View Full Version : Shell Monsters Title Design
KingMike
06-26-2004, 01:22 PM
I recently decided to go with a sort of shell motif for the final English logo.
I also got the file screen functionally working. Still some graphics bugs to work out.
Look for it soon.
So, how's the title design? Good? Bad?
KaOSoFt
06-26-2004, 02:31 PM
Well, I like that you had worked on it, but I really don't like it. Why you didn't leave the first one? The one that you were working on. What I mean is that I don't like the "MONSTERS" part, the rest is perfect.
Good job anyways.
Shiva
06-26-2004, 03:14 PM
Looks pretty good to me. It's barely readable, but it's not as if the title screen is important dialog. I took a look at it in 4:3 aspect ratio and it looks just as good.
Defensor
06-27-2004, 04:13 PM
it looks cool, but that creatures.. and the backgroup u could change the backgroup u could change from blue to an texture or image or somehting ;)
KingMike
06-27-2004, 06:29 PM
I was trying to create properly sized letters for the original logo, but then the shell idea just kinda came over me.
Though I think the NES limited graphics capabilities would make a texture image hard. :( Sorry about that.
KaOSoFt
06-27-2004, 07:32 PM
It's good, but if you can change the "MONSTERS" part, it would be a lot better. The "SHELL" part is perfect!
Well done!
PS: Defensor, this is a translation, not a HACK. He just need to translate the title screen, not the background. Do you see text in the background? I don't think so. And those creatures are original from the game, how can he translates a being? :P
KingMike
06-27-2004, 08:10 PM
I can't take credit for the SHELL part, though, as it was already there in the original game's logo. :)
I'm just redesigning the part that says "Kaijyu Monogatari" in big kanji, and I translated the setup options. (and add a couple credits :lol: )
Though I wouldn't be so harsh on Defensor :) , as I do plan to expand slightly on the original with support for multiple game saves (the original game only supported 1, I guess because the original cart had an unusually small save RAM chip), selected from a menu added in by me.
(right now, it's functional with a couple minor graphics bugs I'll try to iron out, so if worse comes to worse, I'll just dummy out my code and leave the code that just changes the game's save method to a standard NES game save (the Japanese game used an abnormal saving scheme that I think only Unofficial Nesten supports, and only in the "true" Japanese ROM), that is functionally equivalent to what the real cart does).
KaOSoFt
06-27-2004, 09:02 PM
Well, keep improving yourself.
Ok, sorry Defensor.
KingMike
06-29-2004, 12:30 PM
I've inserted the above title logo into the game. Many thanks to Mr. D (http://d.the2d.com) for writing FEIDIAN (http://feidian.sourceforge.net), which was used to extract the title graphics tiles to a bitmap, and reinsert the modified bitmap.
Since the patch is otherwise so close to release, I temporarily deactivated the save menu (since that may take a little while to debug, and since it's a bonus feature I felt should not hold up a patch release. I of course left the emu compatibility save ASM hack active). Now I just have to fix a couple gfx bugs, slightly tweak the intro coding, and release. :)
KaOSoFt
07-01-2004, 06:49 PM
Ok, well done. Well, I can see you're going to leave the title screen the same as before... If want it in that way, is okay. :)
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