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[BANNED]
Quote from Quietus:
Quote from Deep_Space_Observer:
Also, some people may be confused when you refer to this hack as SMI when people have been using that as shorthand for Impossible a while.


Yeah, perhaps you could change that, and use 'SMImp' instead.

Doh! d'oh!


SMImp is for which hack??  Impulsion or Impossible??  Razz Razz
Fear Me! (Or else...)
That's why he said
Quote from Quietus:
Doh! d'oh!
Duh! laugh new

Anyways, I like that maze, too. It's confusing, but it needs probably a bit more variety in tiles, so it doesn't look bland, and all the same. I do like, however, what you did with the solid blocks, and those pipes.
OMG FLAN!!!!!!!
Quote from Quietus:
Ha ha!

Sadiztik Fish, you know you want to make people go through all that, and then just put a missile tank at the end, just to poke your tongue out at whoever is playing, but I'm sure it's for something a little more interesting. Wink


Well....

that leads on to another room with a three way split, and you chose one which could be good or bad (actually it was pretty much spikes hidden behind a red scroll, and only the right way had the scroll PLM), then onto another boring vertical room with lots of scenery and some of those Kago things, then another room whcih I tested once then gave up on cause I couldn't figure out how to make an elevator start and stop in the same room without any transition. Which then went down into a secret area in Incintyra, where you go down and then left a long way, then down another elevator into what used to be Cathedral (the theme of the area has kinda changed a bit, well a lot), where you'd do some crazy wall jumps with spikes and walljump-morph into a tiny hole, where you have to triple bomb jump up, then horizaltally on the last bomb to go through a 2 tile high hole in some spikes, then wall jump up and morph again to squeeze through another tiny spike trap. Then you'd go into a 1x1 room with four doors, which all led onto another 1x1 room that looked exactly the same, and they always led to the same rooms unless you went right, left, right, up, up, down, left in that order. Then you'd find that missile you were talking about.


You'll be glad to know that's not the case anymore. I've lost all of those rooms, and didn't really like them anyway.
Super Secret Area - Dead Ahead!
Quote from Sadiztik Fish:
unless you went right, left, right, up, up, down, left in that order.


Surely, good sir, you mean:

Up, up, down, down, left, right, left, right, B, A, Start.


aiwebs_011
...
Quote from Quietus:
Up, up, down, down, left, right, left, right, B, A, Start.


aiwebs_011

That reminds me of Opium's pun on the Konami Code that one time:
Quote:
Up, up, down, down, flickerbat, you, you, flickerbatting, dork.
Edit history:
Sadiztik Fish: 2009-01-15 02:19:35 am
OMG FLAN!!!!!!!
I spent the last few days editing the title screen, and all I can say is: "oh dear".


The pic pretty much says it all.

Oh i forgot. I'm working on releasing a trailer right now. I just need to get a few more rooms done just for the trailer. Also I want to finalize some rooms from a new area I've started. It's probably going to be a forest type area, unless I can come up with something else. So far I've already got mossy caves, a water area, fire/lava, and whatever you would classify Cathedral as... dark, evil, I dunno. I thought of ice, but so many hacks are using ice these days, and I wanted something else different besides Cathedral.

Super Secret Area - Dead Ahead!
Assuming that the tiles in SM are about 16x16, you may be better to just create the word 'Impulsion' however you fancy in your art program, and then resize to whatever you need (assumedly something like 256x32).  You could then just cut it up in to 16x16, and import them into SM.

I have no idea how / if this'd work out, but it's an idea, rather than trying to draw them one at a time, or however you may have been doing it before.

See attachment for an idea of what I'm blathering about. Wink (Red denotes where tiles would be 'cut')

Good luck! Very Happy

attachment:
OMG FLAN!!!!!!!
Well I opened the Title 2 gfx in TLP, then took a screen shot of it in the smallest view, so each color was exactly one pixel. In paint I resized that down so I could have the whole title within the tiles allocated for it in the GFX file. And that was it. The only problem I had was the colors getting mixed up when I change it between paint and TLP.

I changed it back to the normal GFX, and I'll probably do the title last.
It would probably be better if to export the graphics directly from tlp than to take a screenshot - click and hold the right mouse button to select the tiles you want to export and then go to edit > export bitmap. The color map will be the same as your current palette so the colors won't get mixed up when you import it again. Sorry if you knew this already.
OMG FLAN!!!!!!!
OMG THAT'S IT!!!!!!!

I've seen the export bitmap thing, I just never used it. Thanks :D
Edit history:
Sadiztik Fish: 2009-01-26 07:29:49 pm
OMG FLAN!!!!!!!
Well I haven't updated in a while. I've done a heap of stuff though. Finished some more graphics, done one new boss, got an idea for another (I'm thinking of having lots of little enemies making up one big boss or something), done a heap of more rooms, fixed a LOT of scrolling sky errors (which wasn't easy, but I did it anyway), Done a lot more planning with the maps. I've drawn all of Upper Solaria, still need to make about 2 - 3 rooms though. Half of Incintyra, quarter of Lower Solaria, and haven't started the Cathedral map, though I'm thinking about not having a map for that area...

So far my total bug/glitch/problem count is:

...1.

In one room the sky doesn't scroll. I'll have to look into that.

Also I'm not sure, but if gravity protects from heat WITHOUT varia, then no other bugs. If you still take damage with gravity but no varia, then the HEAT BIT Fx isn't working in Incintyra :S.


As much as I'd like to post some pictures up, I'm not going to. I'll get the trailer up though, when I figure out how to edit all these movies together. Everytime I try to open the AVIs in Windows Movie Maker it screws up...


EDIT: Sorry for the double post.

EDIT AGAIN: It's my topic I'll double post all I like laugh new
Gravity protects from heat, even without varia.
OMG FLAN!!!!!!!
Well I had a little break from hacking for the last week. Not my choice though. We had to reinstall Vista, and I lost all my settings for everything. Then I had to hack into my folder with all my stuff because the only user that could access it was my account from the old Vista. But I'm back in now.

And I'm starting school again tomorrow so I'll have even less time to hack. I would do it at school, but the librarians are really strict about playing games (well, technically it's not "playing"). I need a laptop or something.
OMG FLAN!!!!!!!
New palette for outside Solaria grin new

I don't really want to show the Landing Site, so I won't. Instead, this is the room next to the Landing Site. I want some opinions about which I should use. I can make it day, or night. For reasons involving room states and not blocking off areas, I can only have 1 time of day (pretty much, I have rooms outside with only one state, which I can block off easily, but then you won't be able to go down there later on to get whatever is down there). Unless I have the game randomly changing from day to night everytime you change rooms...

So which do you prefer?



Edit history:
Quietus: 2009-02-04 11:35:57 am
Super Secret Area - Dead Ahead!
The blue looks very good.  If nothing else, it makes the level itself more visible, and easier to see what you'd be doing.

EDIT: On another note, the morph ball part, where you have the metal-looking platform in the block above you looks odd.  The other 'platforms' look fine as metal, as they would have been placed for a reason, but that little one wouldn't serve a purpose.  It may look better to just continue the blocks across.  If it starts to look plain, you could always shorten the morph ball tunnel slightly, since if you're making people morph a one-block tunnel is as good as a ten-block tunnel.  Just my thought. Very Happy
Go ahead. Stare.
I prefer the "day" pallete, though it is a shame you can't use both, that dark pallete looks good too.
I'd say go for the day time setting. It looks better IMO.
also, about those CRE platforms... I think you're using a few too many of 'em.
I prefer night, though I think almost everything should be darker than in the original, so I could be biased.
I would say if you have a majority of dark internal parts go with daylight and if you have bright insides go with nighttime.  They both look nice.
Edit history:
Sadiztik Fish: 2009-02-05 02:31:25 am
OMG FLAN!!!!!!!
I really would like to use both. I might end up moving all rooms to ones with extra states. The only obvious problem I can think of is the scrolling sky errors when the doors change in the Landing site.

I'll test around and see if I can get it working right.

Oh and inside the caves, there is the normal crateria cave background, with lite blue fog. I'm using the day palette for inside the caves, because the lighter foreground goes well with the light fog. But If i can find a darker fog, I'll use the dark tiles.


EDIT:

Ok I have found a solution which isn't really a solution, I just forgot about something. You need powerbombs to go much further down that path (Spoiler, but I can guarantee you won't be able to stop yourselves exploring there as soon as you can, hence the name "Impulsion"... hehe). All the rooms up until the one after that already have 2 states except for one, which is easily fixed. I'll just make having powerbombs trigger the time change.

and heres the slightly edited room:

EDIT AGAIN:

I forgot, which time would you rather start the game with, day or night? Added a poll.

attachment:
Vote'd.

I think going from day to night would go better with the beginning to end progression through the game.
Edit history:
Sadiztik Fish: 2009-02-20 11:50:04 pm
OMG FLAN!!!!!!!
Hmmm M2k2 was down a few hours ago. Couldn't get on :S

Anyway. I just spent the last 3 hours making the entire screen fade out when the room transitions, including doors, pipes, everything. The only reason it took so long is because I didn't realise different palettes of tiles took up different amounts of space, and kept corrupting Tileset 3/4. I just removed some tiles I wasn't using to free up space, so it's all good now. I probably won't end up using Tileset 3 or 4, but I like having the option.

Looks so far as if the game is going from day to night. The cave rooms (without the sky background) are always darker, as obviously there's no light coming in from outside.

I've done a lot with graphics, as in having one tile for every purpose there could possibly be. I have 5 copies of the silver metal pipe from the CRE, plus the one in the CRE, each with different edges blacked out depending where they go (OMG IM CRAZY).

attachment:
OMG FLAN!!!!!!!
Just been making a lot of changes to palettes, room updates, maps, FX1. I haven't really made any new rooms lately. Only about 3 small ones.

I went through some random palette blend numbers today to figure out which one looked the best. I narrowed it down to a few good ones (though I'm sure there's much better ones. I just can't be bothered to go through 255 different blends)

Which do you think? I can't decide between the top left, or top right.

attachment:
I think you should go with the top-left.  It's more subdued and non-distracting.
Go ahead. Stare.
I actually like the bottom left, but I would also vote for top left if I had to do that instead.