Ah, alright then! Thanks for all the effort you put in anyway! The point is that you tried, at least, so it’s all good! Now I know not to mess with games on here that are pseudo-3d... I should pick something less intensive in the meantime... maybe Kirby!
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Whoa. nice! It is looking better every post! Good idea using the course designer to get all of the ramps you needed. Certainly seems like a slow and arduous process though, but still, it’s looking better every post!
Oh... Yeah... I could see how that would be a problem. The y value is a big problem during most of this, it seems. Have you discovered a possible way to work around it...? I’m not sure how to even begin tackling such a problem... Thanks again for looking into this, don’t push yourself too hard though! This file is not the top priority, I would imagine.
Ah, I see! That does look promising! Even if it looks a bit wonky while jumping, but I expected that... (Since ramp implementation is not completed yet.)
Oh yeah, I forgot the shadows change to different sprites as well if it hits a ramp, which caused the strange lurching effect... Whoo boy. Take your time working on it if you wish, there is no rush! Thanks again for working on this... It certainly looks quite challenging!
Ah, that explains why I couldn’t find a setting for it!
And how long did it take to build, and walk through the build...? Well, I wasn’t really keeping track, but if I had to guess, anywhere from 18-36 hours. (Big gap I know, but I don’t remember a good approximation. It certainly took me a couple of days to complete it.
Ooohhh... Alright, I getcha! x3 I should have done that before sending it in... Hmm... There are also a lot of ramps and hills in the game, will that need to be done to all of them? But sure, go get some rest, goodnight!
It certainly sounds doable, but I agree, very very complicated...
And yeah, I will adjust the ramps to do that, I haven't even started messing with those yet though, I am focused on making sure this works for the most part, before I pu t more work into it.
And sure, I can pass that along! Just know that like in the screenshots, it is rather messy, as I haven't gotten that far into the process yet!
Ah, I see! That might work as intended... While wouldn't work while going up ramps, that would just be something rather minor, I believe... (Or you could also try linking that to specific instances of the bike's motion, seeing as when going up a ramp, it needs to switch over to different sprites... Implementing this would be the difficult part though.
Here are a few images in two instances, where they go up a hill and change a sprite while also moving along y. The second one shows the shadow sprite, and how it moves sideways along the sprite. Will that script help solve this? And if so, how will I implement it...? (I wish I had more experience with scripting, but stuff tends to blow up in my face when I attempt it...)
So there is no way at all to effect z at all using scripting...? That’s all I really need to do for it to look correct... That, or use the distortion effect to make it rise up or down, depending on how high you go... That, or it’s effected by you speed when you leave the ramp... (Maybe use the bike’s shadow, since that only appears when one is in the air?)
Maybe only have y change to z whenever the up or down keys are not pressed? This might allow lanes to be changed without messing up the ramp physics... Much. It might look a bit glitchy if it is possible, but again, I'm not exactly fluent with scripting, to say the least!
Yeah, I can certainly see where the problem would lie! Now, I think with my shift in direction, it will be a lot easier though... But I still need to figure out how to convert y coordinate movement on a ramp, and convert it to z coordinates... And only while in the air, or going over a ramp. However, I'm not exactly sure how I would perform that feat, since the y axis is also used to move around bikes and such while they are on the ground. Is there a script, or an example of one on another 3dn thing that this could use?
Sorry, I didn't explain the rippling effect very well... Basically, any objects that would appear in different locations share different axis locations, so that when you deformed them, they some would go in the correct spots, but others would go in unintended places...
And yeah, that is exactly what I am going to do! I am pretty much going to have to erase all the ramps, and rebuild them pixel by pixel, taking pixel measurements so I get the right height, and building them that way. It's going to be a long process, but I'm sure I can make it work! Might just take some time...
Hmm... I think I figured out some version of a workaround, at least for me. The trick is, I think I am trying to convert this to 3d so that it matches the default camera. However, the way I should be going around is the exact opposite, which is by just having us change the camera to a default location. This way, I don't have to edit much of anything from the side perspective, and instead work around the already established top-down look, and just change the camera angle to make it look like you are viewing it from the side! This could work... And get rid of a huge chunk of scripting I would have to do! Haven't attempted it yet, but I feel like that will be much easier than what I am trying to do in the screenshot...
Hello 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...
Wow, that's quite the compliment! I'm not sure if it holds up to such high esteem, but that is definitely nice to hear! I'm looking forward to seeing how I could utilize these techniques in other games... Thanks again!
Wow, nice! That turned out amazingly! I will have to check out and post the profile on the main entry, along with the video, if you don't mind! I can see a lot of cool additions that you made to this thing! I have a lot to learn with the pro version of the software... How did you change the background, for instance?
But yeah, I will certainly edit it, and add these things on here... Would you like me to just use your link for the download?
Hmm, I see what you mean, and while this would fix some of my workload, it would not fix all of it... On the title screen surface layer, that would have helped out greatly, as they simply repeat now and again, but those are only with standard tiles and larger background pieces which repeat. There are some objects that are simply just too big, and don't repeat enough to warrant an entire tile reconfiguration. Take Kraid, for instance. He has quite the complicated model, but his parts never repeat themselves in the game after that point, so the tile solution would just cause more work for me in the first place. Really, a replace tool would kill both of these issues at once, by allowing just two clicks to get rid of an entire sprite layer/color.
Thanks, I am rather happy how it turned out!
And yeah, that pretty much sums up how I did this, just a whole lot of cloning, and texture editing! Thankfully, I was just able to change everything just by playing through like you normally would! (With the exception of waiting for the different endings, of course!)
Yeah, I could see if I could attempt that, I will let you know the results! I feel like the hardest parts for this sort of thing would be locations mixing a lot of different sprite layers, like Crateria, so I will have to see how it goes!
Thank you! I am pretty happy with how this turned out!
Nice to hear that you are working on a gameplay video for it, I’m looking forward to it!
As for the ground depth, doubling it would be quite nice, but it is not without its problems... Metroid seems to share a lot of block assets, so when ai double the size of a block, it can effect blocks everywhere, not just those along the ground. They also don’t adjust similar blocks around them, such as the slope and ground sections, so then you have to adjust them as well, creating a sort of domino effect. So while it would be possible, it would certainly take a bit of time. Still might attempt to do it later though.
Hello, and welcome to my first 3dn file upload! This is the 3dn-ified version of Metroid, which is also compatible with the mod Metroid Plus!
(Video consists of Version 1.3.0 ~ G, video and version by Geod.)
(Screenshots consist of the 1.0.0 version)
1.3.0 ~ G
1.0.0 - Released
1.0.1 - Fixes some parts of Brinstar's floor only having one layer.
1.0.2 - Fixes column with Morph Ball being blocked by new textures, increased pipe block size from 7 to 12.
1.2.0 - Released - Doubles the size of most standard blocks, adding some more depth.
1.3.0 ~ G - Released by Geod - Configures graphics to the Vector variety, and further increases some sizes of blocks. (Making them pop out more for VR users.) Switches some blocks to the 'cube' typing, showing all layers on multiple sides.
(Metroid Plus by Snarfblam included in the file, but it is not necessary to use the 3dn file! For a more classic Metroid experience, just use it without Plus!)
Metroid Plus includes:
- A Map System
- Save Slots
- Ice and Wave Beam Combination
(However, this overrides the password system!)
The models in this use the texture editor to create clones, which are edited with different values, and stacked on top of each other, giving all the models more depth, while also looking less glitchy overall! (However, this means it takes longer to make.)
Let me know what you think of it, along with any possible issues, and things I might have missed! If changes are needed, I will update the file.
Hmm... I may need to just have someone else do the video, if they were so inclined, I can't figure out how to even record and set it up correctly in the first place.... So for now, I will just show off screenshots in the repository. If someone makes a video though, I will make sure to credit them! But for now, I should probably just stick with writing. x3
Actually, I just finished the 3dn file, and was just about to upload it! I don't believe any of the sprites are different, they just add in some new sprites. (Such as the map, save slots, things like that) It doesn't change any of the standalone sprites, so the 3dn file will thankfully be backwards compatible, and will run with or without Plus installed. Also, I needed to ask, am I allowed to include the Metroid Plus files in a zipped folder with the 3dn file? Or should people just find and download it if they want it themselves? (The creator of the mod snarfblam says 'feel free to steal or sell my work' but I would still credit him, of course!)
Heya, just found a bug to report.
While finishing my Metroid 3dn file, I accidentally made a save called 'Best Ending?' completely spacing that '?' is not an allowed symbol in file creation. This caused the emulator to glitch, freezing the entire game, along with the emulator. Curiously, the menus and such still worked, but they would not confirm any actions, or let me leave the 3dnes app. (I eventually had to go into task manager to force quit it.) Just thought that I would let you know!
Hooray, that works perfectly! Thanks so much for your help!
I did end up having to detect the values with the print function, and after plugging them in, it worked perfectly! If I ever encounter this problem again, I will make sure to use that code again.
I did have something funny happen though, where the game heavily lagged, but then I realized I left the print function on, hah! Fixed it of course, and it is running perfectly now... Thanks again for your help!
Ah, thanks in advance! And here, I'm not sure what kind of screenshot you were looking for, so I just took three of them, with varying angles.
Hope these are what you are looking for, I can take more shots, if you need them!
Yeah, I read up on those earlier, and there are a few problems with those that I'm not sure how to fix... For instance, it can't really be on the UI Layer, as mine is not there at all. (It causes issues with the other numbers and letters in the game, especially on the title screen, as they all seem to share properties) The other issue (at least with the Mario UI example) is that being above a certain y coordinate would not work either, as you can usually hop up at the same level as your energy and missile counter as well.
The other issue is that I have no idea how to implement or work the code in an executable manner anyway, which could be a problem as well, hah! So yes, writing out code would be a huge help if you had the time!
Hello! So, I have been making a fair bit of progress with the Metroid Plus Rom, but have run into an issue, which I am not sure how to adjust. On my 3dn version, I have adjusted it so that missiles and energy are presented at an offset of z -25, so that it is not obscured by the background, and can cast a shadow over the background as well. Here is an example of it:
As can be seen here, it looks nice, and fits in rather well, however, there is an issue. Apparently, the missile icon, and the actual missile that Samus fires are identical, so the one she shoots is also located at z -25, which looks very strange, and can make it hard to see where you are firing if not looking dead on.
I honestly have no idea how to fix this, and am unsure what to do... I assume that this could be fixed using the script function, but my scripting skills are severely lacking. While I have very light experience with coding, I am completely stumped on how to go about doing this... (Even after consulting the scripting manual) Any help would be appreciated!
Thankfully, this should be the only time that this problem should occur, as nothing else shows up in the 'HUD' besides the energy tank squares, which are not used anywhere else. So this should be a one-time thing.
Thanks in advance!
These other possible suggestions are not quite as critical, and more of a quality of life improvement, if anything. Adding an Undo button would be nice for the 3DNES as a whole, although that might be quite complex, and is not particularly necessary, when you can just do something over again so easily.
However, something fun that could be added (Although it would still likely be difficult) Would be adding lighting effects to objects you have selected. Maybe they could change and cause shadows? Additions like that would certainly add a bit of spice to some games... Although again, it might be rather difficult.
(Posting this from the main site, with some adjustments)
Having hopped onto the 3DNES scene recently, I have been developing a Metroid Plus version for this software, and have been separating different colors into different layers, to give a more layered 3D effect. This is done by making multiple copies, and stacking them up on each other. While the fill tool works nicely for some of the more simple objects, more complex ones can make process this rather time-consuming.
Since I usually need to make three or four copies of an object for stacking, I often need to delete all but one color for each copy. This is where a potential 'color-replace' tool could cut my workload substantially, since I would only need a few clicks to delete all the other colors. (Somewhat like a more powerful fill tool, that just replaces all the pixels of that color, not just those connected to it) For example;
This is usually what a single copy looks beforehand, and I need to get rid of all except one color, in this case orange. Even if I use the fill tool on one green, I still have to click on every single chunk in order for it to disappear. With the replace tool, it would just allow faster editing for this sort of thing, making the original image turn into the image below in just four clicks.
And with one copy for each color, it will eventually turn into something like this:
Overall, this replace tool would just make my development a whole lot easier, thanks for looking into it, and putting it on the to-do list Geod!
Thanks for the quick response! I will make sure to post it there as well.
And the Fill tool is what I use at the moment, but that's not quite what I meant, sorry if I wasn't clear on that... I'm talking about a tool that will change all of the selected color on the texture to the color you have picked. For example, if there are orange pixels scattered around, clicking on one of them would replace all of the orange pixels in the editor with your selected color. The fill tool somewhat works as this, but you still have to select each spot where they are not connected. (This can be problematic when editing larger patterns and sprites)
Also, would this go under the Support or General discussion page? Again, thanks for responding so quickly, I'm having fun with this program!
First of all, love this software, and am current working on making a Metroid Plus 3dn file, and am enjoying the process quite a bit! Although, I'm not sure if this is the place to ask questions, but could there perhaps be a 'replace color' tool added to the texture editor? The majority of my workload is spent erasing all but one color on a sprite, but with the current setup, I usually have to click on each individual pixel in order to clear them out, which can be rather time consuming. A color replacement tool would work wonders for this sort of thing, and cut my workload substantially...
Still, love this software though, and I would just like to know if this sort of thing could possibly be added in a later build. Looking forward to seeing what is added later on!