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05-20-24 03:23 PM
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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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Stifu









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

Last post: 6302 days
Last view: 6300 days
Posted on 09-27-06 10:27 AM Link
Originally posted by icegoom
Is there a version more recent than 1.42?

Yes, as I said: either WIP (Work In Progress) or SVN (SubVersioN, more recent than WIP and can be optimized for your computer).
WIP: http://zsnes.ipherswipsite.com/
SVN: use zget to compile easily

Originally posted by icegoom
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.

The above versions can directly record AVI, but it's also possible to convert ZMV to AVI.

And okay for your answers, good.
Good luck.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 09-27-06 10:45 AM Link
Originally posted by Stifu
The above versions can directly record AVI, but it's also possible to convert ZMV to AVI.

I actually read through that topic the other night when I was trying to convert my .zmv into an .avi, but didn't want to bother locating and learning to use all the necessary programs. (Because I'm lazy)

Originally posted by Stifu
Yes, as I said: either WIP (Work In Progress) or SVN (SubVersioN, more recent than WIP and can be optimized for your computer).
WIP: http://zsnes.ipherswipsite.com/
SVN: use zget to compile easily

Ooh, nice. Maybe I can replace my videos with higher quality versions now. Thankupo.
Watermelon

Red Goomba








Since: 07-29-06

Last post: 6322 days
Last view: 6322 days
Posted on 09-27-06 11:51 AM Link
Oh my...God. I never seen something like this before . Also, I noticed that you have a path error in your OW.
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6346 days
Last view: 6346 days
Skype
Posted on 09-27-06 05:36 PM Link
Amazing. Genius.
wtfweb

Red Koopa








Since: 02-10-06

Last post: 6311 days
Last view: 6301 days
Posted on 09-27-06 07:03 PM Link
wow those levels are nice! they're the first i've seen that look really difficult on purpose (while still looking like you actually spent time making them.)

but make sure your earlier levels are easier, because i would just get frusterated having to use save states on EVERY level as much as i think i would on that treetop tussle level.

also yeah you captured the feeling of the bramble levels in dkc 2 almost perfectly (the only difference being the bramble levels in dkc 2 are HUGE)
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6302 days
Last view: 6300 days
Posted on 09-28-06 08:41 PM Link
It's levels like the Bramble level that make me dislike having such levels in hacks - there is simply no music that fits it well. It's not like I'm complaining though - I'm probably going to further overstep that boundry.

As for the levels themselves, thoguh, I see them as somewhat subpar. It's probably just me though - I have a dislike for slow-paced levels involving platform rides/limited movement with danger on all sides, etc. Bramble Battle looked very intriguing, however, and I would probably like such a level.

Originally posted by wtfweb
also yeah you captured the feeling of the bramble levels in dkc 2 almost perfectly (the only difference being the bramble levels in dkc 2 are HUGE)


I wouldn't say that exactly. DKC2's Bramble levels were faster paced. Even so, you rarely are made to touch the ground in the stages; Bramble Blast is almost entirely a barrel maze, Bramble Scramble was mainly Squawks oriented, although the first half of Screech's Sprint seems similar in nature. Kind of. What would would be neat, though, is basing a bramble around an unlimited flying cloud. Maybe add a touch of necessary firepower, if you know what I mean.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 09-28-06 11:48 PM Link
Originally posted by asdf
It's levels like the Bramble level that make me dislike having such levels in hacks - there is simply no music that fits it well.


Ugh, I know. I tried underwater music for a dreamier feel at one time, but it wasn't working. I don't think SMB3 music would really be better, either. I usually play SMW hacks with the sound turned off and just play my own music in the background anyway.


As for the levels themselves, thoguh, I see them as somewhat subpar. It's probably just me though - I have a dislike for slow-paced levels involving platform rides/limited movement with danger on all sides, etc.


I really don't care for "sky ride" levels either. I tried to make Treetop Tussle as fast paced as I could to counteract the passive nature of such levels, but I guess I took that too far since people are saying it looks too difficult...

Originally posted by wtfweb
also yeah you captured the feeling of the bramble levels in dkc 2 almost perfectly (the only difference being the bramble levels in dkc 2 are HUGE)


Originally posted by asdf
I wouldn't say that exactly. DKC2's Bramble levels were faster paced. Even so, you rarely are made to touch the ground in the stages; Bramble Blast is almost entirely a barrel maze, Bramble Scramble was mainly Squawks oriented, although the first half of Screech's Sprint seems similar in nature. Kind of. What would would be neat, though, is basing a bramble around an unlimited flying cloud. Maybe add a touch of necessary firepower, if you know what I mean.


I did what I could, but SMW is just a lot more limited than DKC. An unlimited Lakitu cloud is a great idea. I'd like to try that for another bramble level, if that's all right. I'm also seriously considering applying Glyph Pheonix's Counter Break Y patch to this hack to make Yoshi only useable in special areas. I'm thinking I could do a segment of Bramble level where you need to hold on to Yoshi the whole way in order to survive the thorns.
Link2006

Octoballoon








Since: 11-18-05
From: Kokiri Forest

Last post: 6309 days
Last view: 6301 days
Posted on 09-29-06 12:19 AM Link
Originally posted by asdf
It's levels like the Bramble level that make me dislike having such levels in hacks - there is simply no music that fits it well.


I have the same problem in my hack. SMW music or the SMB 3 music patch just doesn't seem to fit my stages either (My treetops stage and my amusement park stages, for example). If only Solar Soundtrack was out now. Don't you hate it when new programs comes out months AFTHER your hack is finished and archived?


As for the levels themselves, thoguh, I see them as somewhat subpar. It's probably just me though - I have a dislike for slow-paced levels involving platform rides/limited movement with danger on all sides, etc.


I hate these stages too, but in this hack's case, they seem very possible to pass without unavoidable hits everywhere.

Originally posted by icegoom
I'm also seriously considering applying Glyph Pheonix's Counter Break Y patch to this hack to make Yoshi only useable in special areas. I'm thinking I could do a segment of Bramble level where you need to hold on to Yoshi the whole way in order to survive the thorns.


Try to ulitlize the flying Yoshi bonus stage(s)(there are two of them). Set Yoshi and some wings on the stage. then edit the the flying Yoshi stage to fit your bramble stage, very simliar to Squawk's part in Brambe Scramble.

Just an idea.

Anyways, this hack is turning out great. Keep up the good work.
rubixcuber

Mole








Since: 09-08-06
From: St. Louis, MO

Last post: 6410 days
Last view: 6410 days
Posted on 10-01-06 01:13 PM Link
Wow, nicely done. Not sure how I missed this thread until now. Do you do all of your graphics editing in a tile program like YY-CHR? I've started using Photoshop with indexed color and then recreating it in YY-CHR. I like having rotate and being able to copy and paste arbitrary regions. Still no good at drawing with pixels though...
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 10-03-06 02:13 AM Link
Originally posted by Link2006
Try to ulitlize the flying Yoshi bonus stage(s)(there are two of them). Set Yoshi and some wings on the stage. then edit the the flying Yoshi stage to fit your bramble stage, very simliar to Squawk's part in Brambe Scramble.

Just an idea.


Hmm... I'm not sure I want to give out a blue Yoshi that early in the game (or at all). Something I like in the Donkey Kong Country games is the thrill of discovering an animal crate. You bust your animal buddy out, ride it a certain distance, get a reward, then you're back to just your Kongs for the next level. It might be nice to not have to design every level around Yoshi and make it a special event when you get to use him.

Originally posted by rubixcuber
Do you do all of your graphics editing in a tile program like YY-CHR? I've started using Photoshop with indexed color and then recreating it in YY-CHR. I like having rotate and being able to copy and paste arbitrary regions. Still no good at drawing with pixels though...


I really just use YY-Chr as a final step to get my graphics into .bin form. I do all my pixel art in a program called GraphicsGale which allows to rotate and scale, snap to 8x8 or 16x16 grids, manage palettes, and even view animations. I don't think I could work one tile at a time. I need to see how everything's going to fit together.

I'm working on new castle ExGfx now. I want each castle to have a different theme. Here's sort of an undersea, carved from coral set that may or may not be too cluttered looking:

The Cube
Newcomer








Since: 02-01-06

Last post: 6439 days
Last view: 6439 days
Posted on 10-03-06 05:57 AM Link
I like that a lot. The blue parts look too foregroundy, though....those are backgrounds, right? Also, the forground pink coral is a bit too cluttered. It reminds me of the last level in Contra 3, where the ground is made up of big piles of alien remains. Probably looks better in action though. And I like the evil look of it.

Those spikes are wicked though. They look like...well, spikes carved out of coral.

Also, watching your Bramble Battle video, I have to say, your level looks cool. I like the p-flying-thing-whatsit where, if you find the secret, you get a Yoshi Coin AND a star. I hate going through hell just to find out I'm 1/5 closer to a 1 up. That's just ridiculously lame. It seems much smarter to provide an actual reward.

Anyway, enough from me.
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6306 days
Last view: 6300 days
Posted on 10-09-06 07:59 AM Link
This thread is one of the only reasons I come to the SMW hacking forum now. I loved that one post where you were all "So I gave the Koopas all one sprite set, which means I can give this a turning animation! Which means I can give THIS a turning animation, which means I can give this one a turning animation and put it here and then I can use it any time in this level set and...", it's almost like graphics hacking comedy. The best thing is most of the stuff you've made you seem to not mind sharing around for people to look at and possibly use, because you make them in a great and matching style, while keeping them usable for games of other styles(what with it being put into the SMW engine anyway)

I only just now noticed how the ground next to the lava in the coral set glows. Awesome little details like that I love. I also like the direction you are going with the palaces! Someone who's a good level designer, artist, and designer means for quality work all around, while most usually have to borrow graphics from something else... I never asked in private messages or anything but you said I(and presumably others who have hacks or fangames in the works) was allowed to borrow stuff from what you have posted, right? Well, does that include the screenshots too? Those bones look so nice...
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 10-09-06 01:53 PM Link
Originally posted by The Cube
The blue parts look too foregroundy, though....those are backgrounds, right? Also, the forground pink coral is a bit too cluttered. It reminds me of the last level in Contra 3, where the ground is made up of big piles of alien remains.


The blue parts are a wall about two feet behind Mario spacially, so they shouldn't be as distant looking as the actual background. And yeah, the coral looks a bit too much like the innards of an alien for my liking. I'm thinking that if I made a bunch different colored shells distributed around in there it might look a little more oceany.

Originally posted by Someguy
This thread is one of the only reasons I come to the SMW hacking forum now.


Maybe I ought to update more often, then...


I loved that one post where you were all "So I gave the Koopas all one sprite set, which means I can give this a turning animation! Which means I can give THIS a turning animation, which means I can give this one a turning animation and put it here and then I can use it any time in this level set and...", it's almost like graphics hacking comedy.


I stole the idea from Techokami, but yeah, it was fun how everything kept falling into place once I reused some tiles.


I only just now noticed how the ground next to the lava in the coral set glows. Awesome little details like that I love.


The more I use ExAnimation, the more I love it. I finally figured out how people were doing snow and rain yesterday, (By overwriting blank tiles) so I'm going to start implementing weather effects. Incidentally, I had to redraw that glow slightly when I inserted it into the game because I'd accidentally used too many colors for those tiles. An FYI for anyone trying to rip that...


I never asked in private messages or anything but you said I(and presumably others who have hacks or fangames in the works) was allowed to borrow stuff from what you have posted, right? Well, does that include the screenshots too? Those bones look so nice...


Anyone is welcome to take anything they want. I haven't been posting stuff with ease of ripping in mind, though, so it'd take a bit of work. (Some of those enemies are fully assembled instead of broken up into tiles, and others I didn't show all the frames for) A lot of stuff I've posted has also been in what I consider an incomplete state, so if you rip some graphics now, they might show up in an improved form later.

And I do plan to leave any releases of Mario's Lost World unlocked so that anyone who wants to can snag graphics directly out of it.

What I'm working on now: Remapping Chuck so that he takes up a lot less graphical space. (Does anyone know where the tile mappings for Chuck's shoulder are? And does anyone have any information on the horizontal and vertical placements for all his parts?) I'm also changing his graphics into a Bandit, because he's a lot skinnier now and the beefy football frame crammed into smaller spaces doesn't look right.

I'm also creating a new title screen in Photoshop. Once I get things to my liking, I'll convert it down into SNES graphics, which is probably going to be a royal pain. A preview:



Trying to get a Rexie that looks like Nintendo's other rendered art, but meh...
Watermelon

Red Goomba








Since: 07-29-06

Last post: 6322 days
Last view: 6322 days
Posted on 10-09-06 03:08 PM Link
Originally posted by icegoom


Wow, you´re so amazing .
Atma

Kabu








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

Last post: 6323 days
Last view: 6319 days
Posted on 10-10-06 04:23 PM Link
Yea it can be kind of a pain in the ass, but usually able to be done without too much trouble,... it's still possible though! Here's what I made out of that pic of Mario in the Title Screen of SMAS.


gl


(edited by Atma on 10-10-06 06:35 PM)
Someguy

Tooky


 





Since: 11-17-05
From: West Virginia-USA

Last post: 6306 days
Last view: 6300 days
Posted on 10-12-06 07:13 AM Link
I just remembered something that'd be quite useful for someone who can draw their own sprites like you. You can actually have more fluid animation if you were to use some of the ExAnimation frames on the sprites and have them only have one walking frame. Then again, the only sprite that usually pays off for 3/6 frame walking is the player, and Mario can't use ExAnimation of course, though I myself would grab up any extra sprites you made. Still, if you were able to fit in level animations and 3 to 6 frames for enemies or even just stuff like bricks having four frames of shine followed by lots of non shine... then again even without that stuff it's looking beautiful, and this is partially just me hoping to snag some more sprites for outside hacking. *shot*
Atma

Kabu








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

Last post: 6323 days
Last view: 6319 days
Posted on 10-12-06 08:45 PM Link
That's exactly what I used for the piranahs. They normally have 2 annimation frames but I increased it to 3 that way. It's kinda tricky getting it to work right, but if you place the extra annimation gfx in the right part of the annimation sequence, it comes out looking perfect.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 10-14-06 07:46 PM Link
Originally posted by Someguy
I just remembered something that'd be quite useful for someone who can draw their own sprites like you. You can actually have more fluid animation if you were to use some of the ExAnimation frames on the sprites and have them only have one walking frame. Then again, the only sprite that usually pays off for 3/6 frame walking is the player, and Mario can't use ExAnimation of course, though I myself would grab up any extra sprites you made. Still, if you were able to fit in level animations and 3 to 6 frames for enemies or even just stuff like bricks having four frames of shine followed by lots of non shine... then again even without that stuff it's looking beautiful, and this is partially just me hoping to snag some more sprites for outside hacking. *shot*


I've been using ExAnimation for enemies made up of still frames like Bullet Bill, Pokey, and the Prickly Pears in my bramble levels:



I hadn't considered hacking enemies that already have multiple frames to use just one frame so that I could give them more frames. (Heh, that's kind of a convoluted sentence) I obviously wouldn't have enough room if I did it for every enemy, but I might try it for stuff I haven't been able to animate well in the past. (Monty Mole, I'm looking your way)

Originally posted by Atma
That's exactly what I used for the piranahs. They normally have 2 annimation frames but I increased it to 3 that way. It's kinda tricky getting it to work right, but if you place the extra annimation gfx in the right part of the annimation sequence, it comes out looking perfect.


Ooh! Piranhas are good candidates, too.

Been working on some more custom sprites. Will this game have Chomp-dropping Tanukis? Yep:



Chucks are pretty much fully bandits now, although I've messed up Throwing Chuck's hand when he's winding up to pitch somehow. Anyone have the mapping for Clapping Chuck's hands clapping in front of his face? It doesn't seem to be in with the rest of Chuck's body mappings...
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6346 days
Last view: 6346 days
Skype
Posted on 10-14-06 07:56 PM Link
Very nice.

I'd imagine Clappin' chuck would just use his other amr GFX, wouldn't he? I mean, unless you've already concluded that it doesn't. If not, they sorry, I can't help you.

Still. Incredible.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6308 days
Last view: 6308 days
Posted on 10-14-06 08:21 PM Link
Originally posted by ibz10g
I'd imagine Clappin' chuck would just use his other amr GFX, wouldn't he? I mean, unless you've already concluded that it doesn't.




This frame uses a different 16x16 tile that's superimposed over Chuck's head instead of separate 8x8 hand tiles. It should use tile 44, which isn't a value in the section with all the rest of Chuck's body pieces. I couldn't find his shoulder mappings, either, so maybe they're together someplace.

I'm not really planning on using Clappin' Chucks, anyway, but I wanted to avoid any graphical glitches for completeness's sake.
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