View Full Version : post your current project
neen
21st June 2022, 07:19 AM
i've been working on a rom hack of super metroid for about two months now. current idea:
https://i.imgur.com/khGIKos.png
also, here are two full rooms of this hack i made in the past week:
https://i.imgur.com/5stny1b.png
https://i.imgur.com/8Ja211n.png
Solid Snix
22nd June 2022, 01:13 AM
Trying to make a game in SRPG Studio, mostly using the engine's default mechanics.
Outside of the player character, all party members are enemy units that have been recruited. The weapon triangle from Fire Emblem is retained - sword beats axe, axe beats lance, lance beats sword.
There are three elements in the magic category - fire ice and thunder. No element is inherently weak or resistant to another element. Instead, elemental affinities is specific to each unit. And some units may be resistant to physical but weak to magic and vice-versa.
There are two additional elements, holy and death. For the most part, units are either of light alignment or dark alignment, meaning they have a chance to be instantly killed by magic of the opposite alignment.
All of this you can do with the engine's basics, but there is something scripting related I'd have to figure out. In SRPGs like Fire Emblem, a unit will perform a follow up attack in battle if their speed stat is greater to a significant degree than the targets. I want to make it so that hitting a weakness flags a follow-up attack.
I'm mashing Fire Emblem and SMT together, is what I'm doing.
Mr. Airplane
22nd June 2022, 05:05 AM
I've been casually working on a shmup when I have time
https://youtube.com/watch?v=t5TNj6ME2do
Solid Snix
23rd June 2022, 12:40 AM
so that's why you're playing touhou
Mr. Airplane
23rd June 2022, 07:35 AM
Actually, other way around. I started getting into shmups and Vampire Survivors and then thought about making one.
Solid Snix
24th June 2022, 03:45 AM
I was finding it kind of difficult figuring out how to design enemies for my srpg project, but I think I found a good strat. Just like, when you see some sort of random thing -- an animal, an object, whatever -- design a unit around it
I saw mushrooms, for instance, and thought about a mushroom unit that releases poison when attacked, its mo being that it just sort of throws itself into battle and will have to be attacked with a ranged skill to be dealt with safely.
Solid Snix
24th June 2022, 03:02 PM
Huh, this enemy for example could also work as a sort of stage hazard. They can start out planted in the ground and release a poison mist to adjacent tiles every single turn. And then say you shoot at one to destroy it, and it doesn’t die, it could run at the nearest player unit. Could even use them as stage hazards and as enemy units in tandem, with some already out of the ground.
Again its kind of hard thinking “okay I need various units and I gotta figure out what they do and their approximate stats.” But if you just look at something and go from there, the enemy designs itself.
Oh shit, also if you're gonna recruit one, maybe the shroom men have to be out of the ground. Meaning you might have to carefully agro it from the ground and get close to one.
dragon_kazoooie
3rd July 2022, 10:01 PM
Posting this to motivate me to update with some progress on my current project by tomorrow.
EDIT: I got sick 'cause of course. I'll share when I start feeling better
Mr. Airplane
4th July 2022, 12:14 AM
I've started reverse engineering Vegas Dream for the NES. These files can be loaded into FCEUX to view my comments and annotations (if you can even find where to do that, idk)
https://github.com/siege918/VegasDreamReverseEngineering
So far I've only reverse engineered the subroutine that renders the player's name. But it's surprisingly fun.
dragon_kazoooie
10th July 2022, 10:13 AM
I just made a soundboard out of Ableton for the first time and it was really fun! I have the guy from Windwaker that says "Splish" and "KaBOOM" at my beck and call whenever I want him. And also dumb stuff like Banjo saying "UH-OH" and the marching song Link plays in Majora's Mask to wrangle up all the baby chicks.
Also it's easier than ever to trigger the Water Temple theme and I'm just over here living in my best way :P
EDIT: on the path to be a content creator because my narcissism tells me it would work. Trying to get my setup to be easy so that I can do the same thing every time and streamline it. Can't wait to start streaming again!
DOUBLE EDIT: Just got done with my first stream in years and it was SO MUCH FUN. A couple of friends even joined in so that chat wasn't so silent the whole time! It's fun to be back out there producing stuff again! :D
dragon_kazoooie
15th July 2022, 11:01 PM
I have been using Premiere Pro for about 10 years now and am JUST NOW deciding to learn the advance key commands and holy cow I'm an idiot guys, it's SO much faster...
pastiche
16th July 2022, 11:19 PM
I played live piano at an open mic this week. They have another one next month, so I want to try and come up with some other music thing to do. Maybe with some produced instrumental, maybe with some live vocal thing.
dragon_kazoooie
23rd July 2022, 02:38 AM
I've been attempting to get back into the video making game and one of the things I wanted to do is create a digital soap opera using The Sims. Here's the first episode!
https://m.youtube.com/watch?v=6rmRvEvTc70
dragon_kazoooie
29th July 2022, 03:23 AM
I also made this series called Grab Bag Games which is exactly what it sounds like.
https://www.youtube.com/watch?v=IpaXDNN6Iq4
I've been taking opinions on, everything of course, but mostly thinking about length. I've shown it to a few people now and some wanted it to be longer with more time with the games (which I prolly won't be able to do tbh) and others said that maybe making it shorter would be the way to go for them personally.
The reason I chose this length was due to Youtube's dumb thing about viewer retention being what keeps your channel circulating. I'd love to hear what you think either way!
UPDATE: Still working on that Sims soap opera too, I finally found some ways to capture the footage that really helps the process out and makes it a lot easier to work with in editing. I'm actually getting somewhat invested in the characters now too 'cause even I don't know exactly what's gonna' happen. :p
https://www.youtube.com/watch?v=TKhj4yaLVNA
neen
10th January 2023, 03:46 AM
I did end up releasing that romhack back in october, btw:
https://metroidconstruction.com/hack.php?id=719
Working on another one: https://www.youtube.com/watch?v=GgPEDLnHD4A
Pstriple
10th January 2023, 06:18 AM
Was gonna say at some point that I've been teaching myself how to program on the Super Nintendo over the last 3 months or so, but I kept forgetting.
Still not at the point that I have anything worthwhile to show, but that should change sooner rather than later.
P.S. maybe I actually will make Super Luke for real who knows lel
neen
10th January 2023, 07:05 AM
snes is super well documented. if you are already into doing assembly, it shouldn't be that hard of a leap, depending on what platform you started on.
i'm only interested in super metroid, and the entire game has been disassembled (https://patrickjohnston.org/bank/index.html) so it's pretty easy for me, plus the editors and other tools are very good.
Pstriple
10th January 2023, 06:18 PM
snes is super well documented. if you are already into doing assembly, it shouldn't be that hard of a leap, depending on what platform you started on.
i'm only interested in super metroid, and the entire game has been disassembled (https://patrickjohnston.org/bank/index.html) so it's pretty easy for me, plus the editors and other tools are very good.
Nah, this was my first time doing assembly, but the actual 65816 hasn't been too hard to understand.
I've read through a lot of wiki.superfamicom.org's stuff, and I followed along with this to get me started:
https://nesdoug.com/2020/03/19/snes-projects/
Right now I'm just doing deep diving to see how all the different hardware registers interact.
I'm probably gonna study up more on 65816 itself next, I'm not always sure what opcodes do what yet,
neen
11th January 2023, 03:40 AM
i've only dipped my toes into assembly stuff, mostly making small modifications (sometimes called hex tweaks), but this reference has been great: https://patrickjohnston.org/ASM/Lists/65816%20opcodes.asm
unless you're super dedicated to making your own engine, picking another game and doing a total conversion romhack, with so much custom stuff it's almost unrecognizable would be easier.
Pstriple
11th January 2023, 03:07 PM
i've only dipped my toes into assembly stuff, mostly making small modifications (sometimes called hex tweaks), but this reference has been great: https://patrickjohnston.org/ASM/Lists/65816%20opcodes.asm
Decided I better just go deep into this and read up on this bad boy:
https://archive.org/details/0893037893ProgrammingThe65816
unless you're super dedicated to making your own engine, picking another game and doing a total conversion romhack, with so much custom stuff it's almost unrecognizable would be easier.
This is true, but I'm really interested in seeing what I myself am capable of.
Though, even if I'm going from scratch now, I wouldn't mind messing around with other games at some point too.
Mr. Airplane
6th March 2023, 08:59 PM
I'm gonna start writing about game design on my blog more. And also I started a blog.
I wrote one recently about Batman: Arkham Asylum (https://collin.pink/2023/03/04/Batman-Arkham-Asylum/).
CaptainDredlokk
21st March 2023, 01:17 AM
I've been working pretty heavily in between work and school on a terminal-based poker game using C++ as the driving foundation of the project. It's pretty simple, but I'm learning a ton about data structures and OOP in doing such. Once it's finished, I definitely wanna take a crack and refactoring the entire thing and extracting the logic into a graphical, more serviceable version. Planning to use SDL2 as the graphics library (don't want to use a game engine just yet, I feel like actually building the thing from scratch using a multimedia library would be excellent for reinforcing learning)
The challenge I'm at right now is formulating good algorithm to get the bots to behave in a way that is "unique" but pseudo-intelligent. I already have the idea in my head that bots get randomly assigned a cleverness, aggressiveness, and carefulness stat that affects how ballsy they are, how willing to fold they are, and how well they can read their hand and other peoples' bets, however I do think it's going to boil down to high intelligence stats letting the bot "cheat" by getting a ranking of a player's hand, (kinda like them reading faces) maybe adding a "bluff" stat that gives away information if the bot's stat is low, and gives away false or no information sometimes if the bot's stat is high.
Pstriple
22nd March 2023, 02:20 AM
I've been working pretty heavily in between work and school on a terminal-based poker game using C++ as the driving foundation of the project. It's pretty simple, but I'm learning a ton about data structures and OOP in doing such. Once it's finished, I definitely wanna take a crack and refactoring the entire thing and extracting the logic into a graphical, more serviceable version. Planning to use SDL2 as the graphics library (don't want to use a game engine just yet, I feel like actually building the thing from scratch using a multimedia library would be excellent for reinforcing learning)
The challenge I'm at right now is formulating good algorithm to get the bots to behave in a way that is "unique" but pseudo-intelligent. I already have the idea in my head that bots get randomly assigned a cleverness, aggressiveness, and carefulness stat that affects how ballsy they are, how willing to fold they are, and how well they can read their hand and other peoples' bets, however I do think it's going to boil down to high intelligence stats letting the bot "cheat" by getting a ranking of a player's hand, (kinda like them reading faces) maybe adding a "bluff" stat that gives away information if the bot's stat is low, and gives away false or no information sometimes if the bot's stat is high.
Sounds interesting, keep me updated.
Mr. Airplane
22nd March 2023, 04:38 AM
I'd be careful about letting the bot cheat like that. Sure it's similar to reading a tell, but I know I'd be frustrated if my opponent knew to fold on a particularly good hand.
Maybe the "cheat" could be okay by also tracking a stat of how often the player hits on a low quality hand and using that to influence decisions? Ultimately cheating is gonna be fine as long as the player doesn't feel like it's unfair.
CaptainDredlokk
22nd March 2023, 02:53 PM
Sounds interesting, keep me updated.
Hey, thanks for showing interest buddy!
https://github.com/dredylox/terminalpoker
I'll try and post some updates whenever I hit milestones and stuff, but if you wanna just follow as I go, I'll upload progress to this github repo as well. I'm still a newbie and am doing this both to learn and to eventually build a catalog of apps for a portfolio, so the code might be a little all over the place, and I still need to go back and comment everything (right now it's definitely got some super bad practice lmao)
I'd be careful about letting the bot cheat like that. Sure it's similar to reading a tell, but I know I'd be frustrated if my opponent knew to fold on a particularly good hand.
Maybe the "cheat" could be okay by also tracking a stat of how often the player hits on a low quality hand and using that to influence decisions? Ultimately cheating is gonna be fine as long as the player doesn't feel like it's unfair.
Yeah, that's what I was thinking. "Cheating" is gonna be my last ditch effort after I exhaust any other more elegant options. It's more akin to what you had stated as well - moreso a bot having a high stat for reading opponents allowing them to have a higher chance to get a tell from them - mostly user players. If a bot has max intelligence stat, they'd have a higher than average chance of passing in a bool that roughly communicates "you suspect that player 1 is bluffing" to the program logic, and etc. however figuring out how to translate that idea into code and allow it to not outright be a "this CPU will always bet aggressively if it suspects a bluff," etc. will be a whole thing lol.
Mr. Airplane
4th April 2023, 05:55 AM
My project lately has been getting my Windows 98 computer up and running to be the best it can be.
Today I added a USB 2.0 card to it and it's incredible. File transfers are extremely fast, and the card has an internal port I was able to add another 100+GB to it
https://cdn.discordapp.com/attachments/848026018119417906/1092525936034971718/beeg.png
The PC is basically exactly where I want it. I might look into a better video card for it, but mostly at this point I'm browsing games.
Pstriple
4th April 2023, 05:16 PM
My project lately has been getting my Windows 98 computer up and running to be the best it can be.
Today I added a USB 2.0 card to it and it's incredible. File transfers are extremely fast, and the card has an internal port I was able to add another 100+GB to it
https://cdn.discordapp.com/attachments/848026018119417906/1092525936034971718/beeg.png
The PC is basically exactly where I want it. I might look into a better video card for it, but mostly at this point I'm browsing games.
Make sure to install BonziBuddy.
Mr. Airplane
4th April 2023, 05:22 PM
the computer won't be connected to the internet so he can't do most of his things and he's sad
https://upload.wikimedia.org/wikipedia/en/9/9d/Bonzi_Buddy.png
Pstriple
4th April 2023, 08:18 PM
the computer won't be connected to the internet
Not even gonna install Netscape?
Sad day.
Mr. Airplane
5th April 2023, 01:28 AM
https://youtube.com/watch?v=wBTsFZGzoho
CaptainDredlokk
17th April 2023, 01:39 AM
I managed to get the first bit of functionality out of the CPU opponent in my poker game. It's able to look at its cards and "bluff" as to how good or bad its hand is if it has a high enough bluff stat paired with a high enough dice roll. As it currently stands, an AI with a perfect stat and an AI with a stat as low as possible can both successfully perform an action and blunder if they roll a 100 or a 0 respectively. I kinda like how this works and want to continue to use it, as it's cool to think that even an underdog who is truly bad at bluffing, has poor perception, or is overly-careful can still pull a brilliant move out of nowhere and shake up the game - keeps the player unpredictable also.
After doing so, it then has the option to draw cards. I need to add a betting phase before this, however I haven't refined how I want the betting function to work just yet. I also need to look at how bluffing works in relation to drawing and discarding cards - bluffing your hand as exceptional makes little sense if you're just going to drop cards. I'm thinking a combination of stats can be used here, where if the player has a hand that's "not great but serviceable" based on their perception roll and a high enough action score (what the CPU uses to decide if it's going to bet/call, raise, or fold) in conjunction with its aggressiveness roll, and their bluff roll will be able to bypass drawing and play the "my hand is so good I really don't need to draw" gambit, vs a player who has just as good of an initial bluff roll but really no good hand or isn't quite as ballsy as another CPU in terms of stats, (and rolls) it will instead pass a poker face that is impossible to be read by opponents. As of right now, the CPU simply passes the inverse of its hand value, unless its hand is average (as the inverse of average is just average in the code logic) in which case it passes a "poker face."
It took a minute to really wrap my head around the decision tree for drawing and discarding. As of now, the CPU will try and go for the most statistically likely hand - if it has a pair already, it'll try and build upon that pair/trips. If it has nothing, it will then look at its hand to see how many "approaching straights" and "approaching flushes" it can find. If there is a tie, (3 cards of the same suit vs 3 cards within 5 values of eachother) it will try for a flush, since it's much more likely to get a flush than a straight. Then it tries for a flush. It will then group all of the cards to be kept into "good cards" and all of the cards to be discarded into "bad cards," and parse the positions of the bad cards from the physical hands into a vector called "selections," which is passed to the function by address and back to the calling function to be used by the existing hand discard method, slightly rearranged for CPU usage.
Eventually I wanna play with the CPU stats a bit more - maybe make an exceptionally aggressive player who has a lower perception (which kind of serves as the "intelligence" stat) more likely to say "screw this pair - I wanna go right for a flush" - but I'm a bit worried that over-complicating the draw function is going to make it perform extremely poor randomly. It would definitely add to the unpredictability of it, but I don't want that to be at the cost of random bouts of incoherent behavior.
https://i.postimg.cc/GtsbrBXm/Selection-038.png
All four players (P1 is user, P2-4 are CPU's) putting in a $5 ante, getting their cards dealt, and all but the first player pass tells to the table - some of them are bluffs, some of them are not (I think player 2 bluffs - awful hand with a poker face that says otherwise, but I didn't save the screenshot)
https://i.postimg.cc/Z0t4qTQF/Selection-039.png
Player 3 discarding cards 1, 2, and 5 (or 0, 1, and 4 in the actual data structure) due to them not matching the pair that they already have, and managing to turn their pair of 8's into a three of a kind. (As well as giving a new tell when they get their hand) All of the text displayed here including the hand is of course going to be behind the scenes in the final product - it's displayed for testing and verification purposes here however to make sure everything is behaving correctly. (hence the temporary "this is a test" and iter counts lol) There are a ton of moving parts and data to these functions so I had a lot of bug fixing and flow-charting to get it to take the shape of something I was happy with.
https://i.postimg.cc/VsSt5DTd/Selection-040.png
Player 4 finds no pairs, so it sends its entire hand to the "bad cards" vector, and creates two copies of it - flushCheck and straightCheck - so it can modify them during each pass without losing the order from the bad cards. It then goes through flushCheck and straightCheck and removes sets of cards - all matching suit in the flush vector, and (from left to right) sets of cards that are no more than 4 lower than the highest card. (which is always the leftmost card) - and pushes them to the back of a vector of card vectors - flushCards and straightCards (I'm horrible at variable naming lol) - then repeats the process until it has removed all cards from flushCheck and straightCheck. Then it finds the biggest sub-vector among flushCards and straightCards (with ties being broken by the largest flush) and if there are ties, chooses the first element in the supervector. (as due to the sorting, the first is always going to comprise of the leftmost cards, which are always the highest value cards on a "card rank" level) Then just like with pairs, parses the suit and value to the actual physical locations of the player's physical hand, passes the "bad cards" to the selection vector, and uses the selection vector to select the bad cards to discard.
https://i.postimg.cc/SNCzfjm4/Selection-041.png
https://i.postimg.cc/jSTngKj7/Selection-042.png
https://i.postimg.cc/CYKHW4vy/Selection-043.png
Some code snippets under the hood.
It's really not anything too impressive at all, however it took a surprising amount of work to get this far. (work and school don't help with progress lol) I've got a lot of cleaning up and refining once I get a true MVP down, and I'd like to refactor everything in main into a "game" class that allows the player to choose between 5 card draw, 7 card stud, Texas Hold 'Em, and maybe some other card games too like Blackjack. Definitely want to refactor all of the raw pointers into smart pointers too, as I understand it's way safer to do so in modern iterations of C++. I'm pretty proud of it as my first real "big" project on my own however - learning a whole lot about the C++ syntax and how data behaves.
CaptainDredlokk
16th July 2023, 08:20 PM
I finished the MVP for my primitive terminal-based poker game. It definitely could use a bit of refinement - I need to tweak the CPU so CPU players with really high perception stats aren't "mind readers," (they almost always can see through other player's tells to know if their hand is good or bad) sit down and watch a lot of poker to get an idea of how it's played professionally to make the CPU behave more realistically, (they behave "as expected" right now... just a little too strong in terms of perception, and I'm not sure they really bet/call/fold at a ratio that makes sense in the context of IRL poker) and implement 7-Card Stud and Texas Hold 'Em (Stud will be easy; no drawing and just modifying the hand-evaluating algorithm to sort the hand once again based on "best possible hand" before evaluating left to right. Hold 'Em will be a bit more difficult, as you must do the same but do it with a river)
Some pictures:
https://i.postimg.cc/NFT1ZGqz/beginning.png
https://i.postimg.cc/7Y33VLNC/User-Discard.png
https://i.postimg.cc/5Nd5Lz8d/CPU-Discard.png
https://i.postimg.cc/nVQYX2jG/call-raise-fold.png
https://i.postimg.cc/cJ4B6Nwv/user-fold.png
https://i.postimg.cc/d1hRmmWv/cpu-win.png
https://i.postimg.cc/76j3BGcz/Discard-all-but-ace.png
https://i.postimg.cc/4xXzFT8W/all-in.png
https://i.postimg.cc/HLZ4yP9B/game-over.png
I'm glad to see it as a fully-functional game with enough features to be its own self-contained 5-Card Draw program. I'm not sure if I'm going to do the improvements/refinements and then work on refactoring it into a fully graphical game just yet. Really focusing on finishing the project has taken me away from further Comp Sci studies (which idk if it is necessarily a bad thing because the actual work and problem-solving involved taught me a LOT in of itself) and I really wanna continue learning data structures and try my hand at Python and JS. Really cool to see it go from just a dumb little script that prints some playing cards to a full blown game with CPU's that kinda sorta act like people lol.
If you're bored and wanna play it or just look at the code, feel free to check it out here. (https://github.com/dredylox/terminalpoker)
Mr. Airplane
11th December 2023, 10:33 PM
I have taken on a nonsense project to convert as many consoles as I can to rackmount.
I've been working on this Famicom frontplate and mounting system for the past two months, and I think it's finally almost time to design the case itself.
https://cdn.discordapp.com/attachments/1033423053989875732/1183605128494854254/PXL_20231211_024632106.jpg
neen
7th January 2024, 02:38 AM
will finish this within this year, whether i like it or not
https://www.youtube.com/watch?v=hbAy3ANYE5E
dragon_kazoooie
5th June 2024, 02:19 AM
https://i.imgur.com/4PIAWZ3.png
I've made up two of the characters for the animation in photoshop, and I've rigged one up in After Effects.
Still have to rig up the scientist and have 4 more characters to make and need to decide what colors everyone has.
Mr. Airplane
5th June 2024, 06:21 PM
I've been hacking together this little e-ink calendar. Every minute, it sends a random input to an emulator playing Pokemon Blue, and then shows what's on the screen. It also shows what input was put in, and the current status of the Pokemon team.
I had to add levels to the party, because surprisingly he managed to level up at some point
https://cdn.discordapp.com/attachments/848026018119417906/1247052098886176851/PXL_20240603_045924684.jpg?ex=6661eb05&is=66609985&hm=36d6e6d5ad7268faa0a34697e11bf73a25a718bb13cc23a ba70dc58fa67326e9&
I can't watch him all the time, but based on his money amount, I'm guessing he beat his rival and whited out once.
https://cdn.discordapp.com/attachments/848026018119417906/1247337391673573376/PXL_20240603_235312953.jpg?ex=6661a338&is=666051b8&hm=e2a16ce911731253e5bd10ab93367ee8d50091770319380 52775c677b7638fa4&
dragon_kazoooie
6th June 2024, 04:06 AM
That's so cool!
I've made all my characters in Photoshop:
https://i.imgur.com/h6Z07jl.png
Pretty happy with how they turned out so far (though I bet I'll tweak some stuff here and there eventually), but now I've gotta figure out some colors for everyone.
I've also found a really cool rigging plug-in for After Effects called DUIK Angela that's gonna make animating everyone much easier once it gets time for that.
dragon_kazoooie
9th June 2024, 12:32 AM
These are the colors I've been liking the best for everyone so far. Still think I want a different variation of pink for Bug Thing and for Bot I wanna run through some different greys, even towards black, to see what that looks like.
I like the idea of Kat being purple but still not 100%
https://i.imgur.com/NIcIgoa.png
EDIT: These are the colors I landed on! The Jellyfish looking weirdo on the bottom right is gonna be translucent with maybe a slight glow.
dragon_kazoooie
14th June 2024, 04:39 AM
https://i.imgur.com/zg0rDm0.png
I only have to rig The Scientist and the Evil Scientist and I'll finally be done with that part, for now.
In the meantime I came up with some more characters I'd like to add eventually while I was at work over the last few days.
EDIT: Just got 'em all rigged(!!!) and set up a quick scene as a test! I'm really happy with how they turned out! (I didn't make the background just pulled it off the internet. Gonna start making those assets next!)
https://i.imgur.com/uTAMnzu.jpeg
Mr. Airplane
14th June 2024, 05:28 AM
I bought a bunch of temperature sensors and I'm gonna strew them around the house
dragon_kazoooie
17th June 2024, 05:05 AM
Been working on backgrounds today and this is what I ended up with, pretty happy with how things are moving but I don't know that I love the colors for everything yet.
https://i.imgur.com/hNglAzR.png
EDIT:
https://i.imgur.com/eCikWLl.png
ive created a nightmare
DOUBLE EDIT:
Okay I've been swapping out wall and floor textures for days and so far this is my favorite:
https://i.imgur.com/gMjrnbM.png
It has that warehouse/video rental Blockbuster kinda feel I wanna go for
dragon_kazoooie
23rd June 2024, 03:10 AM
https://i.imgur.com/mZA1GrY.png
Feels like things are finally coming together! I'm gonna have to dress this scene up in props and see how it looks with the texture of the counter and shelves but I think this might be the final look!
Filled out the space with some props and posters.
https://i.imgur.com/SBge2OF.png
neen
5th August 2024, 04:18 AM
https://www.youtube.com/watch?v=-HAuJcx3oVs
dragon_kazoooie
6th September 2024, 06:48 AM
starting to think that knowing the Adobe suite isn't quite enough so I installed Blender and did the Donut Tutorial
https://i.imgur.com/JTV5k2t.png
Next step is to learn how to make a chair.
Also I got all the level data for the Water Temple in OOT but the textures are all messed up so I'm slowly gonna try and puzzle together the correct textures so I can, at the end of it all, find a way to import it into VRChat as a Blender + Scratching the surface of Unity project.
dragon_kazoooie
9th September 2024, 12:29 AM
So I'm having a significantly harder time with the chair. I've already had to scrap it two times now and hopefully third time's the charm.
Prolly doesn't help that I'm not feeling so hot rn.
Anyway I can't let this stupid chair beat me lol
Gold Jinjo
9th September 2024, 05:46 AM
Is it the Blender Guru chair? I did that a few years ago and it was definitely a lot of work. Those donuts look great!
dragon_kazoooie
9th September 2024, 08:01 PM
Thanks!
Yeah it is his chair tutorial. I keep making dumb mistakes like not selecting all the vertices I need 50 steps prior. I'll get there though!
dragon_kazoooie
5th October 2024, 09:13 AM
https://i.imgur.com/Oi5tdRk.jpeg
Got a drawing tablet and have spent the last few days trying to get used to it.
qwertykins76
5th October 2024, 06:52 PM
what happened to the like button how am i supposed to express my approval
Zondekel
5th October 2024, 11:48 PM
Not every board has it. Couldn't tell you why.
Mr. Airplane
6th October 2024, 06:25 AM
I think the logic for not having it in CC was to make people actually say things about things they like
qwertykins76
6th October 2024, 10:05 AM
oh yeah, guess what i don't like
Zondekel
6th October 2024, 09:16 PM
Banjo-Tooie
qwertykins76
7th October 2024, 02:06 AM
Bring the dislike button back while we're at it
Scorn. Scorn ye.
Mr. Airplane
25th October 2024, 05:18 AM
people on twitter kept saying that Rare bought Microsoft because they thought it would get them Donkey Kong, so I made a YouTube Short Video About It
https://www.youtube.com/watch?v=mQ1-V14Zbb4
Solid Snix
25th October 2024, 09:42 AM
good shit
Yoshi52
25th October 2024, 10:46 PM
people on twitter kept saying that Rare bought Microsoft because they thought it would get them Donkey Kong, so I made a YouTube Short Video About It
[youtube]
I'm glad this was embedded so I didn't have to deal with YouTube's crappy Shorts UI.
Ah, but seriously, cool beans. I remember hearing about this rumor, but I don't recall having any strong feelings toward it. Sort of a, "Kinda outlandish, but sure, I can believe it," thought process.
dragon_kazoooie
29th October 2024, 05:45 AM
Good video! I agree that it's unlikely Microsoft thought they'd be getting Donkey Kong from Rare but I guess anything's possible!
dragon_kazoooie
30th October 2024, 04:12 AM
https://i.imgur.com/fG8PkRn.jpeg
I have been practicing circles, boxes, lines, and perspective so much the last few days I just had to sketch something fun, no idea why it's this though.
EDIT: had a very big breakthrough in my perspective journey tonight, finally got a bit of a hand on three-point and in starting to learn how to apply it
dragon_kazoooie
3rd November 2024, 08:06 AM
https://i.imgur.com/c9RxLh4.png
I've spent days now studying the front face of this skull, and I've just now realized...I should prolly study the other sides of it too :P
neen
30th January 2025, 12:49 AM
i am about ten months in to another sm hack. here are some videos showcasing little things i was working on https://www.youtube.com/playlist?list=PLgqy0OxeBVCI4Inf8F0G9xob95CWpOM_b
neen
9th February 2025, 04:51 AM
also started learning snes homebrew. small write-up over here https://forum.samarantes.net/index.php?topic=117.0 and a github here https://github.com/n-neen/glider/tree/main
currently, all it does is display a background tilemap. next is learning how to clear sprites then create them
dragon_kazoooie
9th February 2025, 08:23 AM
I know I don't always respond but it's cool to see how much progress you've made on this, always look forward to your new posts!
neen
10th February 2025, 06:06 PM
thanks! ended up needing to do a lot of structural stuff yesterday, still don't know how to do sprite stuff. the snes oam (object (sprite) allocation memory) is pretty whack.
neen
27th February 2025, 07:13 AM
hack is done https://metroidconstruction.com/hack.php?id=812
might take a day or two to get approved on the site. still kinda more difficult than it probably should be. oh well. i keep trying to make my stuff more accessible but it's hard
dragon_kazoooie
27th April 2025, 01:25 AM
I've been getting back into video making and I'm very excited with my progress for my current project. Working on a series of essays all about appreciating art of all kinds. Almost got the intro video done and then I can finally work on the meat of things like:
1) The beautiful BGs in Scooby-Doo Where Are You?
2) 3 games I can't finish 'cause how good the worlds are and I keep just looking at them (Control, New Hitman, Resident Evil 1 Remake)
3) The surreal and strange world of Beyond the Mind's Eye (weird tech demo from the 90's)
4) Empty & Wonderous worlds of the I-Spy books
And more! I've also decided to wrap in all those characters I was making before hand into it too! I'm extremely happy with how much steam this project has right now, but first I just have to finish this video!!! X I
EDIT: THE FIRST VIDEO IS DONE! Feels so good to be through with it. I'm happy enough with how it turned out but now I can get to the really exciting stuff!!!
Zondekel
28th April 2025, 03:42 AM
Scooby-Doo backgrounds are so good.
dragon_kazoooie
28th April 2025, 05:41 PM
I was obsessed with them as a kid. They always felt so abandoned and eerie yet at one point lived in.
Also the dark color palette where almost everything is purple and blue most of the time. Yes please!
EDIT: Scooby-Doo has always been a hyper-fixation for me so I'll prolly do a lot of essays on it. Especially with how it's managed to stay relevant even surpassing the likes of Flintstones by constantly adapting itself.
The weird New Scooby-Doo Movies where they started getting guests and the plots dropped off a cliff into insanity.
Or that time they changed Shaggy into a red shirt and brought in Scrappy, making most of the monsters real and axing Fred and Velma and even Daphne.
Maybe even one on how Be Cool Scooby-Doo looks like it sucks but is weirdly good by poking fun at the franchise lovingly unlike Velma (which is hateful and mean)
tldr: Scooby-Doo is the best.
Gold Jinjo
28th April 2025, 09:28 PM
I was a young larvae when A Pup Named Scooby-Doo was on TV, I didn't really watch it much, but I very often have the theme stuck in my head anyway
So catchy
I always did love those old cartoon backgrounds too.
https://www.youtube.com/watch?v=yVraEch7IhA
neen
1st May 2025, 12:02 AM
i hate doing level design so i did some graphics programming instead https://www.youtube.com/watch?v=wkoHIusL8xw
Mr. Airplane
1st May 2025, 01:59 AM
Wow you've really learned a lot
dragon_kazoooie
1st May 2025, 02:07 AM
That's super cool!
neen
1st May 2025, 02:35 AM
thanks! i definitely learned all about how annoying h-blank interrupts are with this
Mr. Airplane
1st May 2025, 04:01 AM
I have been planning on trying to do a HUD for an NES game and there are no hblank interrupts
Games instead would put a one-pixel sprite at index zero, off screen under a solid background item, which will trigger a Sprite Zero interrupt
https://nesdoug.com/2018/09/05/18-sprite-zero/
It is the only native collision detection the NES has, it only works for Sprite 0, and I imagine it's some kind of holdover from the conventions of Pong machines
neen
1st May 2025, 11:55 AM
oh yeah i think i have heard of this. one of my hacking friends is into nes stuff. you also only get dma for sprites or some crap? I've considered looking at nes for homebrew reasons. the clever tricks are even cleverer and trickier than i could imagine
dragon_kazoooie
2nd May 2025, 02:43 AM
https://i.imgur.com/oPd0TlF.png
Here's my first attempt at my Illustration to Photoshop workflow.
Already figured out a few kinks within my pipeline that is gonna make it easier and faster to get what I'm looking for.
I really want the artstyle to stand out and have sort of a grimy and makeshift papercraft sorta feel but I definitely went too harsh here. Too much clashing.
neen
2nd May 2025, 05:11 PM
that's pretty cool. do you have specific goals, or a larger project? or is it more exploratory
Gold Jinjo
3rd May 2025, 12:26 AM
Love it, I think it looks great! Have you thought about lighting? Lights and shadows could break that up a little more.
dragon_kazoooie
3rd May 2025, 07:45 PM
It's all gonna be part of the essay project. Sort of a framing device or for silly interludes. It all ends up working out in my head anyway, we'll see how things actually turn out.
And yeah! The plan is to put these scenes in After Effects and add lighting/particles/other animations, this specific location is part of a small 2 minute interlude I'm planning on making of a character walking through this strange city.
Took another crack at it last night:
https://i.imgur.com/rp0bw04.jpeg
https://i.imgur.com/sJ86X9O.png
Still trying to figure out the best way to texture buildings so that they look both surreal but also read as buildings :p I really like the first two above but need to change the pink one a bit since it's supposed to look like a coffee shop
neen
3rd May 2025, 10:58 PM
that looks great. definitely keep going with this
dragon_kazoooie
5th May 2025, 06:43 PM
Thanks it's been a fun style to work with!
Tried to post some new pics on mobile but it didn't wanna work :p
neen
14th May 2025, 05:14 AM
fogboss
https://youtu.be/lor7aFthoxs
getting the colors right has been annoying since it's all done with color math. but this is my first custom miniboss in sm. it uses a background layer instead of sprites so it can be quite big if needed. although, i probably won't make it larger so it was a waste of effort, probably
dragon_kazoooie
11th June 2025, 05:03 AM
https://i.imgur.com/oHgYs15.png
https://i.imgur.com/M2Sa65i.png
Trying out colors for the last two scenes I need to make for the video I'm working on.
neen
13th July 2025, 06:36 AM
much has been done https://www.youtube.com/watch?v=yiHy3haTRHs
neen
17th July 2025, 05:57 PM
i have been computering very hard the past few days, much has been done
https://www.youtube.com/watch?v=RMmu5edOlYA
Gold Jinjo
17th July 2025, 09:00 PM
That's such a fun idea, once I saw the vents were lifting the plane :D
dragon_kazoooie
18th July 2025, 04:40 AM
This is soo cool!
neen
19th July 2025, 09:54 PM
thanks. feels good to actually build momentum on a project and make good progress for once. made the stairs work the other day https://www.youtube.com/watch?v=nNQ_ZoIXdvE
neen
31st July 2025, 06:02 AM
much has been done https://www.youtube.com/watch?v=WpUS6ReXyvk
neen
12th September 2025, 05:07 PM
much has been done https://www.youtube.com/watch?v=6RAHhxVN4d8
Zondekel
13th September 2025, 04:42 AM
the transition screen between sky and space is so good
neen
13th September 2025, 05:29 AM
thanks! john calhoun (author of the original game) called that "stratosphere", and because of the dithering it takes up most of the graphics space for that tileset.
most of the engine stuff is all done now, just need to: make more sprites, and furniture objects, and make the actual level.
it's been a fun project, recreating my favorite childhood game. i have some loose plans to make another game after this, possibly an original one. but there are some pretty crudely done things in glider i would want to avoid that would require a lot of work.
dragon_kazoooie
14th September 2025, 09:47 PM
Really excited to see where you take things from here!
neen
27th November 2025, 05:26 PM
https://www.youtube.com/watch?v=YYtCV7JICao
Mombi Jombo
28th January 2026, 12:05 AM
https://github.com/Lucoshi/Lucoshi-s-Video-Game-Palace
It's a preservation project which i will invite anyone join in!
Banjokun
21st February 2026, 08:05 PM
https://www.fanfiction.net/s/14520199/1/Pooh-s-Adventures-of-Deltarune
https://archiveofourown.org/works/74852536/chapters/195540346
Um, I've been busy with... well this.
neen
5th April 2026, 07:21 AM
more homebrew, original game this time. https://github.com/n-neen/robot-past
there's a rom there if you want to peek
i've been doing a bunch of abstract digital art and i wanted some kind of further application for it so i started putting them in this. i've got some narrative ideas but nothing super wordy
Mr. Airplane
12th May 2026, 07:38 PM
your growth in 6502 assembly makes me happy
neen
13th May 2026, 06:59 AM
thanks siege! it's been a fun hobby. tend to get burned out and work in bursts but it's a great feeling being able to make games from scratch. takes forever tho
neen
17th July 2026, 03:26 AM
this is the game now
https://www.youtube.com/watch?v=uULznVaKT-k
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