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06-13-24 03:32 AM
Acmlm's Board - I3 Archive - - Posts by Atma
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User Post
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-09-07 08:52 AM, in Harder Bosses? Link
Create new sprites =(

Without high quality programming skills, this game's going to stay as basic as it already is when it comes to making new monsters, power ups, etc. In my opinion, hacking these games is just to have some fun making mostly new levels and gfx without having to do any work to create the basic functionality of them.

And also you can get experience working with Assembly, which I got out of it, but it takes a lot of work to get that far. That's basically the only part that's useful, is just learning programming concepts from it, and a few other things that go along with it.


(edited by Atma on 01-09-07 03:01 AM)
(edited by Atma on 01-09-07 01:37 PM)
(edited by Atma on 01-09-07 01:38 PM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-09-07 07:13 PM, in SMRPG rips Link
Heh, well that's an old pic. Status Bar is already fixed in the current game, except the "TIME" text, and mostly in lvls that I haven't worked on yet, which are a lot.


(edited by Atma on 01-11-07 02:17 AM)
(edited by Atma on 01-11-07 02:19 AM)
(edited by Atma on 01-11-07 02:20 AM)
(edited by Atma on 01-11-07 02:20 AM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-09-07 07:57 PM, in Harder Bosses? Link
Exactly, it's hard work but a lot of fun. Now, because Console games take so long to modify, I personally would just prefere creating my own mario game, or w/e game using C++ (since that is what I know how to do the most with, and is a nice language too).
If you don't like to spend time programming, then making advanced modifications to games like these isn't something for you. In that case, you'd better find a team to work on a project with someone that does program.

Now, just because programming may seem boring at first, doesn't mean it'll always feel like that. I thought it seemed pretty boring before doing it myself, but once I actually learned how to do it, and understood how things work and got to do some interesting things with it, it became really fun.


(edited by Atma on 01-09-07 01:59 PM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-11-07 07:14 AM, in SMRPG rips Link
Originally posted by icegoom
Originally posted by Atma


Geez! Is it even possible to have that many colors in a pipe?

It sure wasted a good 4 palettes ):
If I ever get back to working on this game I'll probably lower the amount of colors on those pipes by about half. Can't do as much with the rest of the lvl with those pipes being as they are D:.

Added:
Ok I got bored, here's some more screenshots, except of the way the game is currently.

Due to it taking so much time and being so difficult to complete much on this game (palette and gfx limits, lots to reprogram, etc.) I'm probably not going to work on this anymore, but I'm considering just making it a more simple 3D Mario game, something like the original SMB game except in 3D (and no, not a remake of the original SMB lvls, unless that is just a bonus to be added to the game).

If enough people like the idea, I suppose I'll do it. Right now I don't really have an opinion. It doesn't matter to me either way, but if people want to see what it would look like more complete I'll consider it since it's not as bad as what I was getting into before (Before I was actually going to make land terrains and other complex 3D gfx).


(edited by Atma on 01-11-07 02:09 AM)
(edited by Atma on 01-11-07 02:15 AM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-11-07 06:03 PM, in SMRPG rips Link
A few things that would make this easier are: More palette lines, double the gfx space for layers 1 and 2 (SMW uses slightly less than half the amount other SNES games allow ): ), and a 4th layer (allowing me to use 2 layers for the ground and one for BG). And since I can't get those due to the limitations of the SNES (except being able to use about all of VRAM for layers 1 and 2), those're the main reasons it's going to be tough, but I guess I can keep trying. It's possible to make something out of it, but sometimes it just seems like it'll take more effort than it's worth. And yeah, I can get 4 layers, but having 3 colors per layer doesn't help either =P.
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-15-07 12:33 AM, in SMRPG rips Link
Originally posted by Phazorite
The tops of the bricks in the cave area don't tesselate right. Looks like big holes between them. Oh, and are the bricks in the grassy area animated? They look a bit bland.
Oh hmm, the blue blocks were ripped from some Castlevania style Mario fan game and were just a temp gfx for those blocks, or maybe something I might use to work from. And the yellow bricks aren't annimated yet, they should look nicer when they are.

Originally posted by Phazorite
There's a pixel glitch in your green hill background. (It's hard to miss.)

The odd looking sky tiles in the Hill BG are just unfinished.

Originally posted by Phazorite
Are your graphics ripped, or did you hand-draw those? Although they fit well with the 3-D perspective, they clash in art style.
Some are, and some are modified rips, but most are completely original.

Originally posted by Phazorite
Are you going for an SM64 feel? The status bar looks almost exactly like the icons from that game. And I really, really like the ripped Super Ghouls 'N' Ghosts font, but I don't know how well it fits into the Mario universe...
Nah, must just be the color combo that makes it have the SM-64 appearance. I actually didn't care for SM-64 that much. The font itself was taken from Demon's Crest (I guess they are the same in Super Gouls N' ghosts) =o lol. Hmm, but I didn't really think it made the status bar look like something for a demonic kind of game, unless I were to have used the original colors (from demon's crest). I just thought that the text looked cool and was too lazy to make my own, plus I suck at making nice graphical text.

And btw people, I don't care about whatever you criticize, if I couldn't handle it, I wouldn't have posted these. I know we have a lot of younger people here that make something and just want people to praise them for their work, even if it really sucks ass, but I'm an adult, I can handle it =), so yeah please, tell me everything you like and dislike, the more opinions I have from other people, the better I can make this game.




Originally posted by BooUrns
I really like the 3D look (reminds me of one of the levels in Zycloboo's challenge). I may be wrong, but it seems like Mario's perspective will be off when he walks to the left. Since it is just a mirror image of him walking right, it will look like he's walking at an angle.

I don't know if SMW stores Mario facing left and Mario facing right as two different sprites, or if is the same sprite mirrored. If they are separate, you may want to adjust the left-walking Mario so you see more of his backside and less of his front.
It only has 3 frames for both directions of walking (includes the standing frame as one of them even), so for that I'll have to reprogram or remap (dunno which it requires yet =o) that to make it look nicer =(


(edited by Atma on 01-14-07 06:34 PM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-15-07 08:47 PM, in SMRPG rips Link
Totally cheating with the time and as well with power ups. Hmm, I'm not seeing the whole Status Bar color thing, can someone point that out a bit more specifically =s (and ignore the "TIME" text and the pic with the green status bar colors for now)? Are there too many colors in it? Or, were you saying about the green colors?


Oh btw, I should gtfo of this thread with this stuff, I totally took it off topic D:

Alright, new thread has been made for this.


(edited by Atma on 01-15-07 02:48 PM)
(edited by Atma on 01-15-07 02:48 PM)
(edited by Atma on 01-15-07 02:50 PM)
(edited by Atma on 01-15-07 03:01 PM)
(edited by Atma on 01-15-07 03:01 PM)
(edited by Atma on 01-15-07 04:26 PM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-15-07 10:25 PM, in Super Mario Bros. 3D: Discussion thread Link
Let's move the discussion of my 3D smw here.

Here's those pics again and a link to the thread I de-railed where the original discussion was.
http://board.acmlm.org/thread.php?id=10038


One more thing I have to add for now is that the Pipes and Mountains were something that I made from real 3D objects, and then turned into a picture to put in the game.
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-17-07 07:55 AM, in Super Mario Bros. 3D: Discussion thread Link
Yeah, the bottom one is going behind the pipe right now, jsut a small prob I need to fix when I get around to it. As for the top, I was too lazy to finish making an upsidown pipe, lolol (I'll get that done soon though). And for the cheating, well, it's fine since I haven't made any level layouts yet, mostly all I've done is basic art work to get this project started and headed in the right direction. I'll for sure carefully decide on how much time is allowed and other stuff like that when I do make the layout. Right now I'm working on animating the golden bricks, looks like it's a good try so far on them. I decided to make it more of a slow shining animation, looks nice that way I think. I'll post a demo of the bricks soon.

Btw, just so you guys know, there's going to be a few things that may look weird for now, such as the green text in one pic and not in the others, but those kind of things you can pretty much ignore, becuase it's just stuff that I'll fix when I work on those specific lvls more. I promise I won't release this game without fixing those first (unless I just give a demo to show one or two things, and not the entire game up to it's current point of completion).

Since those little annoyances won't be there when I release any official demos, that means that it's going to take me some time to get something released, because there's a bit of reprogramming to do, and honestly, I haven't learned the Snes' assembly instructions yet (except 1 lolol), so that'll slow me down just a little bit. I'll try not to make you guys wait too long though.

Dam it I sure like ot type a lot D:


(edited by Atma on 01-17-07 01:58 AM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-20-07 09:19 AM, in Changing the movements on the title screen Link
Only if you record so many key presses that it consumes 2MB or so.
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-20-07 09:21 AM, in Fatal Error: Fireflower Edition Link
Don't use the stem patch, it's almost useless anyway. Might as well just draw in your own gfx for it.
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-20-07 09:28 AM, in New Smw Beta Screens found! Link
I wonder why the Betas always look better in most areas of them. Seriously, Sonic 2 Beta had some nice lvls, and what do they do in the final version, they remove them and leave all of the worse lvls! I mean, wtf, what is wrong with these people. Same thing with this Beta, I think it looks a hell lot better than the final. But oh well, apparently video game companies tend to get a little retarded towards the end of development.
And no, I'm not just saying that because it's not in the final version. Even if it were I'd still prefere this game's stuff over the current final version's.


(edited by Atma on 01-20-07 03:29 AM)
(edited by Atma on 01-20-07 03:30 AM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-20-07 09:39 AM, in Super Mario Bros. 3D: Discussion thread Link
Ok odd, I noticed that the ExAnimation stuff is running at a slower speed than normal 4 frame animations. It's been too long since I've worked on SMW stuff, so I can't remember if this is normal, is it?

Almost got those bricks finished animated btw =) (just need to animate the 3D looking parts of it, and maybe fix the flat side slightly).

Here's what I've got so far (the animation speed is close to how it is in-game)

       


(edited by Atma on 01-20-07 04:05 AM)
Atma

Kabu








Since: 11-27-05
From: New Mexico (what a gay place!) - Canada <3

Last post: 6346 days
Last view: 6342 days
Posted on 01-27-07 09:33 AM, in Vengeance of the Koopa Kids (DEMO) Link
Your level layouts looke nice from what I can tell, and I like the way you put together the overworld in that picture, but I don't go for smw games that use mostly all of the standard gfx (even if it's an early demo), so because of that it doesn't make me interested really. Really good start though.
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Acmlm's Board - I3 Archive - - Posts by Atma


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