Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in SMW Hacking. |
Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens | New poll | | Thread closed |
Pages: 1 2 3 4 5 6 7 8 9 10 11 | Add to favorites | Next newer thread | Next older thread |
User | Post | ||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6294 days Last view: 6294 days |
| ||
Oh, hey, look at that. My topic got renamed. Yeah, I probably deserve that. Originally posted by Juggling Joker I really wasn't trying to come across as arrogant or anything. I was more acknowledging my gratitude to Ghettoyouth for helping me out. Seriously, I have no illusions that this is going to be OMG teh greatest hack evah. This is my first hack. I'm just a monkey using an editor and patches made by people who are way smarter than me. All I contribute are n00bish level designs and semi-competant spriting. I have no right to complain about the difficulty of creating levels. Everyone else is in the same boat as me, and they buck up and do the work. I fully admit that I am lazy and have problems seeing things through. I do plan to finish this thing out. It's just that I work at a slow enough rate that it's frustrating for me and anyone who is following my work. Should I apologize for asking for help in order to speed things up? I dunno. Everyone else seems to get by on their own just fine. Still, I'm not too proud to reject assistance of any sort, be it level help or simple criticism. (I'm seriously considering moving Bramble Battle and Treetop Tussle to later in the game and replacing the world 2 levels with easier takes on the same theme, for instance) Anything that will make my hack suck just a little bit less can't be too bad of a thing. Originally posted by asdf Meh. My level design is pretty mediocre from the beginning. Having variety between levels seems to depend a lot on the ability to make new custom blocks, which I currently do not have. I at least try to use different enemy sets in every level. I've got a finite level of ideas for theme levels, but I don't know that there are currently enough there to fill out a complete game. Would it be better to have only three or four worlds worth of unique levels than to start repeating themes throughout seven or eight worlds? Actual workwise, I'm currently working on a mountain background and foreground of wooden bridges and stakes. Nothing complete enough to show and this is looking to be a busy week, so I'll update whenever I get something done enough. EDIT: Wow, I'm an idiot. I just noticed that all the topics in this forum are getting random renames. Well, I was feeling guilty about coming across as arrogant anyway, so my little rant still somewhat applies. (edited by icegoom on 11-21-06 04:30 AM) |
|||
Glyphodon Since: 11-18-05 Last post: 6327 days Last view: 6308 days |
| ||
icegoom, it seems we may have a slight misunderstanding. Nobody's making fun of you. Like, at all.
The title? That's a macro that spreads to every thread in the SMW forum, sparing none. Yours is probably the only active thread that doesn't deserve such a title, except maybe the stickies. Juggling Joker's comment? A joke. And this is coming from a total hatemonger, so, if I'm not making fun of you, nobody's making fun of you. Edit: Haaa, thanks to tabs I forgot this post existed and by the time I got around to sending it said post I was replying to was edited. Oh, well. (edited by Glyph Phoenix on 11-21-06 05:26 AM) |
|||
pikaguy900 Sparky Since: 08-10-06 Last post: 6299 days Last view: 6286 days |
| ||
I hate this thing with the titles while viewing the forum. What happened?
On a side note, I thought you said you'd get back to me by Monday, icegoom. It's TUESDAY now. Hey, any new screens you want to show us? |
|||
Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6309 days Last view: 6286 days |
| ||
Well, most good games (including the original) pick a single wide theme for each world and then expand on that theme throughout the levels. That way the levels seem connected, and there's always something new and interesting on the horizon.
Of course, backgrounds and themes are always reused eventually. You just gotta spread things out somewhat so you reward players who get far in the game with new stuff every now and then. |
|||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6294 days Last view: 6294 days |
| ||
Originally posted by Glyph Phoenix Thanks. I admittedly freaked a little when I thought a mod was angry with me. It'd already been kind of a tense day for me. Originally posted by Joshua368 Yeah, I am giving each world a theme, but I do include levels that don't really fit that theme. World one is ocean/beach themed, but it also has canyon and forest levels. World two is jungle themed, which is broad enough to include forest, treetops, brambles, and swamps. Originally posted by pikaguy900 And now it's Wednesday morning. Icegoom time is a little different than normal person time sometimes. New screens? Here's a new level sporting a mountain background: (which turned out kind of DKCish) There are also portions of this level with wooden stakes and scaffolding, but those graphics aren't quite done yet because I didn't have that much time to work today. (edited by icegoom on 11-22-06 05:41 AM) (edited by icegoom on 11-22-06 05:41 AM) |
|||
mikepjr Red Paragoomba Since: 11-18-05 From: votaw texas Last post: 6357 days Last view: 6287 days |
| ||
Holey cow!! That looks awesome.
One question, how do your birdos act? I mean, can you stand on them like in SMB2? Can you have Yoshi suck in an egg and shoot it back at her 3 times to kill her? Im basically asking how they work i guess you could say. Even though you changed your Mario graphic out quite a few times, i think Mario as you have him now is the best one. One suggestion, Mario's hand when up in the air as he jumps, should maybe be stretched out a bit more, after all it's not his head that hits blocks, it's his fist. |
|||
Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6309 days Last view: 6286 days |
| ||
Originally posted by mikepjr If they're the ones that come free with Sprite Tool, then you probably can't stand on them and the eggs get swallowed. (the eggs are actually recolored Bullet Bills) It moves pretty much the same way though, walking back and forth and jumping slightly. The graphics still look great, my only complaint is that Mario seems to be floating a bit when he sits on Yoshi... but that's probably a technical issue. |
|||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6294 days Last view: 6294 days |
| ||
Originally posted by mikepjr I wanted to make Birdos a little more durable than the ones who came with Sprite Tool, so they're no longer stompable. I modified the code so that if you jump on them, you harmlessly bounce off. You have to spin jump to kill them. (5 fireballs or a cape swipe will also do it) The eggs are of the rideable variety. Yoshi just swallows them. You can check "stay in Yoshi's mouth" in Tweaker to make it so that he can spit them back out, but their graphics are glitched and there's no coding to make it so that they're harmful to enemies. I don't know that anyone's figured out how to give custom sprites more than one HP yet. True custom bosses would be possible if someone did, and that would be awesome. (Maybe the crab's code could be utitlized to at least give two HP?) Originally posted by Joshua368 Little Mario looks more like he's actually sitting on Yoshi. Big Mario's an improvement over my SMW Redrawn riding sprite, but he still looks like he's sitting more on Yoshi's neck. If I can spare up some Mario graphics space, I could maybe move him down a couple of pixels to put him more firmly on the saddle. That creates a problem of his legs getting cut off, though, so I'd have to bend them up and sort of wrap them around Yoshi's neck, but there's really no horizontal space left to do that. So yeah, he either sits a little high or has stubby legs. |
|||
Glyphodon Since: 11-18-05 Last post: 6327 days Last view: 6308 days |
| ||
If there were a way to make the Egg act like a goomba when you stepped on it, then made the Birdo non-spin-jumpable as well, you'd have a Birdo that you have to defeat by throwing its egg back at it. That'd be sweet. (edited by Glyph Phoenix on 11-22-06 04:49 PM) |
|||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6294 days Last view: 6294 days |
| ||
Throwable eggs would indeed be sweet. MikeyK's disassembled the goomba's code, but without all those helpful comments, I don't know what part of the code handles carryabilty. (is that a word?) Maybe someone wants to play around with it. | |||
Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6309 days Last view: 6286 days |
| ||
Could you copy the giant Moles' code to make Birdo's completely ridable like in SMB2? It'd also make them more durable... those Moles are tough. | |||
Critical Phlogus Red Goomba Since: 11-17-06 Last post: 6311 days Last view: 6314 days |
| ||
This looks great! If you want, I can make level design when the final productions of the game are ready. | |||
Yoshi Master Shyguy Since: 11-18-05 From: That one place. Last post: 6300 days Last view: 6297 days |
| ||
Holy crap Icegoom. If I didn't know any better, I would think you worked for nintendo as a GFX designer. Wait.... I don't know better. In case you aren't though, you could be if you wanted to. | |||
Sgraff87 Red Paratroopa Since: 11-18-05 From: Right Behind You! Last post: 6287 days Last view: 6286 days |
| ||
This looks absolutely great Icegoom, but the only thing I am afraid of is that the dirt on ground might be a bit too busy. But then again, it seems to be your art style. | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6287 days Last view: 6286 days |
| ||
Looking very awesome, although that Fireball Birdo spits out doesn't look like a fireball too much.
Great job, nevertheless. |
|||
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 |
| ||
Originally posted by Yoshi Master Are you kidding? Look at some of Nintendo's old games. They'd toss him out for being too good. |
|||
Critical Phlogus Red Goomba Since: 11-17-06 Last post: 6311 days Last view: 6314 days |
| ||
Originally posted by HyperHackerOriginally posted by Yoshi Master And Sony would hire him cuz theyre like that But Icegoom, this is looking great. |
|||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6294 days Last view: 6294 days |
| ||
Originally posted by Joshua368 Tried it, and bounceable was easier for me to figure out than rideable. (When you don't actually know ASM, your options are limited to copying pieces of code from one ASM file to another and hoping your sprite works) Originally posted by Raccoon Sam Yeah, I'm saving graphics space by using the same graphics for Yoshi's fireballs, Birdo's fireballs, and the individual pieces of firebars. (If I was really stingy, I'd remap Sumo Bros and Dino Torches to use it as well. But I'm not) If I try to make the fireball look good for one of its functions, it inevitably ends up looking crappy for the others, so this was a compromise. Originally posted by Sgraff87 I've thought the same thing, but I wasn't liking the way it was looking with less detail. Decreasing the contrast in the palette might help. Speaking of busy foreground tiles, I showed my coral castle tiles a while ago, but hadn't yet assembled them into a level. Here's some shots of the first castle: I probably need a new background. (I've been using that ocean one a bit too much) I had trouble getting the water the right color. (I might need to tint it a bit greener) A swamp foreground/background set is currently in the works. |
|||
Glyphodon Since: 11-18-05 Last post: 6327 days Last view: 6308 days |
| ||
I'd think if you took out the contrasting pointiness from the insides of the coral, it would look better. I still think Mario's got so much eyebrow he looks permanently angry, which is especially unfitting considering how relaxed everything looks. The cloud in the coral background doesn't tile quite right; I'd recommend either making the lower clouds less rough or making the upper clouds more rough. The palette choices and general SMW resemblance in the mountain area simply don't work at all.
The thwomp's face doesn't look quite right. Too much frown, not enough lip. I'd tint more as a rule: Isn't the vivid orange-blue-pink coral combination a little much? That said, the rest is... beautiful. That see-through monty mole blue tile, the YI-type platforms shaded pink so you can tell them apart next to the blue, the stone shading on the Thwomp and the blue pillars, the background of the coral set, it's amazing. The reason I don't make as many posts with a lot of depth in this topic as I should is because you should know how completely awesome your work is by now; everybody's saying it. And a post only containing bad things would be misleading. I'm tired of coming up with synonyms for 'really good' anyway. |
|||
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 |
| ||
The blue is a bit bright, otherwise wow. |
Pages: 1 2 3 4 5 6 7 8 9 10 11 | Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens | | Thread closed |