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05-16-24 04:43 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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Ramon

Bullet Bill


 





Since: 11-25-05

Last post: 6296 days
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Posted on 11-08-06 04:41 PM Link
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: 6301 days
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Skype
Posted on 11-09-06 01:38 AM Link
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: 6304 days
Last view: 6304 days
Posted on 11-10-06 09:06 PM Link
Originally posted by Clockworkz
I don't know if this was answered before.
Icegoom, please tell me that you're going to extend overall frames of animation so the sprites move smoothly to match the graphics (like Yoshi's Island smooth), because without that, I hate to say it, but it will utterly kill any appeal I had for the graphics

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 mean, that background looks kinda like what the backgrounds in some Sonic games do- Change perspective depending on where you are. Like, for example, in Launch Base Zone from Sonic 3, the water would kinda go "diagonally" angled the higher up you went. That's the idea that water-area background is giving me. And I like it! Also regarding backgrounds, I absolutely despise your new boneyard background. Oh, the tiles are fine. It's just creepy. It makes you feel like one of the skeletons is about to jump out and bite/eat you. Ugh. Still, it's obviously SUPPOSED to be creepy, but man, that's ALMOST overdoing it! Note that I said ALMOST. That means it's okay the way it is.

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 /
Wow, these are amazing. Just wanted to point something out though. In the second picture the water's surface looks funny. The top is highly detailed while the bottom is plain, and the fish is in front of it. Can you not make the fish change colour like the rock to have an underwater look?

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.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6299 days
Last view: 6296 days
Posted on 11-10-06 09:22 PM Link
Originally posted by icegoom



Hmm, 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.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6296 days
Posted on 11-14-06 03:31 PM Link
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: 6298 days
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Posted on 11-14-06 05:54 PM Link
Originally posted by Joshua368
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?


Unfortunately, no. But he has made a patch with the graphics called "SMW Redrawn".

Patch
Screenshots
Spritesheets
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 11-14-06 06:57 PM Link
SMW Redrawn's badly in need of an update, too. I suck at handling even one project at once, though.

Originally posted by Joshua368
how much do you plan on finishing before you do?

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
Hmm, 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.

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.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6296 days
Posted on 11-16-06 10:21 PM Link
Originally posted by icegoom
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?


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)
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6325 days
Last view: 6296 days
Posted on 11-17-06 09:52 AM Link
Originally posted by icegoom
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?
Not 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.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6309 days
Last view: 6296 days
Posted on 11-17-06 11:50 AM Link
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)
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6296 days
Posted on 11-17-06 11:55 AM Link
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.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6309 days
Last view: 6296 days
Posted on 11-17-06 12:23 PM Link
Originally posted by Joshua368
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.

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.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6296 days
Posted on 11-17-06 01:51 PM Link
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.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6309 days
Last view: 6296 days
Posted on 11-18-06 06:43 PM Link
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: 6304 days
Last view: 6304 days
Posted on 11-18-06 09:17 PM Link
Originally posted by Juggling Joker
Not 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.

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
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

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
Do you have more screens to show?

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.
Juggling Joker

Ninji

SMW Mod
Merry Christmas!



 





Since: 11-18-05

Last post: 6325 days
Last view: 6296 days
Posted on 11-19-06 01:17 AM Link
Originally posted by icegoom
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?)
Yeah 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.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
Last view: 6296 days
Posted on 11-19-06 01:27 AM Link
Did you ever release it in some sort of playable form? It sounds interesting.
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6304 days
Last view: 6297 days
Posted on 11-19-06 01:46 AM Link
Originally posted by icegoom

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?



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)
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: 6364 days
Last view: 6298 days
Posted on 11-19-06 03:34 PM Link
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: 6298 days
Last view: 6296 days
Posted on 11-19-06 06:51 PM Link
Originally posted by Stephan Reiken

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.

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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