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Messages - Blob2779

#1
I was looking into these to see if I couldn't find higher res scans, seems they got put onto hg101's old site, so: http://hg101.kontek.net/compileshooters/designdocs-fanzine.htm .
#2
This is amazing, I wonder if the books have scans, because I would highly consider bribing someone to translate them if I could get something at a readable level :(
#3
Rom Hacks, MODs, Plugins / Re: The Guardian Legend: WORLDS
September 17, 2015, 10:34:00 AM
Quote from: Mattrick_ on September 17, 2015, 10:28:06 AM
Fireball, more than likely that was due to the old / bad mapper found in the powerpak, because i played the same one on Bizhawk and had no issues

Ahh, I've not had a lot of the issues he's had on my everdrive n8 either.
#4
Rom Hacks, MODs, Plugins / Re: The Guardian Legend: WORLDS
September 17, 2015, 10:25:05 AM
Zakky ran into a corridor that glitched terribly before the boss, and the middle of the screen turned into glitch tiles that fired invisible shots that did really high damage.  His boss of choice was crawdaddy and therefore the room was pretty much unbeatable.   Didn't see that issue mentioned before, I don't have time now, but later I can try to find it in the vod, or perhaps Matt will find it before I'm back home from work late tonight.
#5
Rom Hacks, MODs, Plugins / Re: The Guardian Legend: WORLDS
September 15, 2015, 09:40:57 AM
So... When your saber is limp, you can't go all the way...
#6
Rom Hacks, MODs, Plugins / Re: Uhhhh this happened....
September 13, 2015, 03:31:52 PM
If I ever see say, a black optomon on a black background, I'll know who to call...
#7
Rom Hacks, MODs, Plugins / Re: The Guardian Legend: WORLDS
September 13, 2015, 03:30:46 PM
The lua wouldn't benefit me much sadly, as I play on console.
#8
Rom Hacks, MODs, Plugins / Re: The Guardian Legend: WORLDS
September 12, 2015, 11:25:06 PM
Another option mentioned in the race was if you could somehow make the map identify rooms you have been in vs rooms you haven't... but that'd be an interesting bit of assembly modification. 
#9
Quote from: arseniy on August 29, 2015, 10:25:58 AM
Personally I don't like that idea that much. I think recreating the game engine in Unity has so much more potential.
Because I want to fight multiboss(like imagine fight Fleepa and Other boss), becuase I was to see some new enemy and maybe weapons. And new features like some walls could be broken to find secret passages. Etc, etc.
P.S.
Here you go example I did in original game by RAM trigger:
http://www.youtube.com/watch?v=pwwfcqFB_bI

I would enjoy a good clone, or inspired game, that said, my current goals tend to favor TGL science, which romhacking furthers.
#10
Glitches I saw in the race between Zakky and Matt.  I haven't played yet, will in the last few days.  Last weekend I was out of town, about to have my next weekend.

There are still doors to out of bounds areas which can break the game.
There was a red lander that re-spawned after being picked up.
For whatever reason, red optomon spawned a green optomon for Zakky (2x times) but not for Matt.
Prior mentioned "some eyes contain eyes" , some don't including in the boss.

Beyond that, some corridors had a total of 3ish enemies before the boss.  Interesting, and playable, but not likely all that exciting. 
#11
Quote from: Mattrick_ on April 04, 2015, 01:59:28 PM
I had one instance of an out of map zone, but it didnt affect anything it was just a second corridor 2 which was already cleared.

In the current race between zakky and seawolf an out of map zone was found that had no exits back/to anywhere.  Luckily they were both using save states semi frequently to prevent game breakage killing the race.
#12
You did notice that some doors with keys were mislabeled, but it appeared to be that you can only have one type of label in a room, and there was 2 types of key doors in the same room.
#13
That glitch with the corrupted graphics happens when you go past the text and load non existent text, or something to that effect.  In the japanese version if you do the hold select press b, you'll go threw all of the text as normal, but instead of looping (or perhaps just before it loops) you'll instead get that same glitch in the same way.  It's the only difference I know between the US and Jap version, beyond the translation.   
#14
Yeah, I'm pretty sure even if you implemented a normal map generator, you'd still keep the built out generator around, because variety is good.  As long as it's ordered so A1 is entirely available before A2 and so forth, it should still be very race-able.   
#15
Quote from: headfonez on April 03, 2015, 06:51:03 AM
LOL. Fireball, check this page out

http://www.nesmaps.com/maps/TheGuardianLegend/TGLoverworld.html

Its pretty much a visual layout of the labyrinth. So I can gather information from this.  I would still ask for just a sheet with individual sprites so I can add information to it, but I won't need map data anymore.  thanks.

Also, I won't be able to make the random map look like the original map.  Infact, corridor interlocking (going through area A to get to area B) may happen quite often.  But since corridors are highlighted in the minimap, this shouldn't be too much of a problem, and might make it more of a challenge.

That's what I was using to gather data anyway as well.  As long as you can get everywhere and everything, that's the main thing.  If I were to write a generator to approximate the map, I'm sure it would have to happen in stages.  I would first have it slice the map into sections, and then have it generate small maps bound to those sections, then you connect them, declare what areas they are, and place your random stuff.  That said as long as you can get to every area in the proper order, it doesn't matter too much, especially not for now.