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06-16-24 12:21 AM
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Acmlm's Board - I3 Archive - SMW Hacking - Super Mariotroid
  
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Stifu
Posts: 472/647
Originally posted by Raccoon Sam
And in my opinion, that Mushrooms and Samus thing looks awful.

Besides, Samus isn't in the game, is she ?
Raccoon Sam
Posts: 756/1040
Hmm, I say you should make a Dark Ceres-like background and make it loop continuously at the Background. This can be done with that one sprite which allows the Background to scroll. Used in that one Forest level.

And in my opinion, that Mushrooms and Samus thing looks awful.
Removeify them for extra awesomeness.
KP9001
Posts: 59/180
Finished the Title Screen.



This is pretty much the final product, unless someone can come up with some pretty wicked Metroid/Mario art for it. I've used up all available ExGFX space given for a level.

Now, since I'm done screwing with this title screen for now, I can move on to actual *levels*. Expect a bump in about a week or so with some new screenies!
The 13th Prodigy
Posts: 106/133
Awesomes. That works, thanks dude. Let me know if there's anything I can help you with.
KP9001
Posts: 58/180
As soon as I complete rips, I will submit them to the ExGFX workshop/SMW Central for download. I'll do map16 pages too. It might be a little bit before I get to Maridia though. I'm going to start with Blue Brinstar next. I'll let you know when it becomes available.

Levels aren't my problem, as I can build some pretty good ones myself. It's the ASM work that's my hurdle. Mainly making sprites. But, if making levels ever gets tiring to me, I'll ask you for some.

As for Mario's Sprite, (can I do ExGFX for Mario?) I'm going to give him his space suit (SML2) for running around. If ExGFX is possible, he'll have his helmet off in places where it's good enough for him to breathe. Places like Norfair and Maridia he will have his helmet on.

Note that because this isn't Super MEtroid, the levels aren't going to be built for Samus; they'll be built for Mario instead. Though I will still try to capture the true feeling of Metroid for these levels.
The 13th Prodigy
Posts: 104/133
This absolutely rocks...I would love to help you out with this, although I don't know what. Designing Metroid-esque levels are my specialty, however, so if you ever need some new levels...

Also, if I could ask you a favor: given the fact that I don't really know anything about ripping or so, would it be possible if I used the ripped graphics from your hack? Not much, mainly just red brinstar, two of the maridia tilesets (the deep ocean one and the purple ruins/sandy one) and the lower norfair one. I'll put your name in my credits and everything, mention your hack and the website if you have one. I understand if you don't want to, me being all pathetically stupid when it comes to in-depth hacking, but I thought I'd ask.
Ice Man
Posts: 294/348
HDMA can't be added to level C5 and C7. You may ask d4s there.
Shadic
Posts: 356/528
Originally posted by KP9000
1) I plan on doing *something* to Mario, if it's giving him a power suit, I don't know... It's just too dark for him to be running around. And what happens when he gets into Norfair?


Well, in Mario 64 he had no problems running around inside of a volcano..
KP9001
Posts: 57/180
Yeah, I caught those posts before board was restored from backup.... WTF did you do Shadic? XD

1) I plan on doing *something* to Mario, if it's giving him a power suit, I don't know... It's just too dark for him to be running around. And what happens when he gets into Norfair?

2) I've downloaded d4s's HDMA kit and figured it out. However, none of these effects apply to level C7. Is there some other way to get these effects to show on the title screen?

3) I am going to take that route. I think it will be fine with that one for a little bit. All I need right now is a door, which i've got half-functioning. It's just the metal door frame with layer priority enabled and transportation tiles.
Sukasa
Posts: 1569/2068
for elevators, you could probably use the elevator sprite that comes with spritetool, and just adjust it's tilemap and width data in the ASM file to make it into a metroid-style elevator.
Ice Man
Posts: 293/348
Well, the HDMA (color gradient) isn't that hard, since d4s put mine in his release, too. The advantage on my color gradient is, that you can control the color via Lunar Magic, it's just a little bit more work finding the right colors you want to use. I could help out with, if you want.
Shadic
Posts: 351/528
I really like it, but are you planning on doing anything with the Mario?
KP9001
Posts: 56/180
Yeah, I once started a hack by this name, but scrapped it because there wasn't any resources to make it into a good hack. Now, the SMW hacking scene has progressed enough to where I can restart it. I'm also learning ASM to go along with it, so I can eventually be able to make some pretty cool changes to it.

Here's my Title Screen.


This particular title screen uses no title screen data at all. I'm using two ExGFX files for this, and this shows as tiles in the actual level itself. It's pretty bland at the moment, but I'm pleased with it enough as a screenshot. I'll put some more stuff in soon.

Here's an in-level screenshot.

This is a perfect rip of half of the Crateria GFX, which is almost complete as I type this.


All of this is pretty feasible what with my learning of ASM and the new Sprite Tool. However, as I do not know ASM yet, I've come to request sprites.

- A door; up, down, left, right
- an elevator; just like the metroid style ones
- a metroid; mikeyk has already made one, however, there are some issues with it. If it can be fixed, good. Hopefully a big one can be made.
- geemer
- zoomer
- ripper 1 & 2

I know that's a pretty big list, but there's still a helluva lot more room for names on that title screen!

I also need some pointers on how to use that color gradient patch thingy... the one with all the cool effects.

If you can help, that'd be great!
Acmlm's Board - I3 Archive - SMW Hacking - Super Mariotroid


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