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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release | New poll | | |
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Kingpin Since: 11-21-05 From: Amarillo, TX Last post: 6288 days Last view: 6282 days |
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Originally posted by Goldensunboy Do you realize what your asking? If you want him to hold them above his head, that will take loads of work. If you just want a block that looks like a mushroom that Mario can pick up, then just edit the throwblock graphics. No need for sprite tool there. |
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x1372 Goomba Since: 07-03-06 Last post: 6300 days Last view: 6282 days |
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Originally posted by Kario Actually, what I think he meant was essentially a key that doesn't work on a keyhole, hurts/kills enemies while not in mario's hand and moving, and looks like a mushroom block from SMB2. The primary thing is that it can be used as a platform elsewhere in the level. They also should be stackable, so you can put one on top of another... dang. something else that keys don't do naturally. Actually, that would probably be what would make that a tough sprite to make. I'm thinking that maybe it would be a block-sprite thing. Mushroom blocks start as a block, but turn into a sprite when mario picks one up. It stays a sprite when mario throws it, but when it lands and stops it turns back into a block at the nearest available space. That way it would be treated as a block when still (so enemies could stand on it or bump into it and turn around, and so they could be stacked) but would behave properly when in mario's hands or when thrown. The catch is that the mario 2 throwing setup and SMW ones are worlds apart. I would think ideally this block would be one that you couldn't throw upwards, for one thing.Anyway though, I do think that this would be a very nice sprite to have, if something like that is possible. I almost think that you would HAVE to turn it back into a block to make them stackable - SMW sprites, at least sprites that are not under direct player control, are incapable of standing on top of other sprites. Here's a few more ideas for possible sprites. bowser's big ball that actually works on normal levels. The ball unfortunately simply falls through all platforms except the specific ones used in boss levels. The same thing happens for the iggy/larry balls. These could actually be very interesting for use in levels, assuming there isn't something else with the sprites that makes them unuseable. I haven't yet fooled around with your generators, but is it possible to have a "raining" generator, such as used by the para-bombs and para-goombas? Nothing quite like, say, a rain of the aforementioned iggy/larry balls (or, say, chargin' chucks) to ruin your day. Would it be possible to make level movement things as well? I know there are "special" level movements used in certain levels of the original SMW (upper path, first level of world 4 comes to mind) and if its possible to make a level move in different ways and at different speeds (frankly I want a faster one than "medium" that doesn't do the "start slow, constantly speed up until you can't even jump anymore and touching a goal kills you" thing. And vertical scrolling up or down for vertical levels would always be a plus. Another idea is a platform sprite that moves in whatever direction mario presses (possibly halting mario's horizontal movement while riding it) but has a set timer either with the "flashing, about to vanish" visual cue or a timer of some sort onscreen. Essentially I'm thinking of a timed lakitu cloud whose timer starts when mario touches it, preferably one that moves signifiicantly faster. A sprite that mario kicks or picks up by walking into it (think stunned SMW goomba) but damages mario if he steps on it. A parachuting spiny. We already have bombs and goombas, I'd like to see a similar thing that Mario CAN'T step on. A green parakoopa that randomly bounces low and high. Long firebars. (or can the SMW sprite setup not handle that sort of thing?) Something similar to the baseball boys of Yoshi's Island would be neat, at least the throwing ones. Ideally this would use some variation of a hammer brother or chargin' chuck and not be limited by an ammo supply. Hopefully one or two of these ideas make it into spritetool. |
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Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6287 days Last view: 6286 days |
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I realize completely what I'm saying. Hold it above Mario's head? This is SMW, not SMB2. I think it would be very possible to make an operational mushroom block, because mikeyk managed to make donut lifts, which are a good example of conversions between blocks and sprites. A mushroom block could, in a sense, have the physics of a modified key (doesn't activate a keyhole), but turn into a tile if it's not held and it's speed horizontally and vertically is zero.
The only tough thing to maneuver around would be if you dropped it on a dirt tile, and when you picked it up it turned the dirt tile into an empty tile. I don't believe it would take an extravagant amount of work, but I think the community would benefit from it. Another possibility is that they could be stackable, so that there would be no problem with it overwriting tiles, and looking funky in place of a dirt tile. |
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starman Goomba Since: 08-12-06 From: ? block Last post: 6465 days Last view: 6283 days |
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where does the poison mushroom go once you insert it? | |||
Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6287 days Last view: 6286 days |
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It overwrites regular sprite 85. Keep the extra bits set to zero when inserting it, because it isn't a true custom sprite. | |||
starman Goomba Since: 08-12-06 From: ? block Last post: 6465 days Last view: 6283 days |
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thanks,
can you put in a ? block? |
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Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6287 days Last view: 6286 days |
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In the rom addresses thread, you should find a value somewhere that's for what sprite comes out of a ? block. Just change it to 85. Also, leave any posts regarding this in there, since it's a little off-topic here now. | |||
BOBTHEVILA Koopa idiot-branded Since: 07-07-06 From: Silent Hill, USA Last post: 6470 days Last view: 6470 days |
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Dont they aready have a plant in blcktool where you can walk through it but if you hold the Y butten he picks it up? | |||
Goldensunboy Snifit Since: 12-30-05 From: Georgia Last post: 6287 days Last view: 6286 days |
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Originally posted by BOBTHEVILAThat would be a sprite modification, so no, if anything it wouldn't be found in Blocktool. I don't recall any blocks having properties anywhere near what you said anyway, either in Blocktool or submitted elsewhere. |
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mikeyk Shyguy Since: 02-22-06 Last post: 6445 days Last view: 6290 days |
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I haven't been doing anything smw for a while, but I had some time yesterday and made a couple more sprites. First, the Shell Brother. He shoots green Koopa shells at Mario. It uses the same graphics as the Hammer Bros. Second is a Bomb Koopa (based off of Nokobon from SML). When stomped on, he leaves behind a "shell" that can't be picked up and explodes after a few seconds. No graphics are included, but it has the same tilemap as regular Koopas, but it uses graphics page 2 instead of 1. | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6289 days Last view: 6289 days |
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Ooh, Nokobons! Maybe Sgraff will finish up her Super Mario Land hack with those.
You sound pretty busy, but I'll throw another idea for a new Koopa type out there: Electrokoopas from Mario Sunshine. They walk back and forth and hurt Mario if he tries to stomp them. Every once in a while, they'll pause and throw their shells out in front of them. The shell hurts Mario if he tries to stomp it, but if he's fast, he can get in and stomp the Shelless Koopa before the shell boomerangs back and the Koopa climbs back in. I'm not sure what would happen to the shell after Mario stomped the Koopa... Either it could disappear in a puff of smoke, or it could just rocket back and forth in a small area since it's unable to rejoin its master. |
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Sukasa Birdo Not quite as active as before. Xkeeper supporter Xk > ||bass I IP Banned myself! Twice! Since: 11-17-05 From: Somewhere over there Last post: 6283 days Last view: 6282 days |
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Or have the koopa be stunned as in SMS, and have only the shell be able to kill it. | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6282 days Last view: 6282 days |
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Originally posted by icegoom Sounds easy. Just find the ROM address "What Sprite does Koopa turn into when stomped" and change it to the value of a Bob-omb with different GFX. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6295 days Last view: 6282 days |
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If I remember correctly, those Electrokoopas from Super Mario Sunshine could only be defeated by sprying them with water after they throw their shells. Then, when the shells come back, they get electrocuted and they're defeated. Maybe if this custom sprite was made, it could instantly be destroyed if it walked into water. Maybe that could be the only way to beat them- make them fall in the water. Maybe then, the water would be full of electricity, making you take damage if you fall in it, but if any enemy falls in it besides Thwomps, Thwimps, Dry Bones, Bony Beetles, Fishbones, and those other non-living enemies in castles besides Mecha-Koopas would instantly be destroyed. That's probably a long shot though, but funny nonetheless. | |||
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: 6282 days Last view: 6282 days |
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Not saying I'm going to do it, but the electrifying water effect is probably possible. When the shell hits the water, do a simple flood fill replacing the water tiles with a hurt block that looks and acts like water. It could get annoying though, especially if one should manage to wander into a pool you have to swim through.
A sprite that can only be killed by being lured into water would be cool though. Similarly, a fish that charges at you, but if you time it right, you can make it miss and fly right out of the water, turning into a harmless floppy fish (like in the beginning of that one Vanilla Dome level) when it lands on the ground. (Maybe it dies if it rams a wall at full speed too, 'cuz you know, that'd hurt.) (edited by HyperHacker on 08-17-06 11:09 PM) |
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Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6294 days Last view: 6282 days |
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Originally posted by pikaguy900 Yeah, but they could also be killed by jumping on them when their shells were off So, basically, tosses shell at mario to a certain distance, then returns. You could use a graphics change for the shell (electricity running around it), it could be invincible with a shell on, but vulnerable when it's off. It should kill water based enemies like fish only (besides Mario). Instantly dies in water (custom block water), and as an extra bonus, invulnerable to fire |
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mikeyk Shyguy Since: 02-22-06 Last post: 6445 days Last view: 6290 days |
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if people make graphics for any of their requests... like this electro koopa, it would provide me with a lot more motivation to make it. i'd love to see some of the creativity that you guys have. | |||
Sparx Waddle Doo Since: 11-18-05 From: San Diego Last post: 6294 days Last view: 6282 days |
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I'll try my hand at the Electrokoopa graphics (although they won't be as good as if icegoom makes them), I already have the picture in my head. It would also be easy for me if they used the same graphics as the blue koopa (shell-less), because I can easily base it off of there. | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6289 days Last view: 6289 days |
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Originally posted by pikaguy900 That's right, I was just trying to figure out how it would work without F.L.U.D.D. Originally posted by mikeyk OK, here's some somewhat rushed concept art from me: I tried to make it look like the one from Mario Sunshine, only standing on two legs like the other Koopas from SMW. The tuft of hair can easily go if it's too much work to code an extra row of tiles on top of the otherwise 16 x 16 shelless Koopa. And Sparx, if you had a different idea, don't let me stop you from showing it. |
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Glyphodon Since: 11-18-05 Last post: 6323 days Last view: 6303 days |
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At 7E0075 you can check whether or not Mario is swimming. I personally plan on making a lakitu-type cloud enemy who doesn't throw things, but electrocutes the stage every so often. He can't hurt you, though, unless you're swimming. If you are, and he's shocking at the moment, it's instant damage. (edited by Glyph Phoenix on 08-18-06 02:29 PM) |
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