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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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Clockworkz Birdon Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Well, you COULD use the ExAnimation frames, but....
I was talking to Alastor, and he got what I was talking about by screwing around with a corrupter. I guess, if you want a more precise explanation as to the process that he used, you'd have to PM him or something. |
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Glyphodon Since: 11-18-05 Last post: 6473 days Last view: 6453 days |
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I still don't like the transition from white to orange on the Koopa's skin, and the bright blue bg on the jungle-type level is pretty bad. The bullet bill's eye looks really weird... I suggest using more pupil.
Now, onto the everything else. Extraordinary looking dithered blocks? Yes. Fantastic looking dinosaur fossil tileset? Very yes. Great caves? Absolutely. Good work. |
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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: 6433 days Last view: 6432 days |
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Those are awesome sprites, icegoom.
Oh, and BTO is on temporary hiatus until I can get access to the VB6 IDE at my school. |
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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 Glyph Phoenix So it finally dawned on me that with custom palettes (which I'm using in every level so far anyway) I could get eight extra colors for sprites. I changed which palettes eaten berry sprites use in order to avoid conflicts and remapped Jumping Piranhas and "10 points" notations to finally let me use the upper right tile for Koopas' heads. Here's some much smoother shaded Koopas, heavily inspired by the pre-rendered sprites of NSMB: I'll probably see if I can make these a little shorter. They're the same height as Mario right now, and I'm of the belief that Koopas should be about nose level with him. I will of course be redrawing many of my other sprites to make use of the additional colors. I really haven't been fully utilizing my palettes up until now, but I'm going to start rectifying that. |
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Domin189 Mini Octorok Since: 12-27-05 From: Oborniki Last post: 6456 days Last view: 6434 days |
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Damn!
Very good work, man! Looking forward to play this hack ;-) Greetz from Poland, Yaga Yo! Domin. |
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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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Their heads look like Yoshi's. | |||
Omega Mole Since: 04-27-06 From: Los Angeles,CA Last post: 6435 days Last view: 6432 days |
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Originally posted by HyperMackerel True. |
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Alastor Fearless Moderator Hero Since: 11-17-05 From: An apartment by DigiPen, Redmond, Washington Last post: 6432 days Last view: 6432 days |
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Originally posted by Clockworkz... But it's been mapped out for awhile. I'm fairly certain frame data and tilemap data is known for many, many sprites, if not all of them. Me doing crazy things in my spare time doesn't change that. (edited by Alastor the Stylish on 08-01-06 04:16 PM) |
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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 Alastor the StylishOriginally posted by Clockworkz... But it's been mapped out for awhile. I'm fairly certain frame data and tilemap data is known for many, many sprites, if not all of them. Me doing crazy things in my spare time doesn't change that. And most sprites are limited to two walking frames. Now that I think about it, even if I could somehow hack in five or six extra walking frames, there'd be nowhere to put the extra graphics for them anyway. Sprite space is at a premium as is. Originally posted by HyperMackerel It's the droopy-eyed thing that Nintendo's added to their Koopa artwork in recent years. Maybe they're trying to make them cuter since they're mainly playable characters in sports games now? I was excited enough about having a bunch of extra colors that I basically copied the heads from their sprites in NSMB. I may go back to the buggy eyes and sharper beaks when I work on shrinking the sprites a bit. |
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Bones_the_Great Red Goomba Since: 07-11-06 From: Alaska, it's real cold... Last post: 6453 days Last view: 6446 days |
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hey IceGoom, have you finished the graphics yet? I can't really get started on my game until you get the graphics finished. Not to rush you or anything. I just would prefer using your graphics cuz you got shy guys and a cool world map. Not to mention the awsomeness of all of your bad guys. Seriously you might wanna consider a career in graphics design. Just saying.
PS I dont care what anyone says, I like the koopas. *edit* (edited by Bones_the_Great on 08-03-06 12:46 AM) |
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luisv Goomba Since: 12-03-05 Last post: 6594 days Last view: 6594 days |
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This hack looks AMAZING! Regardless of what others say, you have done well here. | |||
Deleted User Banned Since: 05-08-06 Last post: None Last view: 6432 days |
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awesome, i kinda agree, the overworld just kinda looks funky, maybe if you made the green a lottle bit not so bright that might help. idk | |||
Domin189 Mini Octorok Since: 12-27-05 From: Oborniki Last post: 6456 days Last view: 6434 days |
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U know what I like at ur hack? It's quite normal, not weird. Almost all hacks that I've seen before were too crazy, strange... Your hack is very original! When is it going to be finished?
Big up! |
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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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So yeah, even though I've been working on this pretty much every day, I haven't updated you guys in forever. I've probably been focusing more on getting graphics done that making new levels, so I'm not that much closer to a release, but I've done a lot of organizational work that's going to make things easier for me in the long run.
I've standardized my palettes: Using these as custom palettes in every level allows me to draw more detailed sprites: I've also done a ton of remapping to allow more types of enemies to co-exist with one another. My standard SP3 looks like this now: I'm much more likely to use Cheep Cheeps and Buzzy Beetles in a level than Chargin' Chuck. Really, I don't know that I'm going to use Chucks at all, but the way I have things arranged, I'll have to use ExGfx for them and put them in their own areas. I'm considering remapping them to take up a lot less graphical space on SP4, but haven't got around to it yet. (If anyone knows the address for Lakitu's cloud's face, I could probably fit another enemy in there) Also, by getting rid of point notations, I made enough room to move rolling coins up into SP1 and to stick Spiny Eggs into SP2 and give Goombas a turning frame: And taking inspiration from some recent threads, I decided to try making some gameplay videos. These are the two levels I consider to be most complete, so I guess you can use them to judge whether or not I suck at level design. Bramble Battle (level name pending) Treetop Tussle The video quality's really poor because I have no idea what I'm doing. I had to edit them together since ZDsoft's Game Recorder wouldn't let me record more than a minute of video at a time. |
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Radiation UFO Since: 11-19-05 From: Techno City, The Moon Last post: 6493 days Last view: 6432 days |
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Holy crap. Amazing work with the enhanced sprites and stuff. Those're freaking epic, man.
I just watched Bramble Battle. I haven't watched the other one, but that one was SWEET. Definitely better than the standard SMW level design (whatever that was), it was really a lot more DKC2-esque than Mario-esque. Which is a good thing, because DKC2 had really awesome level design. The part where you had to go inbetween all the koopas, the jumping over the fuzzies, the entire parts with the balloons... it really, really, really well thought out, but looked kind of tough (hopefully this is like a mid-game level or something, that looked hard!), but I'm not that good at Mario anyway. I really can't offer any constructive critcism besides "maybe it's too hard?" But I dunno! Depends on what you're aiming for. Awesome level design nonetheless. |
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Kailieann Since: 11-18-05 Last post: 6432 days Last view: 6432 days |
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Originally posted by icegoom Originally posted by Stifu As for the levels themselves, definately very good. |
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Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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*Cries*
Oh, god! It's so beautiful! I can't wait to see those graphics in acti- wait... Never mind... |
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ghettoyouth Panser Since: 11-19-05 From: Germany Last post: 6545 days Last view: 6545 days |
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just beautyful (edited by ghettoyouth on 09-27-06 08:03 AM) |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6434 days Last view: 6432 days |
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Just found this thread... or at least I just decided to take the time to reply to it.
Sorry in advance if I say stuff that's already been said, or that has since been corrected, but I can't be bothered going through 5 pages... Assuming your game still looks like what can be seen in the first page of the thread: 1- Yet again, I don't like that Mario sprite (I prefer 3/4 view angle) 2- The title letters don't stand out enough. There's not enough contrast with the background... I think you should either make them brighter and the background darker, or the other way around... or even simply add some kind of frame behind the letters, to make sure it stands out enough. 3- I'm not a fan of those leaves that seem to be floating in the forest backgrounds... 4- The map needs to have colors closer to the actual stages, those look like the original SMW colors if I'm not mistaken... That aside, it looks good... Keep it up. |
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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 Radiation Thanks. I'm totally drawing inspiration from the Donkey Kong Country games wherever I can. Those games were just a lot more fun than Super Mario World to me. The whole bramble concept is completely lifted from DKC2, right down to the horizontal vines and the wooden planks being safe to walk on. The Fuzzies are sort of filling in for Zinger wasps, since they're virtually invincible and can be set to fly in patterns. Difficulty wise? Yeah, uh... this is level 2-2. I do want to make at least a couple more Bramble levels, so if I can make an easier one that turns out well, I can put it in this one's place earlier in the game, I guess. I do worry about my levels being too difficult in general, but I figure I'm one of the crappiest Mario players around, so they shouldn't be too hard for the majority of people who play hacks. Originally posted by KailieannOriginally posted by icegoom Is there a version more recent than 1.42? I looked to see if there was any way to save an .avi or anything, but all I could find was the ability to record .zmv's. Originally posted by Stifu 1 - Mario's getting redrawn for this game. I haven't done it yet because it's a lot more work than just doing an enemy sprite. And yeah, I've been planning to do him in a 3/4 angle, based on your earlier criticism. 2 - I currently have a traditional title screen with a level demo playing in the background, but I've been considering doing a big still image like I've seen for other games. I'll work to make the title stand out more if I keep it like this, though. 3 - Other people have said that that forest background is too busy, and they're probably right. What I may do is simplify it and make it so that there are no visible leaves and do more generic clumpy stuff. (You probably shouldn't be able to make out individual leaves at the distance that background's supposed to be anyway) Backgrounds are definitely the hardest thing for me. 4 - The map looks more like this now: I think I can make it better by simply adding more colors. I haven't played around with the map palettes enough to figure out how much I might mess up sprites or level icons by attempting to give the background tiles more colors, though. |
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Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens | | Thread closed |