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05-06-24 04:05 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens New poll | | Thread closed
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Luigi-San

Ptooie
ZOMG Wii is teh pwn


 





Since: 11-18-05
From: The Mushroom Kingdom a.k.a Buffalo, NY
Wii: Yes

Last post: 6288 days
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Skype
Posted on 07-12-06 01:11 AM Link
Originally posted by icegoom
Somebody recently uploaded it to SMWCentral, so you can download SMW Redrawn here.


That "somebody" would be me
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 07-12-06 02:57 AM Link
Ah, OK. I wasn't planning on submitting it there until I was completely done, but I guess I went long enough without posting anything that there might have been some question about whether I was going to return and finish things. It's not hurting anything to have it up there, anyway.

Originally posted by Bones_the_Great
Seriously. tell me when you've finished the graphics. I really want to use them in my game. Is it possible to import them into the game I'm working on?


If you want to import all the graphics into a hack in-progress, open SMW Redrawn in Lunar Magic, hit the red mushroom to extract the graphics, then open your hack and hit the green mushroom to insert the graphics. If you just want part of the graphics, open two YY-Chr windows and paste the newer stuff over whatever you want to replace.
Riku

Sledge Brother
Unpredictable. Watch your backs. Or not. Whichever. I want Metal Gear Solid 4 so badly.


 





Since: 11-17-05
From: Tompkinsville

Last post: 6286 days
Last view: 6286 days
Posted on 07-12-06 03:37 AM Link
I really suggest you don't give it to newbies as a base.

These are special graphics. I wouldn't waste them on the fifty n00bs who will steal them.
Sketchie

Red Goomba


 





Since: 11-24-05

Last post: 6407 days
Last view: 6407 days
Posted on 07-12-06 03:35 PM Link
Originally posted by Riku
I really suggest you don't give it to newbies as a base.

These are special graphics. I wouldn't waste them on the fifty n00bs who will steal them.


Well, sooner or later someone will steal the graphics, so it's moot point.

Anyway.

I've seen the screenshots of your hack. I must say I MUST play this hack when it comes out. The graphics are just so beautiful, and I just LOVE the idea of Mario looking like Baby Mario when he's small. It's like an easter egg IMO.

Also, I love the idea of putting Mario in a hawaiian shirt. I personally believe it fits into the theme of the game, AND since it was sudden, Mario wouldn't have the time to change into his usual ol' outfit. But, either way, it looks amazing.

Keep up the great work!!
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 07-12-06 10:12 PM Link
The sprites have been out there for months already, and I'm not going to retract them now. SMW Redrawn sprites are just placeholder for Mario's Lost World, as I'm going to modify most of them further to fit a prehistoric theme.

Boy, look at me not updating with new content. Heh, I've just discovered Blocktool and have been playing with that more than doing graphics.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6287 days
Last view: 6287 days
Posted on 07-13-06 03:34 PM Link
1. AWESOME title.
2. Pretty damn nice overworld too. Mario and the font look great. The image seems to be a bit grainy though.
3. The fancy font doesn't work well here (real hard to read), but the rest looks sweet.
4. How about replacing the cement block with a cannon? Cannons can be one 16x16 tile, can't they?
5. Above water looks great, and the fish are nice, but underwater is far too plain. Doesn't really look like it's underwater.
6. Again, too plain, but the foreground is nice. Mario seems a bit off colour here? (Fire Mario maybe?)
7. A bit bright, but cool. Like a solid gold palace. Shouldn't that Chomp have a chain? Cool Shyguys too.
8. Nice. Is that ! box filled in inside the palace though?
9. This is cool, but the sand being in the water kinda defies logic. (Plus it's cut up into perfect rectangles and flying... eh.) Could use some clouds in the background.
10. Now that's underwater.
11. Nice! The background looks better brown than green. The ground is great.
12. Awesome background there. Pokey and Wiggler are very nice too. What did that mole just explode out of, and why did it send chunks of light brown dirt flying?
13. Again, nice work.
14. This one also looks grainy, but the detail is great. I like how the path has a gentle curve to it, not just straight/sharp corners like most SMW hacks. What's that in the trees near the bottom?
15. Green berry could stand to be moved, other things look alright. I bet Mario's opinion is different though. I especially like the ? blocks.
16. It's an enchanted forest. Background colour seems a bit too yellow.
17. Oooooooh. The BG might look a bit better if you just had a lot of various dark green lines/leaves behind the vines, to give the impression of more vines and trees further back; right now it looks very flat. The foreground is good though.
18. Nice piranha plant, missing its stem though.
19. Looks fun! The Thwomps and branches are good. Kudos for using SML2 blocks.
20. Thwomps on line-guided lifts is a neat idea.
21. That background seems a bit out of place here, and the ground isn't especially good. It looks like it'd hurt just to walk on it.
22. Cool. Nice ghost.
23. It's not that dark. Maybe you should turn on half-colour mode.
24. Superb.
25. Amazing background. Foreground is good, but what's with the ground being 2 separate parts? Goombas look alright, and piranha plants look spectacular.
26. Excellent background, good foreground, and yes, lots of fish.
27. The bridge actually looks alright the way it is.
28. Is that the castle entrance scene, or did you hack in a No Yoshi sign like the No Whatever Animal signs in DKC? Either way the castle looks great. It's a bit hard to tell what's written on the sign, though.
29. Solid blue water is a bit out of place, the rest is good. Gives the impression of a calm night scene like you'd see in Zelda OoT. (If you know anything about hacking music, this would be a great place to have just some bird sounds like Zelda has.) Cement blocks are good.
30. Very nice background here. Lakitu looks 3Dish, which is a sweet effect.

Did you draw that Mario? He looks a bit like the one in Superstar Saga.
Prince Kassad

320
As you wish.








Since: 06-30-06
From: nowhere

Last post: 6287 days
Last view: 6287 days
Posted on 07-13-06 03:38 PM Link
Originally posted by HyperMackerel
28. Is that the castle entrance scene, or did you hack in a No Yoshi sign like the No Whatever Animal signs in DKC?

This is just a graphic, Yoshi can't enter this castle because there is a chain behind the sign that can only be climbed by Mario alone.
Sgraff87

Red Paratroopa








Since: 11-18-05
From: Right Behind You!

Last post: 6287 days
Last view: 6286 days
Posted on 07-13-06 04:41 PM Link
I have to say, IceGoom, this hack is looking pretty promising. Good luck with it. ^-^
KTurbo

Poppy Bros. Jr


 





Since: 11-19-05
From: Schweden

Last post: 6289 days
Last view: 6288 days
Posted on 07-13-06 05:38 PM Link
Originally posted by Prince Kassad
Originally posted by HyperMackerel
28. Is that the castle entrance scene, or did you hack in a No Yoshi sign like the No Whatever Animal signs in DKC?

This is just a graphic, Yoshi can't enter this castle because there is a chain behind the sign that can only be climbed by Mario alone.


Mario COULD fly to the door...
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6288 days
Last view: 6286 days
Posted on 07-13-06 05:53 PM Link
Originally posted by KTurbo
Mario COULD fly to the door...


Keep in mind though, that the plaayer couldn't actually enter it after he got Yoshi up there, as you need to be small to enter a door two tiles high while on Yoshi.

Good work, icegoom. As always, your graphics are vivid and unique, and the level design looks nice as well.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 07-13-06 06:21 PM Link
Yay! In-depth critique!

Originally posted by HyperMackerel
3. The fancy font doesn't work well here (real hard to read), but the rest looks sweet.

When I did that font, I was trying to emulate some fonts from N64 Mario games, but I guess it didn't work too well at a lower resolution. I'm going to try fattening the letters up before I completely scrap it.


4. How about replacing the cement block with a cannon? Cannons can be one 16x16 tile, can't they?

It'd be an inactive one if so. There are probably already too many cannons in what's supposed to be an easy first level. (I need to find some way to tone the difficulty down a little before I release it, probably)


5. Above water looks great, and the fish are nice, but underwater is far too plain. Doesn't really look like it's underwater.
6. Again, too plain, but the foreground is nice. Mario seems a bit off colour here? (Fire Mario maybe?)


A while back, I tried to add a bunch of ExAnimated detail tiles to the underwater portion of that level, but Lunar Magic flipped out and glitched the whole level for some reason. I've been reluctant to try again since then, but yeah, it needs to be done. Yeah, that's Fire Mario.


7. A bit bright, but cool. Like a solid gold palace. Shouldn't that Chomp have a chain? Cool Shyguys too.
8. Nice. Is that ! box filled in inside the palace though?


Chain Chomp's a graphics hack of Diggin' Chuck's rock, so he has no chain graphics. Maybe I'll be able to add a real Chomp with Sprite Tool eventually. The block with the exclamation point just acts like a normal cement block and doesn't look quite the same as actual ! blocks. I was repeating the motifs of Shy Guy faces, exclamation points, and diagonal stripes on all the platforms in the Switch Palace to give the level a unified look, but I guess that the ! blocks could be confusing...


9. This is cool, but the sand being in the water kinda defies logic. (Plus it's cut up into perfect rectangles and flying... eh.) Could use some clouds in the background.


This was originally a rocky level, but I'd made a beach tileset for another area and decided to apply it here to differentiate it graphically from the previous level. I see no problem with sand existing under shallow water, (especially with the tide going in and out) but yeah, the floating chunks of it don't make a lot of sense.


12. Awesome background there. Pokey and Wiggler are very nice too. What did that mole just explode out of, and why did it send chunks of light brown dirt flying?


It just popped out of a clump of dirt in the ground. One of the hazards of taking action screenshots is that seeing stuff in mid-action can look odd.


14. This one also looks grainy, but the detail is great. I like how the path has a gentle curve to it, not just straight/sharp corners like most SMW hacks. What's that in the trees near the bottom?


It's a big piranha plant with its mouth currently closed.


17. Oooooooh. The BG might look a bit better if you just had a lot of various dark green lines/leaves behind the vines, to give the impression of more vines and trees further back; right now it looks very flat. The foreground is good though.
18. Nice piranha plant, missing its stem though.


That background's just a chunk of Donkey Kong Country 2 background that I've color reduced then repixeled to it would tesselate. I really should have made it so I could fit the tiles together in other ways and create more variety, I was just lazy. The piranha plant's just been caught midway coming out of the pipe. Again, mid-action shot.



21. That background seems a bit out of place here, and the ground isn't especially good. It looks like it'd hurt just to walk on it.


You can't walk on the spiny bones. That section of the level is spike pit with a Dry Bones marching back and forth. You have to bounce off the Dry Bones' back to avoid taking a hit.


25. Amazing background. Foreground is good, but what's with the ground being 2 separate parts? Goombas look alright, and piranha plants look spectacular.


Just trying to add a bit of variety to the ground by adding a crack. It made sense at the time...


Did you draw that Mario? He looks a bit like the one in Superstar Saga.


He's based off of the Mario sprite from Mario Party Advance, but I had to draw a bunch of new poses for him. I'm in the process of giving him a Hawaiian shirt, but it's hard to fit the correct amount of detail into the space I've alloted myself for his torso. Grr...

Originally posted by Prince Kassad
Originally posted by HyperMackerel
28. Is that the castle entrance scene, or did you hack in a No Yoshi sign like the No Whatever Animal signs in DKC?

This is just a graphic, Yoshi can't enter this castle because there is a chain behind the sign that can only be climbed by Mario alone.


Unfortunately, it's not a truly functioning No Yoshi sign. And yeah, even if Caped Mario flies up there while riding Yoshi, he can't enter the doors on Yoshi's back unless he's small.

Thanks for the comments, everyone. I haven't had much time to work on this this week, but I will this weekend.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6300 days
Last view: 6297 days
Posted on 07-13-06 11:46 PM Link
Your hack is ingenious! The only thing that catches my curiosity is where you find the time to do this and keep from getting bored during it.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6287 days
Last view: 6286 days
Posted on 07-14-06 01:56 AM Link
Originally posted by Yoshi Master
The only thing that catches my curiosity is where you find the time to do this and keep from getting bored during it.

He probably just has a lot of motivation. If I have a lot of motivation or inspiration when working with LM, I just don't get bored, even when it comes to things like ripping 8x8 tiles one at a time, or copying a whole level's palette from a screenshot.

EDIT: And about finding time to do it? It's 6am where I am now, and I've been working on my hack since 8pm yesterday evening.

Anyway, icegoom, did you rip these backgrounds? Or did you draw them yourself? Either way, they're awesome.


(edited by peter_ac on 07-14-06 01:01 AM)
(edited by peter_ac on 07-14-06 01:18 AM)
(edited by peter_ac on 07-14-06 01:18 AM)
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6290 days
Last view: 6286 days
Posted on 07-14-06 03:25 AM Link
Originally posted by peter_ac
Originally posted by Yoshi Master
The only thing that catches my curiosity is where you find the time to do this and keep from getting bored during it.

He probably just has a lot of motivation. If I have a lot of motivation or inspiration when working with LM, I just don't get bored, even when it comes to things like ripping 8x8 tiles one at a time, or copying a whole level's palette from a screenshot.

EDIT: And about finding time to do it? It's 6am where I am now, and I've been working on my hack since 8pm yesterday evening.

Anyway, icegoom, did you rip these backgrounds? Or did you draw them yourself? Either way, they're awesome.


I usally get bored after like 30 min. For instance it's 11:15pm right now about 10 minutes ago I was working on my hack. The part I hate most of SMW hacking are the levels I'm better at over worlds in fact here's a pic:



But, usally if I get a awesome idea for a level I stay awake for about 12 hours on my computer !
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6297 days
Last view: 6287 days
Posted on 07-14-06 04:12 AM Link
what happens to me is i get bored because when i work on a new level, i playtest every little section i add to make sure it plays well and end up changing things 1000 times until i'm satisfied. then days, or even weeks later i'll be playing my hack and find other little things to change. so when i design a level i often get a little bored because of how long it takes.

also i dont have many super interesting or crazy level ideas since i'm making my hack like what i think is the most fun to play - level design like the original mario world (with longer levels and a little higher difficulty though). so i never have some crazy maze to design and get excited about or unbelievably weird ideas to try to pull off.

then in comparison, when i'm ripping backgrounds or changing little imperfections is when i have the most fun.
Yoshi Master

Shyguy








Since: 11-18-05
From: That one place.

Last post: 6300 days
Last view: 6297 days
Posted on 07-14-06 11:18 AM Link
Yeah, usually I should get halfway through a level and get bored. When I'm bored I try anyway and then that part of the level sucks.

Please, stay motivaed Icegoom, you'll need it!
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6287 days
Last view: 6287 days
Posted on 07-14-06 07:42 PM Link
When I get bored I just work on something else. Hence why I have like 20 projects that aren't done.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6294 days
Last view: 6294 days
Posted on 07-15-06 06:32 AM Link
Originally posted by peter_ac
Originally posted by Yoshi Master
The only thing that catches my curiosity is where you find the time to do this and keep from getting bored during it.

He probably just has a lot of motivation. If I have a lot of motivation or inspiration when working with LM, I just don't get bored, even when it comes to things like ripping 8x8 tiles one at a time, or copying a whole level's palette from a screenshot.

EDIT: And about finding time to do it? It's 6am where I am now, and I've been working on my hack since 8pm yesterday evening.

Anyway, icegoom, did you rip these backgrounds? Or did you draw them yourself? Either way, they're awesome.


My work ethic varies wildly. Some days I'm super motivated and can just work for hours and hours, and others I tinker with something for 15 minutes and call it quits. It helps to have a lot of variety within the hack so that if I get sick of working one area, I can go somewhere else and work on something completely different.

The backgrounds are for the most part drawn by me. The brambles one was based on a background from DKC2, but I had to basically redraw the whole thing from scratch to get it to work.

OK, so some stuff I've been working on improving. Fatter, hopefully more legible text:



Less grainy map with less eye-searing colors:



Yeah, something the graininess helped hide was the way that some of the tiles don't quite line up. I might need to make some additional transition tiles...

I've put in the animated question block from NSMB:



And I hope there are no huge turn block fans out there, because I'm thinking I want to use BMF's perfect bricks patch to change them all into bricks. I haven't been using turn blocks much anyway, and I can't really think of a gameplay scenario where turn blocks are actually better than standard Mario bricks.

Here's a brick animation based on NSMB:



And here they are in action:



On the level design front, I've added a few fairly standard custom blocks, (teleporters, don't hurt if riding Yoshi, one way walls) and now I'm noticing some slowdown where there wasn't slowdown before. The odd thing is, it's happening in areas with no custom blocks and not affecting areas where I've got floors made of the the things. Grr...
Prince Kassad

320
As you wish.








Since: 06-30-06
From: nowhere

Last post: 6287 days
Last view: 6287 days
Posted on 07-15-06 06:45 AM Link
Originally posted by icegoom
On the level design front, I've added a few fairly standard custom blocks, (teleporters, don't hurt if riding Yoshi, one way walls) and now I'm noticing some slowdown where there wasn't slowdown before. The odd thing is, it's happening in areas with no custom blocks and not affecting areas where I've got floors made of the the things. Grr...

That happens if you insert many custom blocks. Except using 'fast ROM' patches, nothing can be done about it.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6288 days
Last view: 6286 days
Posted on 07-15-06 06:48 AM Link
Originally posted by Prince Kassad
That happens if you insert many custom blocks. Except using 'fast ROM' patches, nothing can be done about it.


Actually, I heard someone was working on a program that would eliminate that slowdown by changing the format of the blocks and how they are inserted. Something like that. However, it, like all other projects, probably got abandoned or put on permanent hiatus for one reason or another. And the Fast ROM patch is not without its flaws either.


(edited by asdf on 07-15-06 05:49 AM)
(edited by asdf on 07-15-06 05:49 AM)
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