Author Topic: Graphics Edits Showcase (Link's Awakening Font patch released)  (Read 18205 times)

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #15 on: September 04, 2015, 11:32:37 PM »
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Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?
Ah, I see... So, same floaty motion, different sprites, different spell effect. I like the idea. Don't at the moment have any good ideas for a replacement, but I'll try to think of some.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #16 on: September 06, 2015, 01:38:24 PM »
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Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?
Ah, I see... So, same floaty motion, different sprites, different spell effect. I like the idea. Don't at the moment have any good ideas for a replacement, but I'll try to think of some.

That's the idea! Been wondering what would go with the sparkle effect is used for the new white magic casting, that would work well with that skills sequence. Basically it just goes back and forth between little heart/big heart a few quick times, so maybe I could change the graphics to make it like a getting-drunk effect or something (charm + bezerk perhaps?) I hoping the end result of the graphics edits will work both for my use and for those who want to leave Enemy Charm the way it is.

And all good on the tileset. Just let me know what ideas you come up with. I'm close to the Tower of Zot in my project (textwise anyway) so I'll more than likely get the itch to edit it some of it on the sprite level at the very least hehe.



Question: Would anyone still have some of the older graphics edits that were posted around here from before the site went down? I've read numerous threads about great sounding edits that were unfortunately lost, and it would be a dis-service to those great artists if their hard work were never to be seen again. If anyone happens to still have any of the older edits (or preferably, a direction for me to go in terms of contact some of these artists) I would happily add a "Recovered Spritework" section to my OP as well as any and all info in regards of who to credit or who to get in contact with for permission.


EDIT: Realized I never put up screenshots of my Caves/Sealed Cave edits, so I'll just throw em up here in this post instead.
« Last Edit: September 06, 2015, 02:17:04 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #17 on: September 06, 2015, 02:47:42 PM »
Cool idea to use the ships' crate as a treasure chest in caves. It definitely makes more sense than random treasure chests hanging around in unpopulated areas. I like the torches on pikes. I imagine the top half is walk-behind? That works OK with the animation? If so, that's very cool.
If you'd accept a minor co structive criticism on the stalagmites - I think making them slightly rounded on the bottom might be good, just so they give the impression of being conical.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #18 on: September 08, 2015, 02:35:55 PM »
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Cool idea to use the ships' crate as a treasure chest in caves. It definitely makes more sense than random treasure chests hanging around in unpopulated areas.


Thanks! I'm debating on whether or not to use them (Ship's crate) for the Sealed Cave as well, and turn the crate that's already on that tileset into a broken version. Or perhaps instead of a crate chest for the Sealed cave I could maybe do a pile of bones/rotting monster thing..  but that would make trapped chests awkward outside of skeleton/undead fights.. hmm...

Or better yet,  I could nix the Sealed Cave crate in favor of something that could be used for a damage floor, and make the chest a casket of something. If I remember right there's some form of bat/vampgirl in either Magnes/Sealed Cave, so hopefully it would make a bit more sense.


Which also reminds me that the Mountains tileset also used the same style of rock the Caves used before they were stalagmites, and that I ought to make some sort of damage floor tile for them too! Half tempted to redo it's chest/save point as well, but I can't come up with anything off the top of my head.


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I like the torches on pikes. I imagine the top half is walk-behind? That works OK with the animation? If so, that's very cool.

Thanks!  Yes, the top half is walk-behind.  In fact you can stand behind it without your sprite disappearing (which for some reason happens to me when I go behind the tops of trees or behind my edited shop signs on Town tileset maps). I've been trying to figure out what causes that, as it dosen't happen on Sealed cave (above-mention animated fire) and Crystal room (little pillars, those decorative arch-things on the sides of the room) maps.



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If you'd accept a minor co structive criticism on the stalagmites - I think making them slightly rounded on the bottom might be good, just so they give the impression of being conical.

I welcome constructive critcism on anything I put up here! And you make an excellent point on the stalagmites - I was wondering what was making them seem so flat.

I rounded it out a bit, and I'm in the process of giving it a more rocky look  since it tends to blend in with the floor's pattern.  With the normally used palettes it's [not] that big of a deal, but since I'm using different palettes for Baron sewers, I can hardly tell where they are haha.


Here's a screenshot of it so far.






« Last Edit: September 12, 2015, 11:56:36 AM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

JCE3000GT

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #19 on: September 10, 2015, 08:35:40 PM »
I like the crate treasure chest!  It somehow fits just right.  I wonder if you would do a non-parody/spoof hack using the same graphics after your done with this project?  Or will you offer a patch for other ff2us/ff4 hackers to be able to be used in their projects?

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #20 on: September 11, 2015, 05:01:20 PM »
I like the crate treasure chest!  It somehow fits just right. 

Thanks!


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I wonder if you would do a non-parody/spoof hack using the same graphics after your done with this project?

Most certainly! FU Remix is basically the culmination of my learning and having fun with FF4kster/general ROM hacking. It'd be a disservice to everyone's research and hard work here if I didn't do a non-spoof after it's completed.

And as far as it's parody/spoofness... it's actually quite serious for something I originally intended to be a complete mockery of the base game.  :wink:  I'm striving to find that middle ground where the humor and serious tones compliment each other.  No constant dick/sex jokes here! Just good 'ol fashioned child labor!


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Or will you offer a patch for other ff2us/ff4 hackers to be able to be used in their projects?

At some point, I'd love to! I'm sure other hackers would prefer a patching method over using TLP or YYCHR. The only problems with that are I've yet to dabble with creating an IPS file nor do I know how to create one that wouldn't change other aspects of another hacker's project. An easy way I guess would be to create a patch that's meant to be like a storehouse of my edits on a seperate FFIV rom. That way, all one would have to do is open their project in YYCHR and copy/paste what they want from the "storehouse" rom to their project.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

JCE3000GT

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #21 on: September 11, 2015, 08:58:17 PM »
Great, thanks for the replies!  :D

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #22 on: September 12, 2015, 02:46:25 PM »
Great, thanks for the replies!  :D

Not a problem. Hell, if you have an ongoing project that you'd like to use anything I've posted for, let me know and I'll help you out! I'd be honored.

Same goes to anyone else really. I'd be lost without the helpful info found here.

Alright, got some work done on retooling the Stalagmite for Caves.  Also went ahead and turned the Sealed Caves treasure chest into a coffin (using a screenshot I took of Dragon Quest 2 for reference :D ), complete with a little skeleton dude when you open it.  I'll post the sprites for it later when I have more time, but for now, here's some screenshots.

As always, feedback/criticism is gladly welcomed!

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #23 on: September 12, 2015, 09:25:08 PM »
The stalagmite looks really good. Very, um, rocky and natural looking.
The coffin chest is nifty. I don't think I would use it, it's a little creepy for my project, but it's a fun idea for the right landing spot.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #24 on: September 22, 2015, 04:42:38 PM »
Haha thanks. I figure not everyone's going to want to use coffins for treasure chests, but when I throw them up here someone's bound to use it eventually.

In my project the Magnes/Sealed Caves were used as burial crypts for the Toroians/Dwarves before the Dark Elf came along/ Dwarves sealed the crystal inside. So hopefully my edits help make it as creepy as possible heheh.


Speaking of which, I should have the coffin chest up here tomorrow. I've been busy lately and haven't had a lot of time on my hands.  After that it might be a little while before I put up more as I'm trying to focus on setting up formations/treasures and trying to balance it all out.  But with that said, I'm bound to come acoss things I want to change as I'm easily distracted, so keep an eye out for updates regardless.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #25 on: September 28, 2015, 01:24:43 PM »
Man, time flies when RL demands one's full attention! At least few people would have noticed the lengthy delay, as this is a busy/enjoyable time of year.  :wink:


Attached  to this post is V1 of the coffin chest for the sealed caves.  Get em while they're ... uh, fresh!


Also I realized I'm an idiot and could have been editing things a helluva lot easier  by using a second instance of YYCHR to act as a tile arranger.  :isuck:

But hey, beter I realize that now and not much later on! Should make further edits much, muich more enjoyable (especially some I have in mind for the House Tileset)


Hopefully soon I'll be able to get into the nitty gritty of my Town Tileset. Got some of the formation work done on my project, though it's been hard  getting them to a point where a player wouldn't be straight out murdered, or too easily over-leveled from the fights. Hopefully it'll be a harder, more rewarding experience than vanilla in the end.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
« Reply #26 on: September 30, 2015, 02:19:31 PM »
Title Screen Edit WIP
----------------------------
I was messing around with my title screen yesterday and decided to play around with the graphics used for the sword's handle as I've always looked at it and thought it made the sword look more like a showpiece rather than a weapon to be used in battle.

Now bear in mind that this is a WIP done on the title screen for my project, and that the final version will be done on a vanilla ROM so that others can use if they'd like.

--------------------------------------------------------------


Part of me wants to make some Halloween/Fall graphics since it's almost October (my favorite time of year)
Any suggestions?
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
« Reply #27 on: September 30, 2015, 11:29:07 PM »
Hmm... You're right that the original sword looks like a showpiece. It never really bothered me, though, because it's the title screen. But hey, it's your hack.

In light of the fact that it is the title screen, though, if you're taking away the showpieciness of it, maybe adding something else to give it the element of spectacle is in order. My thought, which I think works well both with the "FU" spirit and the Halloween idea, is to make it dripping with blood and/or gore.

I could help, I think, with a dripping effect using some palette magic if you want... If you've seen what  I did with the title screen in TfW, I imagine the same effect that draws "AThreat from Within" onto the screen could be employed to make blood drip down the sword. I mean, if that's something you'd be interested in doing.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
« Reply #28 on: October 01, 2015, 02:21:57 PM »
Hmm... You're right that the original sword looks like a showpiece. It never really bothered me, though, because it's the title screen. But hey, it's your hack.

In light of the fact that it is the title screen, though, if you're taking away the showpieciness of it, maybe adding something else to give it the element of spectacle is in order. My thought, which I think works well both with the "FU" spirit and the Halloween idea, is to make it dripping with blood and/or gore.

I could help, I think, with a dripping effect using some palette magic if you want... If you've seen what  I did with the title screen in TfW, I imagine the same effect that draws "AThreat from Within" onto the screen could be employed to make blood drip down the sword. I mean, if that's something you'd be interested in doing.


Actually, I'd be very interested in this! It would bring home the point that the sword has seen a good deal of action, deeming it worthy of being part of spelling out the game's title.


I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
« Reply #29 on: October 02, 2015, 08:58:13 PM »
Cool.
So, to make this work, you'd need to draw the blade using as few colors as possible. Like, probably two if you can (remember you can use empty space as black because of the black background). Then draw the dripping blood using all the rest of the colors. The colors will fade in a wavelike fashion, so as they're cycling, it'll look like the blood is dripping down the blade. Am I making sense?
I don't need a finished product to put the "animation" in, but I'll need something that has all of the right colors in basically all the right places...