I suspect it's possible to work around that with a fixed framed-in zone of movement by repurposing the 'scrolling' memory area and line interrupts, but that would likely be more trouble than it's worth.  Certainly in all other MM games Beed's revised version would be far more likely to be seen.

104
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: November 24, 2014, 09:02:13 PM »
Lesson 7: Animation

Okay, time to breathe a little life into these backgrounds for that finishing touch!

Here's the full tileset including animation alternates.  I'll be referring back to it as I go through the various animation types.



The essence of animation is visible change, obviously.  If you think back to the very first part of this series each tile is influenced by two sources of information, the palette (what colors are available) and the pattern table (which colors go where).  Thus, any change to either of these two items will cause a visual difference in how the tile is displayed on screen.  Of the two, changing the palette is far less taxing on the system so most games use this for the vast majority of animation effects.

The simplest change we could make is just to change one color, and this is exactly what we're going to do animate the lights in our deepest backgrounds.  when that one color on the palette changes every tile using it will update simultaneously (or at least as fast as the tv/monitor's scan rate can manage) to the new color choice.  In this case we want a simple pulsing animation for the lights on both our dark blue interiors and the underwater... things... which we will accomplish in a 4-step cycle.  We just set it up to rotate in stages through pale yellow, light orange, dark orange, and then light orange again  (light green/royal green/aqua/royal green for the underwater things).  When put on repeat this produces a fairly smooth loop with a soft pulsing.

Another very common effect we'll be making use of is cycling multiple palette colors at the same time, specifically just juggling the same three in sequence to create flowing water effects.  By changing them systematically in the order darkest > lightest > middle > darkest we can create a sense of movement even though the patterns stay perfectly still because the eye wants to follow the highest contrast area (where darkest and lightest touch) which will be shifting.

There are plenty of other ways this can be used that we won't be needing for this stage by combining these effects that we won't be using for this map, but which can easily be seen at work in MM2, for example.  Take Airman's stage, those fluffy clouds gently puffing in and out; what's actually happening there is that the two darker edges of the cloud are being palette cycled progressively towards white and then back to create that effect, essentially a more subtle version of the lights earlier but using two colors for the effect rather than just one.  The gears and pistons churning away in Metal Man's stage are actually using a similar technique to the water animation, specifically there's one color stuck on brown, the black background, and then the last two colors are flicking back and forth between brown and black (basically on or off) to create the illusion of movement.  The same technique is used in the 'screens' on Dr. Wily teleporter room, though in that case they cycle between through 1 on > 2 on > both on > both off > repeat.

Here, see for yourself.  Aside from highlighting the different pallette colors in the metal sample these tiles are straight from the game.





When things get more complicated however we need to consider changing the pattern tables rather than just the pallettes.  This type of animation is used very sparingly in NES games because it's much harder on the processor and is likely to produce lag, but some later games made use of it more freely due to additional help from various special chips built into the cartridges.

In this case, we need a little more effort to make the propellers look convincing.  Just flipping the propeller vertically is a good start, but it still needs another frame to sell the movement otherwise it just looks like it's twitching back and forth rather than spinning.  One more frame, with two 'forward' blades about halfway between the two and a vague shadow for the blades that would be coming around further back, makes for a surprisingly smooth animation with just 3 frames total on a cycle.

These sorts of effects are always saved for impressive details and usually used sparingly.  The GB games tend to indulge in these more often since otherwise animation would be impossible as there's only one pallette to work with, but otherwise the megaman series doesn't use the technique very often.  For more extensive examples I'd point you to Natsume's Shatterhand (check out those fans and water effects) or Sunsoft's Batman: Return of the Joker, or the extremely impressive use Irem's Metal Storm makes of it for pseudo-parallax effects.

Of course there's one more type of animation involving background tiles that no Megaman-based discussion would be complete without... the large boss or miniboss.  There are hardware limitations which limit the maximum size a sprite can be, but by combining a mobile background with a few sprites above it for action and extra colors some fairly impressive enemies can be created.  The miniboss of the stage isn't that big in X3, but it's still a good opportunity to play it up for the true NES experience.  To pull this off you need a large area with no tiles so that background scrolling can be used to move the miniboss without interrupting the rest of the screen, then a few well-placed sprites to round it out.  You do need to take some care not to use too many of them and to space them out vertically as too many sprites on one horizontal line cause flickering.

Finally, here's a few screenshots I mocked up from the stage map with the animation fully implemented so you can see it in action:









Next time: MM8BDM conversion

105
Tutorial Collection / Re: Tiles... they (usually) aren't that hard, guys.
« on: November 18, 2014, 10:43:21 AM »
Lesson 6: Rebuilding the Stage

A lot of work this week, though perhaps not much to say about it.  I started by going back to Tiled and importing the full stage map, then just painting over it directly with my new set of tiles.  Along the way I found several gaps I just missed the first time, as well as seeing that a few things just weren't working.

To be perfectly honest I'd usually skip this whole step as it's quite time consuming, but for the sake of the tutorial I did it this time.  Not that it's at all a bad practice... it definately showed me a few things I skipped the first time and helped work out a few issues I'd otherwise have missed... but usually I'd leave that testing process to the person actually making the map and just patch fix as needed.

Here's the new tiles that fill in holes in the set:



Mostly corners, but a few are originals to help with the small new room.

And the full set rearranged a bit to get rid of some redundancies and making it smaller overall:



And here's what the map looks like in full (huge):

(click to show/hide)

So, various changes and the reasons I made them:

The most obvious is the reworking of how the 'secret' area above the waterline is accessed, which needed to be done to control access to the area so the extra palette change could happen as well as because a NES Megaman game doesn't offer that kind of free scrolling as the original requires.  Basically the frog armor is still needed to destroy the fans, but doing so now opens a new room that allows access above the water line (which is now mined, explaining contextually why you can't just jump up).  I also moved the path 'reconnect' point to this room leading into the strange little alcove area of the original which didn't seem to serve a purpose... possibly originally the hunter room but they decided two minibosses in a row was too much?

I just kind of roughed in a puzzle idea to get to the new K-ride area on the idea of using a frost shield to float under the wall and above the mines, but it's just a placeholder... the area needed something there to show for itself.  Not entirely sure that would even work, but oh well.

The loss of the free-scrolling area also led me to add a bit of contextual wall kibble along the edge in the initial resivoir drop area.  The second screen is necessary to finish the full palette swap for the new area.  Likewise on the other end the miniboss room is used for the same purpose, though I also brought a little of the half-loaded palette into the room so that the water draining can be moved in here with just a simple 'suction' sprite above the new drain pipe to sell the loss of water physics because obviously the NES can't handle it the same way the SNES game originally did in the next room with a transparent color overlay.  I did make a couple of blue outlined bricks to sell the effect on the initial drop though.

In the dam area, the 'column interior' idea just wasn't working.  it stood out far too much and wasn't immediately clear what it was, so I just ended up cutting it out entirely.  The fences also proved unworkable... there's just no way to have them overlap properly with another background in the way, and they're too distracting even to be assumed as being just the far side of the walkway.   I'm hanging on to the tiles in both cases anyway for the 8BMMDM conversion later.

Another minor change was adding a dither to the farther back waterfalls so they get pushed back into the distance... they were a little too much otherwise, especially in the first vertical area.  I also made a blue version for the final stretch, which is not in the original but I thought it helped tell the place's 'story' in that the water on this side of the reservoir has been purified.

One more minor issue, the palettes just can't handle the sort of half-size tiles that were originally used for some of the thin wall areas (now replaced with columns) or the small pipes along the ceiling when they cross over the blue areas (simply left off).  I also skipped the very small arches indicated in a few spots coming off the brick backgrounds in a few areas... just wasn't feasible, sadly.

Next time: animation!

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