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06-02-24 02:24 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Opinions needed for graphics
  
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Smallhacker
Posts: 665/832
Originally posted by Glyph Phoenix
Will it kill you on contact 'cause the train's in motion?

I suggest making them blocks that sets Mario's (Grumf's... whatever) horizontal speed to a high negative value (shooting him to the left) and making the locomotive's front kill him on contact.
Glyphodon
Posts: 308/536
That's pretty great. You got all the graphics to work together pretty well; I haven't seen a full picture like that since, well, Icegoom's work, but before that there weren't any graphics I know of that look as good as those.

As for the sand, when you can see sand on both the bottom and top sides of a horizontal strip it looks weird. If you got rid of the sand near on the top of each moving strip, I think it would look much better.

Also, that ground in front looks like it's moving awfully slow. Is that just the gif? It should be moving much faster. Will it kill you on contact 'cause the train's in motion?

Yeah, I'm pretty impressed overall. If you should ever need any special things coded for Grumf, I'd be happy to oblige. Need a special death animation, maybe?
Smallhacker
Posts: 660/832
Originally posted by JaSp


Very nice, except for the HDMA effects on the ground. One can see where the different sections of it starts and ends too clearly, ruining the effect. Either add a few more sections or remove the "sand texture" (make the ground use a single color, except for the cactuses and the mountains). The second choice would look less detailed, but give a better 3D feel.
C:/xkas bio.asm
Posts: 1115/1209
BMF already released one that was working with PALASM...

there is also the 'do it yourself' way
Pac
Posts: 585/804
Originally posted by wtfweb
i remember reading about another kit that you'd need some asm knowledge or heavy use of a hex editor to use
I never even heard of that one. But no, I wouldn't bother if I were you.

Anyway, you can get d4s's one here.
asdf
Posts: 2954/4077
What the hell was the point of the new Nintendo screen anyhow? I have not seen one person who cared about it, and even so, it was an incredibly stupid idea to begin with.

Oh, and as for the train in action, it looks very nice. The foreground scrolling is slightly slow, though. It should scroll very quickly.
wtfweb
Posts: 63/124
i remember reading about another kit that you'd need some asm knowledge or heavy use of a hex editor to use. is this one worth looking into or is it missing a lot of things d4's has? also, where can i download these kits? i dont see them in the tools section of smwcentral
Pac
Posts: 584/804
Originally posted by wtfweb
add that alternate nintendo screen when the game boots

Originally posted by wtfweb
allowed me to add/edit/remove hdma effects without moving to a new rom
The kit d4s made does both.
wtfweb
Posts: 61/124
i've heard of a few different hdma kits

is d4's kit the one that doesn't add that alternate nintendo screen when the game boots? whichever one doesn't do that is the one i think i'll have to end up using once i have my levels planned out. it would also be nice if one of these kits allowed me to add/edit/remove hdma effects without moving to a new rom, is this possible?
Pac
Posts: 582/804
Originally posted by wtfweb
is hdma what allows those different sections to scroll at different speeds?
Yes. It can also cause a wavy effect by causing scanlines to constantly scroll back and forth at different speeds. Check out d4s's HDMA kit. It can do a bunch of cool things.
wtfweb
Posts: 60/124
is hdma what allows those different sections to scroll at different speeds?

of course it looks very nice. i think it would be cool if the ground acted like lava (maybe) and had the level end when you reached the end of the train and enter a pipe into it to fight a mini-boss. like those tank levels in smb 3
Pac
Posts: 581/804
Awesome! Just awesome! I've never seen such great use of HDMA; great work, JaSp.
Mike O'Shay
Posts: 135/136
Wow, that looks fantastic! Love the background, too. XD is the koopa the conductor?
JaSp
Posts: 67/89
Ok, so I've been working on this train level again, and here's a little gif animation to show off what I've done so far :
wtfweb
Posts: 49/124
yessss it looks much better with the brown

also the redone wheels look great
Pac
Posts: 543/804
You should put a black line across the top of the T32 carriage. Other than that though, excellent!
JaSp
Posts: 60/89
Update again, I've tried to do a mock up screen taking all your comments into consideration, so here's how it should look now :

I'm keeping the non-realistic wheels because the realistic ones wouldn't fit very well with the loco's big one, moreover it would be a pain to animate the wheeling effect.

MrJones: I've intentionally not drawn these things on the wheels because once again it would be really annoying to animate.
HM: I'll see once Sprite Tool is released for the smoke
Pac
Posts: 538/804
I think the silver train looks good, but you should make the carriages brown again, and the first wheels you had looked slightly better.
wtfweb
Posts: 48/124
i think the design of the train looks nice, but the colors are way too boring

it needs some color somewhere
Glyphodon
Posts: 284/536
Should you really be able to see straight through the big locomotive wheels to the background? It looks kinda dumb to me. The flipping screw tiles of the T32 train car look weird too. Otherwise, you've got an interesting style. I'd probably like the look of a whole game of dithered gradients and somber tones.

Don't ever put original SMW graphics next to your graphics, though. The result, as seen above with the SMW ground, is quite horrific.
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