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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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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by Prince KassadOriginally posted by icegoom Well, I put in ten different types and I've been trying to use them sparingly. I guess the only ones I really have use for are "don't hurt if riding Yoshi" and teleporters, so I could remove the rest. I did try the fastrom patch, but it must have conflicted with something, because it caused the game to freeze. |
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FPI Coney Since: 11-18-05 From: Germany Last post: 6434 days Last view: 6446 days |
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Originally posted by asdfOriginally posted by Prince Kassad I think, you mean Sukasa's Block Tool Omega? Afaik, it's still in the works, but it will probably need some time before it's come out. I'm waiting for that tool, too, because it's the only thing left I need to complete my hack, which is actually finished, but with all the slowdown in it, it's just meh... About the new screenshots: Looks all good, but I think, I like your previous font better. This new one isn't that easy to read, either. (I think I will prefer the original SMW-message box font forever) |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
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Originally posted by icegoomOriginally posted by Prince KassadOriginally posted by icegoom Do you use Mikeyk's smb3 pipes? They're causing sometimes slowdowns even if you have only a few custom blocks. That happened to me too. 10 custom blocks aren't many I've up to 20 blocks in my new hack and I didn't noticed any slowdowns (edited by ghettoyouth on 07-15-06 10:06 AM) (edited by ghettoyouth on 07-15-06 10:08 AM) |
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SnifflySquirrel Shyguy Since: 03-03-06 From: Vermont Last post: 6532 days Last view: 6432 days |
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That new font is definitely more legible. The blocks are nice, too--except for one small detail:
Originally posted by icegoom If you look closely, the highlight on top of the question block disappears during one frame of the animation. |
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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: 6432 days Last view: 6432 days |
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The new, non-grainy overworld is good; it looks like you're seeing it from far up in the air, like in Chrono Trigger. Though that makes Mario look huge. | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Originally posted by ghettoyouth No, I haven't tried Mikeyk's pipes. The blocks I inserted were ones I'd seen used copiously in other SMW hacks with no slowdown, so I figured I was safe. I'm finding that deleting an excess enemy here and there is taking care of most of the problem anyway, though. For instance, I had an area where there was a Wiggler on screen as five Monty Moles popped out of a wall, but three Moles seem to work equally as well without slowing the game to a crawl. There's one that's truly baffling me, though: Two jumping Piranha Plants, a Buzzy Beetle, and sometimes a Rex. No custom blocks to be found anywhere in the entire area. Hmm... Originally posted by SnifflySquirrel Hee hee! Fixed. Originally posted by HyperMackerel He does look pretty big, but that Mario sprite's already about as small as I can make him and still look like Mario. |
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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: 6432 days Last view: 6432 days |
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Having custom blocks in the area doesn't cause slowdown, just having them installed does. The custom block code used by Blocktool isn't that good, nor is SMW's sprite handler, so both running at the same time multiple times can slow the game down. | |||
Lil Dee Money17 Newcomer Since: 07-14-06 From: Summerville,SC,USA Last post: 6649 days Last view: 6649 days |
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nice work icegoom!!! this kinda reminds me of the new super mario bros game with the graphics...can't wait till the demo release. | |||
d4s Shyguy Since: 12-01-05 Last post: 6554 days Last view: 6452 days |
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your hack has what EVERY smw hack i've seen so far lacks:
a unique and consistent graphics style. you have my respect. (edited by d4s on 07-18-06 01:49 PM) |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Originally posted by d4s Now, you listen here! You may fl-... Icegoom... cherish this moment.... |
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d4s Shyguy Since: 12-01-05 Last post: 6554 days Last view: 6452 days |
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Originally posted by Master Mario feel free to speak your mind. otherwise, youre better off saying nothing at all. |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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Originally posted by d4sOriginally posted by Master Mario Twas a joke. But yeah. It's an honor to get your respect since you're, well, good at this stuff. |
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INSERT COIN Double metal axe Since: 11-18-05 From: wtf am i bored Last post: 6434 days Last view: 6434 days |
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*IceGoom uses Awesome hack*
*Critical hit!* *It was super-effective!* I must admit, this hack looks pretty good. Althought somehow I dont like the mario sprites. They just stare straight but its my opinion. Graphs are very good, every of them is custom made? |
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Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6431 days |
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But, if the mario sprites are one of the best parts of the game. Not only because they are new but, because they are custim made not like everyone who uses the SMB3 mario. | |||
EreKiddo Newcomer Since: 07-18-06 Last post: 6644 days Last view: 6644 days |
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I want a demo of that mega bomb mario looks awesome | |||
Clockworkz Birdon Since: 11-18-05 Last post: 6431 days Last view: 6431 days |
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Hm. You're gonna need to extend the frames of the sprites in this hack so that they flow a lot more fluidly to match the great graphics style. I can only imagine how bad it'll look with only 2 to 5 frames on animation on sprites (edited by Clockworkz on 07-21-06 12:33 AM) |
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Xer0 Newcomer Since: 02-19-06 Last post: 6640 days Last view: 6640 days |
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woot this loox like pure pwnage of many things before...
i really really like it, yadeh yadeh yadeh ! |
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ZTaimat 260 Since: 11-19-05 Last post: 6498 days Last view: 6432 days |
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Originally posted by EreKiddo TRANSLATION: Originally posted by EreKiddo, fixed by me Anywho... I can hear this hack's scream's for releasal. Or that could be the noobs i have locked up in my dungeon. |
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Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6431 days |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6439 days Last view: 6439 days |
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Yeah, yeah... I'm still working on it, guys. I guess I suck at this whole "reporting my progress" thing... Sprite Tool, as wonderful as it is, has sort of distracted me from making new levels. I'm screwing around more with inserting new enemies into what I already have and trying to make everything work.
Originally posted by Clockworkz Hmm... Would you use ExAnimation to add more frames? Yeah, I tried that awhile back but couldn't get it to work. The new animation showed up in the 8x8 tile editor, but nothing changed in the game. I don't think the sprites actually look "bad" with their default amount of frames anyway. On the subject of sprites, I spent the bulk of my work time today hacking in some turning animations for various enemies. This is by no means revolutionary work, but they look pretty nice regardless. All shelless Koopas now share the blue one's graphics: Which frees up room for Spiny to exist on the standard sprites page: Which gives me room for a turning animation for Bob-omb: And Buzzy Beetle gets one too since I don't need the Piranha's stem in the underground set anymore: Are there any other sprites that are already coded to be able to turn? Goombas, I think, but I didn't make enough room for them... Heh. My Goombas are squishable instead of carryable anyway. |
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Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens | | Thread closed |