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05-01-24 05:48 PM
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Acmlm's Board - I3 Archive - SMW Hacking - Sprite Tool, public test release New poll | |
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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
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Posted on 08-29-06 08:05 PM Link | Quote
Originally posted by Sukasa +
Well, have the bom-omb not fall down, and just end up exploding in mid-air if that's possible... That would be more effective IMO than having it come down and risk killing the kaboomba.

Can't you just make it invulnerable to explosions?
Also, having it spit out coins (like when you kill an enemy with fireballs) would make a nice bonus game. Maybe it could spit Bob-ombs or another enemy but have a 1 in 20 or so chance of spitting a coin instead.
Disruptive Idiot

Red Paragoomba


 





Since: 11-17-05
From: Syosset

Last post: 6409 days
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Posted on 08-29-06 08:12 PM Link | Quote
It would be more substantial if it spat out a 1-up occasionally, but then it could be abused. Perhaps a red coin (worth 5)?
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6381 days
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Posted on 08-29-06 10:28 PM Link | Quote
This might be hard to do but what about he gives Mario a 1-up and if Mario collects it, he will shoot bob ombs or bullet bills?
Kailieann



 





Since: 11-18-05

Last post: 6281 days
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Posted on 08-30-06 12:10 AM Link | Quote
Since it's thoroughly obvious, but noone's said it yet, bob-ombs and bullet bills depending on x position
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
Posted on 08-30-06 03:56 AM Link | Quote
Why X position when we have that extra bit?
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6282 days
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Posted on 08-30-06 09:55 AM Link | Quote
I'm really glad you made Bowser, but would it be possible for you to make him shoot a larger fireball?
The ones from SMB1/3 were 24x16, with 3 frames...
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
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Posted on 08-30-06 11:47 AM Link | Quote
Originally posted by Sukasa +
Well, have the bom-omb not fall down, and just end up exploding in mid-air if that's possible... That would be more effective IMO than having it come down and risk killing the kaboomba.



Nono, It kills from both, Touch and Explosion.
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: 6282 days
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Posted on 08-30-06 01:36 PM Link | Quote
What? That post made absolutely no sense
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6296 days
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Posted on 08-30-06 04:23 PM Link | Quote
Originally posted by p_ac
I'm really glad you made Bowser, but would it be possible for you to make him shoot a larger fireball?
The ones from SMB1/3 were 24x16, with 3 frames...

Sounds like this would be a good custom sprite request. Shouldn't be too hard to pull off.
Pac

Bandit
Free Ice Man!








Since: 11-18-05
From: Ireland

Rate me

Last post: 6282 days
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Posted on 08-30-06 05:59 PM Link | Quote
Hmmm... I just took another look at Bowser himself, and, well, 32x32 is quite small; the SMB3 Bowser is 32x40, and that's not to mention the extra 8x8 tile that's supposed to be there for the tail.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6290 days
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Posted on 08-30-06 06:01 PM Link | Quote
Originally posted by Link2006
A sprite suggestion; Since there's a sprite that ends the level when all enemies are defeted, how about a sprite that blocks Mario's path (like a door) untill all enemies are gone. That could be real useful for my hack.


What about mine ? it was a good custom sprite request too.......
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6289 days
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Posted on 08-30-06 06:16 PM Link | Quote
Originally posted by mikeyk
adding a turning frame should be trivial to add for the shy guy and snift. the basic support is already there, and i'll gladly tweak the graphics routine.


Ooh, thanks a lot. I don't know if anyone else will make use of turning frames, but I'm using them for all the other small enemies in my hack and consistency is nice.

Originally posted by p_ac
I'm really glad you made Bowser, but would it be possible for you to make him shoot a larger fireball?
The ones from SMB1/3 were 24x16, with 3 frames...


I made a fire-breathing Birdo by modifying a Beezo to give it fireball graphics, fly about twice as fast, and make it unstompable, but Mario can still bounce off of it with a spin jump. If a new fireball were coded and spin jumps were disabled for it, I could make use of that.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6282 days
Last view: 6281 days
Posted on 09-02-06 05:41 AM Link | Quote
Originally posted by Sukasa +
What? That post made absolutely no sense


What I'm trying to say, is that Kaboomba should be unkillable by its own throwables.
FPI

Coney








Since: 11-18-05
From: Germany

Last post: 6284 days
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Posted on 09-02-06 06:52 AM Link | Quote
I just came up with a new sprite idea. Anyone remember the factory-level in Donkey Kong Country 3 with that "target-thing" following you?

It would be a sprite which is simply following you all the time (could be go away with the typical generator) and when he reaches Mario, he doesn't hurt him directly, but tries to lock on and shoot. Of course I don't expect some kind of 3D-ish fireballs like in DKC3, I think some kind of explosion (maybe the bob-omb one) in that place would be great. I always loved the level in DKC3 just because of that. ^^ Would be awesome if something like that would be possible in SMW, hehe.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6294 days
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Posted on 09-02-06 12:00 PM Link | Quote
True, but the fact that the lock-on only stayed where you were at the time of the lock-on, the level was too easy. Still, that would make a good custom sprite. However, the Crack-Shot Krok (That's what it was called.) stopped moving the target when you reached the sign that showed that the target can't continue. If you go backwards past that sign, the target follows you. Maybe a sprite "Target Stop" would be better than using the Turn of Generators sprite.
SM_Gamer

Micro-Goomba


 





Since: 11-18-05

Last post: 6354 days
Last view: 6285 days
Posted on 09-03-06 11:33 AM Link | Quote
You would need another custom block/sprite that acts like a 'turn off generators' sprite, but only when Mario touches it. But, then if someone wants to have another block/sprite right on the left or right side(depending on what side of the "Crack-Shot Krok Zone" the blocks are on) of the 'turn off generators' block/sprite that would call the Crack-Shot Krok sprite again.


(edited by SM_Gamer on 09-03-06 10:54 AM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6286 days
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Posted on 09-03-06 04:13 PM Link | Quote
I'm pretty sure that for the start and end signals of the Krac-shot Kroc zone, all you would probably need are two invisible sprites, except that it checks if Mario's 16-bit X position is greater than its. You'd need another one for the start of the zone, checking whether or not Mario's 16-bit X position is less than its. Also, in one of the Krac-shot Kroc's sprite tables, one of its attributes could tell whether or not it should follow Mario. The invisible boundary sprites could be processed offscreen, and turn that "chase Mario flag" byte for the Krac-shot Kroc on when it's in the boundaries. I guess it would have to check the sprite table with the sprite numbers to find the Krac-shot Kroc sprite's number for indexing to its table for the attribute byte.

I like the Krac-shot Kroc idea. *tosses FPI a cookie* If I knew more about how the game generates sprites, what the main sprite tables were, and how to display graphics properly (Mikeyk's tutorial was great, but a little bit of a letdown in the graphics section, I didn't understand it well), then I would have taken a crack at some simpler sprite(s?) long ago.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6327 days
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Skype
Posted on 09-03-06 04:42 PM Link | Quote
sprites

what about that crazy sun from smb3? anyone done that yet?
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6294 days
Last view: 6281 days
Posted on 09-03-06 05:01 PM Link | Quote
Originally posted by Goldensunboy
I'm pretty sure that for the start and end signals of the Krac-shot Kroc zone, all you would probably need are two invisible sprites, except that it checks if Mario's 16-bit X position is greater than its. You'd need another one for the start of the zone, checking whether or not Mario's 16-bit X position is less than its. Also, in one of the Krac-shot Kroc's sprite tables, one of its attributes could tell whether or not it should follow Mario. The invisible boundary sprites could be processed offscreen, and turn that "chase Mario flag" byte for the Krac-shot Kroc on when it's in the boundaries. I guess it would have to check the sprite table with the sprite numbers to find the Krac-shot Kroc sprite's number for indexing to its table for the attribute byte.

I like the Krac-shot Kroc idea. *tosses FPI a cookie* If I knew more about how the game generates sprites, what the main sprite tables were, and how to display graphics properly (Mikeyk's tutorial was great, but a little bit of a letdown in the graphics section, I didn't understand it well), then I would have taken a crack at some simpler sprite(s?) long ago.

I don't think that's a good idea. Let's say you're in a vertical level with both of these sprites in it. If your X position is greater than the stopping sprite, even if you're many feet under it, the Crack-Shot Krok would stop anyways. How about we change that to... The Crack-Shot Krok sprite stops before the "Stop" sprite, but only if your X and Y positions are greater than or equal to the X and Y positions of the stop sprite. However, if you go back behind it, even if you're above it, the Crack-Shot Krok keeps firing. There should be a Negative X+Y Sprite that stops it when your X and Y positions are less than or equal to the X and Y positions of the Sprite, a Negative X that does the same thing, only it reacts to a greater Y instead of lesser Y, a Negative Y that does the opposite of the previous one-Reacts to Lesser Y and Greater X, and even ones that ignore Y position, Ignore X Position, and maybe even ones that do what the others do, but if you go behind the sprite after going past it, the Crack-Shot Krok won't start back up.


(edited by pikaguy900 on 09-03-06 04:02 PM)
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6286 days
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Posted on 09-03-06 05:14 PM Link | Quote
You could easily have the same sprite do both, but doing one or the other (maesureing Mario's X postion or measureing his Y position) after checking if the level is vertical.
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