itch.iohttp://itch.iohttps://itch.io/t/371793/gradius-definedGradius - Definedhttps://itch.io/t/371793/gradius-definedSun, 13 Jan 2019 18:06:40 GMTSun, 13 Jan 2019 18:06:40 GMTSun, 13 Jan 2019 18:06:40 GMTHello all! I decided to start a new project, focused on 3dn-ifying Gradius! Using Dippy0615's 3dn file as a base, along with JJXB's UI code, I am making adjustments to make this similar to the style of my Metroid project. I have decided to name the series 'Defined' after just coming up with the name while I was lying in bed one morning. Anyway, here is an early look at what I have done so far! (Although I only started it a few hours ago, so bear with me.)


Honestly, the title screen is about how far I have gotten so far, which just had different layers similar to the Metroid one. Here is a comparison to the standard NES, although they are not too different, honestly.

 

However, when comparing the ship, you may notice that it is layered as well, and when comparing the two, it doesn't look too different from head on...

 

See? Not that different at all! However, when looked at from a different angle is where my real work shows, I believe!

 

As you can see here, I have not just added different layers, I have actually used the layering system to make an entire 3D model of the Vic Viper. (With standard and retina variants as a comparison.) This is what I have put most of my time into, and plan to do this with most entities in the game.

The ship itself is based on Gradius' box art, and other concept art of the ship itself. 

Here is some of the art I used as a reference, although I gave it some personal touches as well. I'm rather happy with the results, although this does mean that this could take some time... Now I have to go work on the other Sprites for the ship. Let me know what you think of it, and let me know if you think any improvements could be made! I'm looking forward to seeing what the final product will look like-

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https://itch.io/t/232355/excitebike-completed-by-geodExcitebike (Completed by Geod)https://itch.io/t/232355/excitebike-completed-by-geodSun, 20 May 2018 22:11:25 GMTSun, 20 May 2018 22:11:25 GMTThu, 17 Jan 2019 17:03:34 GMTHello all! Just thought I post a little bit of a sneak peak into what I am working on, and might ask for some help or advise in the process! (Seeing as I am a little new to this tool) 

Here is a screenshot of the original version, and my version. (That is again, a heavy work in progress, almost nothing is done at this point in time, but it should show the perspective I am going for.


While this doesn't show too much, you can probably see that I am attempting to turn this into a flat track, and convert everything to actual 3d, instead of what the pseudo-3d entails. This however, has a few major problems. While the original moves the characters up and down to create an 'illusion' of changing tracks, if I move him to the location shown above, and decide to go left or right, he will still go up and down, and float in the air. My question is, can this be changed, through scripting, or something of the like? Or am I just out of luck?

My other question is that excitebike uses objects in odd ways sometimes, at least, when trying to convert them to 3d, so, I was wondering if there was a way to disable the 'rippling effect' that repeating objects gain, so that a change to one of the objects will not necessarily effect another one. It sounds a bit complicated, and it might be able to be done with some careful cloning on my end... maybe. Let me know in the replies! I'm not sure if the thing I am working on is even feasible...

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https://itch.io/t/254967/tetrastar-the-fighterTetrastar - The Fighterhttps://itch.io/t/254967/tetrastar-the-fighterMon, 09 Jul 2018 16:38:51 GMTMon, 09 Jul 2018 16:38:51 GMTMon, 09 Jul 2018 16:38:51 GMT3Dn file


JP exclusive into the screen shooter (reminiscent of space harrier). I think i've done as much as i really can to give it the 3D effect without driving myself mad. tl;dr of how i got the sprites to have distance? shape2D.Size.y was useful :P

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https://itch.io/t/251901/gyrussGyrusshttps://itch.io/t/251901/gyrussTue, 03 Jul 2018 16:01:55 GMTTue, 03 Jul 2018 16:01:55 GMTTue, 03 Jul 2018 16:01:55 GMTFigured I'd tinker around with something else and here's the best i got for gyruss. in the 3dn file there's two different scripts for "into the screen" with IntoScreenOld being my initial idea for it and IntoScreenNew being the more complex one of the lot with more issues.

3dn file

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https://itch.io/t/243822/side-pocketSide Pockethttps://itch.io/t/243822/side-pocketSun, 17 Jun 2018 23:03:52 GMTSun, 17 Jun 2018 23:03:52 GMTSun, 17 Jun 2018 23:03:52 GMTFigured i'd throw my skills at something else that might be interesting with the scripting work i do. how's about turning a flat snooker game into a fully 3D one? if anyone wants to muck around any further then it's up to them but hey, nice to be able to use it on something more sedate. I did also do a chessmaster 3dn at one point but i'm gonna redo it.

Also: Check the scripts for improvement on how i positioned the Y/Z field.

3dn file

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https://itch.io/t/242659/space-invadersSpace Invadershttps://itch.io/t/242659/space-invadersFri, 15 Jun 2018 19:22:35 GMTFri, 15 Jun 2018 19:22:35 GMTFri, 15 Jun 2018 19:22:35 GMTOkay, simple one this. but i figured i'd throw in two ways to play: the simple standard viewpoint way and the more challenging from behind view. I'm putting it here instead of in "complete" because i'm sure this can be tweaked.

3dn link]]>
https://itch.io/t/240133/mach-riderMach Riderhttps://itch.io/t/240133/mach-riderSun, 10 Jun 2018 16:38:41 GMTSun, 10 Jun 2018 16:38:41 GMTSun, 10 Jun 2018 16:38:41 GMT

this is just one of those ones that were the equivalent of "throw something until it sticks". and this one did work but i didn't want to upload it literally just after i had just uploaded chase H.Q. either way, this works well enough that you can probably just tweak bits and it'll be done.

also: don't try and take some games on (hint: solstice will be night on impossible at all because of it's tile arrangement but that will be another thread entirely).

3dn

Edit: Video!

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https://itch.io/t/236668/gunsmoke-wipGun.Smoke WIPhttps://itch.io/t/236668/gunsmoke-wipFri, 01 Jun 2018 16:08:43 GMTFri, 01 Jun 2018 16:08:43 GMTFri, 01 Jun 2018 16:08:43 GMT


3dn Link

Savestate

the 3D slant itself works a treat and because the sprites are mostly together there's not much issue with split-tiles. however, i'll probably wait until some sort of texture import/export is done for this one because getting the buildings in full 3D would be a hell of a task with the existing texture editor.

Edit: added Savestate on geod request

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https://itch.io/t/233744/taito-chase-hqTaito Chase H.Q.https://itch.io/t/233744/taito-chase-hqThu, 24 May 2018 21:07:11 GMTThu, 24 May 2018 21:07:11 GMTThu, 24 May 2018 21:07:11 GMTfigured i'd try an into the screen racer and while there's minor kinks, i've managed to get a decently working example up that can be worked from.

3dn file

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https://itch.io/t/232002/road-fighterRoad Fighterhttps://itch.io/t/232002/road-fighterSat, 19 May 2018 23:33:23 GMTSat, 19 May 2018 23:33:23 GMTSat, 19 May 2018 23:33:23 GMTI've been thinking on some things and thus i know there's a 3dn file out there for this already but i wondered if i could use the work i've done on RCR in any other games and it actually work without any problems. as it turns out, yes!. so while very incomplete and buggy, this is my initial work on getting this to work in third person via playfield manipulation if anyone wants to either try it or improve upon it.

3dn file

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https://itch.io/t/229999/battle-kid-fortress-of-perilBattle Kid: Fortress of Perilhttps://itch.io/t/229999/battle-kid-fortress-of-perilMon, 14 May 2018 20:47:39 GMTMon, 14 May 2018 20:47:39 GMTMon, 14 May 2018 20:47:39 GMTSavestates

3dn file

Beaten the first boss, got some way to the second but the difficulty curve of the game is making me want to throw something out of the window so i throw in the towel at the moment.

UI-wise, most UI stuff is sorted, and everything up to the point of my last savestate (BK2.sav) "should" be done. and the scripting side of things is relatively simple when compared to zelda or river city ransom so i ran into no headaches with the modifications themselves, only how difficult the game is, even on easiest.

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https://itch.io/t/229191/river-city-ransomRiver City Ransomhttps://itch.io/t/229191/river-city-ransomSat, 12 May 2018 20:44:23 GMTSat, 12 May 2018 20:44:23 GMTSat, 12 May 2018 20:44:23 GMT3dn File

massive mess right now because all i've really worked on is the scripts. i have things moving on the Z axis but i have these troubles:

1. Determining jumps without memory addresses (so i can apply it to multiple objects at a time without laborious tagging and duplication of scripts to adjust memory addresses). I could do it by animation shapes but even then, it wouldn't work entirely correctly afaik

2. Adjusting multiple sprite shape offsets without duplicating scripts or massive branching complications even on the player character alone. as is, things move on the X and Z axis in the 3dn file but the individual elements of the sprites do not join, instead they go one after the other (check the file and see what i mean). the main reason for this is because i have a static high and low variables set because i see no way of getting the highest and lowest possible numbers for an individual sprite shape and adjusting accordingly, meaning every sprite shape is at the same level even though the top, middle and bottom of the player character shapes have different y coordinates and different highs and lows for it to be even and join up right.

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https://itch.io/t/228514/shatterhandShatterhandhttps://itch.io/t/228514/shatterhandThu, 10 May 2018 19:04:48 GMTThu, 10 May 2018 19:04:48 GMTFri, 11 May 2018 01:53:41 GMTI went back to my V1 Shatterhand 3dn and re-imported it. spent god knows how long tweaking UI scripts, enemies in the first stage again and trying to get somewhere. i haven't got very far past first stage mind you but most of the first stage should be done (including a chunk of the boss animations and at least two powerup robots).

Shatterhand V2 3dn

.Sav file to get to the post stage 1 select screen.

notes on the script in the file: if you want the UI to ignore an element (if you're modifying it), just tag the element (no matter the layer) as "background" (no quotes).

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https://itch.io/t/219951/unfinished-dr-mario[Unfinished] Dr. Mariohttps://itch.io/t/219951/unfinished-dr-marioSun, 22 Apr 2018 23:48:57 GMTSun, 22 Apr 2018 23:48:57 GMTFri, 11 May 2018 01:54:26 GMTWell, here's my first attempt at 3D-Ifiying anything with this.

I've only done the 1P parts, and I haven't done the ending cutscene yet so all i have is the Title Screen and the 1P Game

I know somebody already did this a year ago, but the dropbox file is down soo....

WARNING: I suck at Dr. Mario.

Dr. Mario 3DN


Let me know how i've done.

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