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05-18-24 02:59 AM
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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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User Post
Clockworkz

Birdon


 





Since: 11-18-05

Last post: 6298 days
Last view: 6298 days
Posted on 07-26-06 12:48 PM Link
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.
Glyphodon



 





Since: 11-18-05

Last post: 6339 days
Last view: 6319 days
Posted on 07-26-06 01:21 PM Link
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.
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: 6299 days
Last view: 6298 days
Posted on 07-26-06 01:31 PM Link
Those are awesome sprites, icegoom.

Oh, and BTO is on temporary hiatus until I can get access to the VB6 IDE at my school.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 08-01-06 11:28 AM Link
Originally posted by Glyph Phoenix
I still don't like the transition from white to orange on the Koopa's skin


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.
Domin189

Mini Octorok








Since: 12-27-05
From: Oborniki

Last post: 6322 days
Last view: 6300 days
Posted on 08-01-06 01:58 PM Link
Damn!

Very good work, man! Looking forward to play this hack ;-)
Greetz from Poland,

Yaga Yo!
Domin.
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: 6298 days
Last view: 6298 days
Posted on 08-01-06 02:30 PM Link
Their heads look like Yoshi's.
Omega

Mole








Since: 04-27-06
From: Los Angeles,CA

Last post: 6301 days
Last view: 6298 days
Posted on 08-01-06 05:08 PM Link
Originally posted by HyperMackerel
Their heads look like Yoshi's.


True.

Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6298 days
Last view: 6298 days
Posted on 08-01-06 05:15 PM Link
Originally posted by Clockworkz
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.
... 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)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 08-01-06 10:38 PM Link
Originally posted by Alastor the Stylish
Originally posted by Clockworkz
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.
... 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
Their heads look like Yoshi's.


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.
Bones_the_Great

Red Goomba








Since: 07-11-06
From: Alaska, it's real cold...

Last post: 6319 days
Last view: 6312 days
Posted on 08-03-06 01:34 AM Link
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* I just read your mesage about importing graphics... hehehe now i can work while i wait! YAY! By the by, how close to done are you?


(edited by Bones_the_Great on 08-03-06 12:46 AM)
luisv

Goomba


 





Since: 12-03-05

Last post: 6460 days
Last view: 6460 days
Posted on 08-04-06 12:46 AM Link
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: 6299 days
Posted on 08-08-06 11:55 AM Link
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: 6322 days
Last view: 6300 days
Posted on 08-09-06 01:18 PM Link
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!
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 09-27-06 01:25 AM Link
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.
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6359 days
Last view: 6298 days
Posted on 09-27-06 08:15 AM Link
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.
Kailieann



 





Since: 11-18-05

Last post: 6298 days
Last view: 6298 days
Posted on 09-27-06 08:17 AM Link
Originally posted by icegoom
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.

Originally posted by Stifu
ZSNES (latest WIP or SVN) has a built-in option to record videos...

As for the levels themselves, definately very good.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6300 days
Last view: 6298 days
Skype
Posted on 09-27-06 08:27 AM Link
*Cries*

Oh, god! It's so beautiful!

I can't wait to see those graphics in acti- wait... Never mind...
ghettoyouth

Panser








Since: 11-19-05
From: Germany

Last post: 6411 days
Last view: 6411 days
Posted on 09-27-06 09:03 AM Link
just beautyful


(edited by ghettoyouth on 09-27-06 08:03 AM)
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6300 days
Last view: 6298 days
Posted on 09-27-06 09:36 AM Link
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.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6305 days
Last view: 6305 days
Posted on 09-27-06 10:15 AM Link
Originally posted by Radiation
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?"


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 Kailieann
Originally posted by icegoom
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.

Originally posted by Stifu
ZSNES (latest WIP or SVN) has a built-in option to record videos...



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- 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...


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


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