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Acmlm's Board - I3 Archive - SMW Hacking - Screens Of Bowser's Return [Anti-56k] New poll | |
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Watermelon

Red Goomba








Since: 07-29-06

Last post: 6322 days
Last view: 6322 days
Posted on 08-10-06 10:34 AM Link | Quote
Change Green Fields FG colors so the grass would be green and not grey .
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-10-06 11:05 AM Link | Quote
Okay, will do that. Also, I got 2 suggestions for the consistency of the graphics.

a) remove all 3d-ish graphics and replace them with others or
b) remove only some 3d-ish graphics and replace them with others.

What do you think?
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: 6301 days
Last view: 6301 days
Posted on 08-10-06 02:35 PM Link | Quote
Try to at least keep a consistent style for each world. Do one world in 2D, and another in 3D.
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-10-06 02:40 PM Link | Quote
That's what I'm trying to now. I'm going to change the GFX of the winter/ice world completely. Not only because of the pillars in the fortress, but in general, too.

Ghost houses will also be redone, since some people don't seem to like the graphics.

I've made some progress on the ghost houses already and that's what I came up with.



NOTE: These are just the new gaphics, no enemies or whatsoever have been added!
Alastor
Fearless Moderator Hero








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

Last post: 6300 days
Last view: 6300 days
Posted on 08-10-06 02:47 PM Link | Quote
That looks much better. Though, some colors of the palette could stand to be brightened a bit still; in a place like that, where the shading seems to indicate depth, it looks like Mario isn't standing on anything. Or, is standing on very little.
Kapow

Waddle Dee








Since: 12-03-05

Last post: 6326 days
Last view: 6301 days
Posted on 08-10-06 07:17 PM Link | Quote
These top-view floors need some adjusting:

Top edge:


Middle:


Bottom edge:



The actual floor Mario stands on should be in the middle of the "floor" graphics. For consistency's sake it might be best to keep the floor the same height from the bottom edge of any top-view floor graphics. Try to keep them narrow, the platforms in Volcano Plat 4 are the worst here. Also on that last screen, like Kyouji mentioned, the way the column connects to the ground makes it look like a foreground structure.

The overworld graphics look great, but definitely need a more of a land/water connection. The path has flat edges around the stage dots, it looks cut-off. Two-exit levels should be red - there are secret exits, right?

One more:

Unless that water's affecting Mario, lose it. It's too obtrusive.
Omega

Mole








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

Last post: 6304 days
Last view: 6300 days
Posted on 08-10-06 07:29 PM Link | Quote
That's how they're supposed to be.


(edited by Omega on 08-10-06 06:30 PM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-10-06 07:31 PM Link | Quote
Originally posted by Kapow

The actual floor Mario stands on should be in the middle of the "floor" graphics. The platforms in Volcano Plat 4 are the worst here.

That doesnt make any sense to me. You say Mario should be in the middle of the "floor" graphics but then again you say the Volcano Plat 4 are the worst, though mario IS in the middle.

Originally posted by Kapow

One more:

Unless that water's affecting Mario, lose it. It's too obtrusive.

The water moves Mario, though I could change the graphics.
Kailieann



 





Since: 11-18-05

Last post: 6300 days
Last view: 6300 days
Posted on 08-10-06 07:44 PM Link | Quote
If the water moves mario, shouldn't he be behind it, instead of.. y'know.. in front of it
Omega

Mole








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

Last post: 6304 days
Last view: 6300 days
Posted on 08-10-06 07:46 PM Link | Quote
I think this is what he means:

He wants this:



instead of this:



[the red stick being Mario] (sorry for the crappy SS)


(edited by Omega on 08-10-06 06:46 PM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-10-06 07:54 PM Link | Quote
Kailieann, I think that would look stupid. I think I'm going to redo the castle somehow anyway.

@Omega: Yea, I know now what he meant, but that would just look stupid. >8(
Omega

Mole








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

Last post: 6304 days
Last view: 6300 days
Posted on 08-10-06 08:04 PM Link | Quote
I know.....


(edited by Omega on 08-10-06 07:05 PM)
Kapow

Waddle Dee








Since: 12-03-05

Last post: 6326 days
Last view: 6301 days
Posted on 08-11-06 11:28 AM Link | Quote
Originally posted by Ice Man
Originally posted by Kapow

The actual floor Mario stands on should be in the middle of the "floor" graphics. Try to keep them narrow, the platforms in Volcano Plat 4 are the worst here.

That doesnt make any sense to me. You say Mario should be in the middle of the "floor" graphics but then again you say the Volcano Plat 4 are the worst, though mario IS in the middle.

I meant the graphics on those platforms, not where Mario was positioned.

Let me try this again. If you have an angled view of the floor, like in the screenshots I mentioned, Mario should be here:

In the middle. Not at the top or the bottom. Middle = correct.


(edited by Kapow on 08-11-06 10:29 AM)
BOBTHEVILA

Koopa
idiot-branded








Since: 07-07-06
From: Silent Hill, USA

Last post: 6489 days
Last view: 6489 days
Posted on 08-14-06 02:57 AM Link | Quote
What you do to get the nintedndo tiles so spacious. Anything I could do do get something like that?
Omega

Mole








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

Last post: 6304 days
Last view: 6300 days
Posted on 08-14-06 04:14 AM Link | Quote
You have to use d4s's HDMA kit. The new Nintendo screen is just and extra feature.


(edited by Omega on 08-14-06 03:15 AM)
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6311 days
Last view: 6301 days
Posted on 08-14-06 06:00 PM Link | Quote
Originally posted by Ice Man
Originally posted by Ice Cirvante
Screen captures with layers turned off + PSP 3.11 + m16-7k = win
Eh? That's just wrong.

I just use VisualBoyAdvance -> Tile Viewer -> Extract -> Paint to choose the GFX I want -> IrfanView to save as 16 color .bmp -> YY-CHR to import and create the ExGFX file -> LM to set it up -> Done


but m16-7k makes the 16x16 tiles for you, imports the colors for you, and puts the 16x16 tiles in the right places in the background for you.

so i'd say your way is more wrong (wrong being difficult)


anyway i wonder if d4 would ever consider releasing his HDMA kit without that annoying new nintendo screen. or at least with a way to customize it. i know he talked about that before


(edited by wtfweb on 08-14-06 05:01 PM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-14-06 08:13 PM Link | Quote
Read the posts before. He thought I would insert the graphics with m16-7k but I don't + ripping from GBA games is easier with this method as m16-7k will produce A LOT of tiles which won't fit into 2 ExGFX files.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6311 days
Last view: 6301 days
Posted on 08-14-06 08:42 PM Link | Quote
ohh. yeah i kinda misunderstood what you were saying with the "that's just wrong" comment.

but anyway, just as clarification, m16-7k shouldn't produce any more tiles than the number of tiles that are used in the actual game you're ripping graphics from. this is because (as long as your pcx file has the tiles lined up correctly) pic2snes will optimize the 8x8 tiles by throwing out re-used ones.

for example, the last time i ripped a background (it a sky background from yoshi's island), pic2snes optimized several hundred extra tiles, leaving me with a little less than 128 tiles (a perfect amount for just one exgfx file)


(edited by wtfweb on 08-14-06 07:43 PM)
(edited by wtfweb on 08-14-06 07:44 PM)
Ice Man

Panser



 





Since: 11-18-05
From: Germany

Last post: 6400 days
Last view: 6336 days
Posted on 08-14-06 09:51 PM Link | Quote
I know how to use m16-7k, lol. I even wrote a tutorial for it. It's just, not all tiles are getting optimized for GBA games because of the colors. Sure it optimizes alot of tiles for SNES games because the backgrounds normally use 16 colors.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6311 days
Last view: 6301 days
Posted on 08-14-06 10:52 PM Link | Quote
oh. haha. i never thought about that
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