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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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Ramon Bullet Bill Since: 11-25-05 Last post: 6430 days Last view: 6430 days |
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O-overly awesome, it'd be even better, if Mario running would bend forward a bit... but that wouldn't fit into a frame... or? I wish I could do something like that... | |||
KPhoenix Koopa Since: 08-01-06 From: USA Last post: 6435 days Last view: 6430 days |
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Those new Mario sprites are frieking awesome! I wish I had talent like that. Those screenshots look like they were right from a Nintendo DS. Good Job! | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6438 days Last view: 6438 days |
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Originally posted by Clockworkz I don't have the ASM skills to give Mario more frames, and if I did, graphics space would still be at a premium. I've given some enemies more frames with ExAnimation, but I'm having to work within the limitations of the game like anyone else. Originally posted by pikaguy900 I think you can do that kind of perspective changing with HDMA, but I haven't even attempted to learn how to use that yet. Ha ha! The boneyard's not that creepy. Originally posted by rm -rf / If you compare the shots there to the shots on the first page, I've done a lot to add detail to the underwater part. (And yeah, I could do more. But I haven't yet) I could change the palettes of the Blurps and Urchins and maybe draw Porcupuffer so that his bottom half has a bluish tint, but the Cheep Cheeps jump out of the water. Changing the other fish's palettes would also affect power-ups and Yoshi when they were out of water, so it wouldn't work. I could try a translucent layer two, but I'd have no background and have to make the level shorter, so that's out, too. OK, so here's what I've been working on: I made a proper Mini-Mario instead of Baby Mario. These were made by simply shrinking Super Mario's frames, then cleaning them up. I'm not happy with the head. It's the same size in proportion to the body as Super Mario, but on a smaller sprite, I think it needs to be a bit bigger for the proper chibi look. I'll probably enlarge it a pixel or two all around. Also to do: Climbing frames and cutscene stuff. And a 16 color Yoshi: This needs more work, too. The running animation looks really supremely crappy in motion and will need to be fixed. (Which will be hard since he takes up so much room) His eyes look wrong to me in his turning and eating frames. Colorwise, he needs darker outlines to match all the other sprites. I used the extra red shades at the end of my green palette to do his saddle and crests, but I need to convert them to the brownish red in his boots. I was concerned that Yoshi was going to have big black blotches all over him in areas that didn't have custom palettes. (Mario dismounting him outside of castles and during the ending) Oddly enough, his colors show up correctly everywhere: I have no idea why, but I'm not going to question it. |
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FirePhoenix0 Koopa Since: 10-10-06 From: Northern VA Last post: 6434 days Last view: 6430 days |
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Originally posted by icegoomHmm, something about the bush looks odd to me. To me, the part of the bush where it transitions from light green to dark green looks squarish and unnatural. That and there are a few black single pixels at those edges too. Well, I like the new Yoshi sprites a lot. I also think it's a neat touch how Yoshi looks a little towards the player when he's chewing. |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6430 days |
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I'm not going to look through all eight pages, so was this ever released in playable form? If not, how much do you plan on finishing before you do? | |||
Luigi-San Ptooie ZOMG Wii is teh pwn Since: 11-18-05 From: The Mushroom Kingdom a.k.a Buffalo, NY Wii: Yes Last post: 6432 days Last view: 6432 days |
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Originally posted by Joshua368 Unfortunately, no. But he has made a patch with the graphics called "SMW Redrawn". Patch Screenshots Spritesheets |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6438 days Last view: 6438 days |
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SMW Redrawn's badly in need of an update, too. I suck at handling even one project at once, though.
Originally posted by Joshua368 Let's see... Of the 21 levels I'd been planning to include in my first demo release, eight are completed to my satisfaction. I'm just too slow-working and perfectionistic for my own good. I keep going back and tweaking my old levels instead of generating new areas like I need to. Right now, for instance, I should be making a hilly area full of Birdos, but when a whole blank level is staring me in the face, I freeze up. I dunno, maybe I should collaborate with someone to do skeletal levels for me that I can then flesh out on my own. Anyone interested? Originally posted by FirePhoenix0 Yeah, that bush has been messed up for a while now. When I originally drew it, I thought I had more tiles available to me, but when I put it in the game, I didn't have room for some of my transitions so I had to hastily try to blend the squared off portions. I could fix it now that I know more about how Lunar Magic works; I just haven't gotten around to it. Um, here's mini-Mario riding Yoshi: That's probably about as well as I can animate Yoshi. He has too few frames played in too rapid succession. |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6430 days |
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Originally posted by icegoom Eight levels in, what, two or three months? Yeah, you should probably partner up with someone. I'm just finishing up a six-or-so month project with a friend, and there's no way I would have been able to make something of its magnitude alone. Partnering makes things much easier. Of course, I'm too busy (and unworthy ) to help design levels for you. Also, is that road on the overworld fixed yet? Incorrectly connected paths bug the crap outta me. It probably wouldn't be too hard to move the road around into some path that fits. (edited by Joshua368 on 11-16-06 09:22 PM) (edited by Joshua368 on 11-16-06 09:24 PM) |
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Juggling Joker Ninji SMW Mod Merry Christmas! Since: 11-18-05 Last post: 6459 days Last view: 6431 days |
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Originally posted by icegoomNot to dishearten you or anything, but good luck finding someone willing AND able to help you with this. I tried to enlist level designs for my own hack (JAMH, a full graphic conversion similar to yours, though not nearly as refined, which you've probably never seen since I haven't worked on in for like 6 months now), and I got some nibbles, but no actual output. I'll gladly stand corrected if you find someone to fit the bill though. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6444 days Last view: 6430 days |
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I'd like to help, but... I'm the kind of person who likes to make things HARD. Heh... I can't get over my hatred of easy games... Still, that doesn't mean I don't make easy things. Sometimes when I try to make something hard, it turns out too easy. It depends on the limitations. Besides, I think I did good on my first few levels in my newest hack... They're JUST RIGHT for me. So... Your choice. I don't mind if you say no. It doesn't faze me. Oh, but if it has to do with drawing graphics, LEAVE ME OUT. I can barely draw anything good. XD (edited by pikaguy900 on 11-17-06 10:51 AM) |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6430 days |
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If I recall, you liked making things repetitive. I don't know if you changed since then, but still...
Eh, this definitely isn't the place for a flame war. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6444 days Last view: 6430 days |
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Originally posted by Joshua368 Eh, I haven't worked with LM in a little while. I find that it's impossible for me to spend my time doing two things. I have two things I want to create levels with- Lunar Magic and Zelda Classic. It's impossible for me to do BOTH. I don't know why, but it is. That doesn't mean I don't like taking time off of building with Zelda Classic. And by the way, I can't help but be repetitive. Though, I'd need some examples of where I was being repetitive besides "you put a lot of mesh in one level". I told you (and showed you) I fixed that already. Anyways, I don't want go off-topic too much (just enough to answer questions and doubts that anyone has). So... Icegoom, we're alike. I'm slow, too. Most of the time, it takes me a while just to build ONE SMALL SCREEN in Zelda Classic. Though, that's about it for similarities. |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6430 days |
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Well, whenever you take the same thing and multiplay it repeatedly it becomes repetitive.
For example, your castle had about a five minute long sit on a moving platform, and I was able to fast forward through most of it because the bad guys barely hit. If you have any further questions about how I felt about your hack, ask them on its own thread. |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6444 days Last view: 6430 days |
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Do you have more screens to show? I've become screen-happy (Not "wanting to give a lot of screens", but "wanting to SEE a lot of screens") lately. | |||
icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6438 days Last view: 6438 days |
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Originally posted by Juggling Joker I just kind of half jokingly threw that out there, not expecting anything, but it did get me some offers to help. Ghettoyouth's already made a complete level for me with which I am quite happy. (I do remember Just Another Mario Hack. It had levels made of cake and vegetables for enemies, didn't it?) Originally posted by pikaguy900 Well, my preferred difficulty level is slightly harder than the original game, but nothing that requires savestate abuse to beat. I like doing graphics, so that's no problem. Um, I'll get back to you. Originally posted by pikaguy900 I haven't made any new graphics for a couple of weeks, so they'd just be shots of parts of levels I haven't shown before. |
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Juggling Joker Ninji SMW Mod Merry Christmas! Since: 11-18-05 Last post: 6459 days Last view: 6431 days |
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Originally posted by icegoomYeah sure, rub it in. And yeah, JAMH is the food based hack. It didn't start that way, but you know how ideas progress sometimes... For the record, I did make candy based enemies to fit the theme of the first world, but I don't think I ever posted screenshots. Whoops. |
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Joshua368 Shyguy Since: 11-12-06 From: South Carolina, USA Last post: 6453 days Last view: 6430 days |
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Did you ever release it in some sort of playable form? It sounds interesting. | |||
Stephan Reiken Blipper Since: 11-17-05 Last post: 6438 days Last view: 6432 days |
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Originally posted by icegoom I'd like to add... I think it is better that you are a perfectionist and are always going back to tweak old areas. That is the way to make a game... just don't go overboard and overcorrect. When you freeze like that... just relax. Think of something funny or listen to music. Read a couple of Webcomics, or play a different plaformer, Metroid or Contra and note the level design. It helps you think in parallel thoughts. Do so if you really want to get it done instead of get sidetracked into tweaking old levels. (edited by Stephan Reiken on 11-19-06 12:47 AM) (edited by Stephan Reiken on 11-19-06 12:48 AM) |
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Dragon Master Luigi Red Goomba I'll avenge my brother if he is hurt! -zap-zap-zap- Since: 06-26-06 From: Mushroom Kingdom Last post: 6498 days Last view: 6432 days |
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That Yoshi looks awesome the way you pixeled him. Great job and keep up the good work! | |||
asdf Link's Awakening ಠ_ಠ Since: 11-18-05 Last post: 6432 days Last view: 6430 days |
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Originally posted by Stephan Reiken Not necessarily. In terms of level design, as long as something is mediocre from the beginning, not tweaking it can have the interesting effect of introducing new elements as you go along. Most hacks with these kinds of things have a nasty habit of putting them everywhere once you're past the first world, with reused themes, etc. In my opinion, a hack that gets boring and repetitive is almost as bad as a n00b's hack at times. |
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Acmlm's Board - I3 Archive - SMW Hacking - Mario's Lost World, first screens | | Thread closed |