(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-14-24 07:55 PM
0 users currently in SMW Hacking.
Acmlm's Board - I3 Archive - SMW Hacking - Redrawing every sprite... New poll | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14Add to favorites | Next newer thread | Next older thread
User Post
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6326 days
Posted on 04-05-06 10:59 PM Link | Quote
I checked out all of the sprites of yours, icegoom, and that is awesome with a capital "A".
Alastor
Fearless Moderator Hero








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

Last post: 6325 days
Last view: 6325 days
Posted on 04-05-06 11:28 PM Link | Quote
Originally posted by Rawk Hawk 64
I checked out all of the sprites of yours, icegoom, and that is awesome with a capital "A".
Wha?

Oh, and the map looks...

Grainy.

Certainly, a style which isn't bad normally, but it's rather inconsistent with that of the sprites elsewhere.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6326 days
Posted on 04-05-06 11:48 PM Link | Quote
Originally posted by Alastor the Stylish
Originally posted by Rawk Hawk 64
I checked out all of the sprites of yours, icegoom, and that is awesome with a capital "A".
Wha?

Oh, and the map looks...

Grainy.

Certainly, a style which isn't bad normally, but it's rather inconsistent with that of the sprites elsewhere.


Grainy, Chalky, it has a very "Yoshi Island/Yoshi Story" look which is very cool!
Chris

Spiny


 





Since: 11-17-05

Last post: 6435 days
Last view: 6435 days
Posted on 04-06-06 12:37 AM Link | Quote
I am certainly delighted by your work, icegoom. Now I realize why this thread has so many post in it. Great WORK! It all looks awesome.
Alastor
Fearless Moderator Hero








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

Last post: 6325 days
Last view: 6325 days
Posted on 04-06-06 12:44 AM Link | Quote
Originally posted by Skyon
Originally posted by Alastor the Stylish
Originally posted by Rawk Hawk 64
I checked out all of the sprites of yours, icegoom, and that is awesome with a capital "A".
Wha?

Oh, and the map looks...

Grainy.

Certainly, a style which isn't bad normally, but it's rather inconsistent with that of the sprites elsewhere.


Grainy, Chalky, it has a very "Yoshi Island/Yoshi Story" look which is very cool!
... But out of style with the everything else.


(edited by Alastor the Stylish on 04-08-06 09:06 PM)
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6326 days
Last view: 6326 days
Posted on 04-06-06 11:55 AM Link | Quote
All your graphics have a sort of RPG-esque quality. Reminds me of some random RM2k Chipsets I used to download.

Need I say anymore?
*points*
This guy's got MAD skillz! He's a fucking madman! Ahhhh!!!!
Imajin

Bot
Local Moderator
Currently affected by 'No syndrome' ---!!!








Since: 12-05-05
From: Camineet, Palm

Last post: 6326 days
Last view: 6326 days
Posted on 04-06-06 08:44 PM Link | Quote
I don't think it's that bad to have the world map be a different style than the levels, as long as the two don't overlap.
timdevril50755

Poppy Bros. Jr


 





Since: 11-17-05

Last post: 6335 days
Last view: 6326 days
Posted on 04-07-06 02:09 AM Link | Quote
I like any of these graphics, as long as they're custom...
These are completely awesome though. Almost makes me want to hack again, even though I never officially stopped. Didn't want to make another "I'm Quitting" thread.
This forum was bad enough already before it was deleted.

I do like having everything the same style, OW and levels.
It's like having a LTTP overworld (awesomeness still) and DKC level GFX
Experience graphics people could make it work, but not so experienced...


(edited by timdevril50755 on 04-07-06 01:10 AM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6333 days
Last view: 6333 days
Posted on 04-07-06 04:41 AM Link | Quote
Originally posted by THE ONE
I think that this might look a little better IceGoom I just gave it a little tweak on the perspective its nto perfect but just an idea.




That's sort of what I tried to begin with, but I thought the ropes looked too long between the planks on the distant end. Nintendo drew the bridge in a weird perpsective that doesn't match the rest of the environment, so maybe I ought to just switch them over to a complete side view instead of trying to show the top of the boards at all.

Originally posted by Alastor the Stylish
the map looks...

Grainy.

Certainly, a style which isn't bad normally, but it's rather inconsistent with that of the sprites elsewhere.


As far as the overworld goes, I figured that I was doing all the sprites in sort of GBA style, so I might as well find a GBA Mario game that had an overworld and draw inspiration from that. Mario Golf had one. So I was trying to keep a consistent style, but yeah, Mario Golf is a lot different stylistically from other GBA Mario games. I'm capable of drawing graphics completely from scratch, but stuff looks more Mario-esque when I have some reference to work from.

Originally posted by Yoster
The overworld looks amazing, the only thing that bothers me is the blue in the cliffs...


Yeah, I'm not that fond of the blue in cliffs, but had to have blue for the water and my other palette slots were filled with grass and dirt shades, so that's what I had left to do shadows with. It might look better if I desaturate things...

Originally posted by Forte.EXE
The lastest update is pretty impressive Icegoom. In my opinion, the top Peach sprites seem best, as the bottom ones looks like she's suffered something horrible from a shrink spell from Kamek (the Magikoopa).


Originally posted by NES Boy
[Hmm... the top Peach fits in better with her Clown Car sprites you posted earlier:



I like the top ones better.


I'm sort of surprised that people like the top Peach sprites more. I drew those originally without much in the way of reference, just trying to match what I'd already done with her popping out of the Clown Car. But then I started thinking the proportions looked off, (Peach normally has a tiny head compared to her body) so I sort of resized Mario Party Advance's Peach sprite and tried to cram it in the alloted space. It's Nintendo's fault for not making Peach tall enough. She towers over Mario and Luigi these days.

Small amounts of progess:

Morton, Roy, and Ludwig:


Drew breathing animations for Morton without really thinking through what I was doing, but didn't do Roy. I really need to change the palettes on these guys. I tried doing Morton a couple of weeks ago, but I couldn't get it to work right. While I'm on the subject of the Koopalings, does anyone know how to fix the palettes and tile mappings of this screen in the ending?:



Here's some more random objects:


Speaker box (barely changed), coin dropped by cloud when Yoshi eats 2 pink berries, balloon, bubble, parashoot.

And some random enemies to go with them:


Diagonal Podoboo and a rather headless Puntin' Chuck.

Originally posted by lynch82
Did you ever get around to finishing the baby mario? He looks amazing; but was missing a few key frames.


I'm pretty sure I'm entirely done with him now, although I'm iffy on the climbing and dying frames:



Here's a preliminary font:


I think the letters are too skinny, so I believe I'll try to fatten them up some.

And finally, the Mask Koopas and Pidget Bill from after beating Special World:



Heh. I never got around to changing the orange in that palette. Not terribly pleased with these. I was trying to make it look like the koopa's wearing an oversized mascot head and is having trouble seeing where it's going, but it didn't work so well. Mask Koopas are actually shorter than normal Koopas, so I had to cram that much more detail into a smaller space. Pidget Bill is basically the same as its Mario Advance incarnation.

Oh yeah, I'm showing the shell replacements, and I realize I never actually bothered to show what normal shells look like:

BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6326 days
Last view: 6325 days
Posted on 04-07-06 05:41 AM Link | Quote
Originally posted by icegoom

HAHAHAHAHAHA. Don't you DARE change those, I love them.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6326 days
Posted on 04-07-06 12:26 PM Link | Quote
I love your mask koopas after the Special World ! Great work . You did it again .
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6326 days
Posted on 04-07-06 12:30 PM Link | Quote
IceGoom's got MAD spriting skillz! A+! they look like what they do in the Mario Gamecube games!
Chris Leonhart

Waddle Dee








Since: 11-18-05

Last post: 6620 days
Last view: 6343 days
Skype
Posted on 04-07-06 01:21 PM Link | Quote
It's been a while for me, and I notice that I never got around to commenting on this. Anyway, so far, this is looking really good, although I feel the OW palette could use some darnkening. The colors appear to be the much brighter GBA-style coloring than the more conservate, easier to look at colors formatted for a TV, or in this case, a monitor. The only other thing I have to mention, is this:

Originally posted by icegoom
Oh, and here's this:




Luigi's head looks...off. Like his neck isn't properly connected to the rest of his body, and his head should just roll off at any moment.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6624 days
Last view: 6624 days
Posted on 04-07-06 11:09 PM Link | Quote
About changing the palettes:
At 1DF6E-1DF70 change the bytes to:
84 CC A4

and at 1DF73-1DF75 change the bytes to:
B3 B3 B2

This should make Morton gray, Roy pink, and Ludwig blue.

Changing these bytes makes Morton and Roy use two palettes that are normally unused in the game, while giving Ludwig the default blue palette.

If you want to edit these palettes in Lunar Magic:
Morton's palette is palette number F in Sprite Palette 4.
Roy's palette is palette number F in Sprite Palette 7.

Btw, Roy's head should be the same color as his shell.

The palette Bowser uses on the ending screen is palette number E in Sprite Palette 7.

Here's the info I posted on the ending tiles:
Originally posted by Mattrizzle

6360D The Koopa Family
...
The tiles are in this format:
XX YY TT AA
XX- the x-coordinate. Higher values move the tile to the right.
YY- the y-coordinate. Higher values move the tile downward.
TT- the low byte of the tile.
AA- tile attributes. The bits are in this format:

76543210

7- y-flip
6- x-flip
5- 0=scrolls left; 1=scrolls right
4- the size of the tile, 0=1x1 1=2x2
3- palette
2- palette
1- palette
0- high byte of the tile(gfx page)


If there's something you don't understand about this, don't hesitate to PM me.
Glyphodon



 





Since: 11-18-05

Last post: 6366 days
Last view: 6347 days
Posted on 04-07-06 11:12 PM Link | Quote
Speaking of blue for Ludwig, you should do that for his sprite. He just doesn't look right gold.
Mike O'Shay

Red Koopa








Since: 03-16-06
From: Mushroom Kingdom?

Last post: 6525 days
Last view: 6325 days
Posted on 04-08-06 12:42 AM Link | Quote
Those new Mask Koopas KICK ASS! They look exactly like Koopas trying to pass off the image of being Mario.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6330 days
Last view: 6325 days
Posted on 04-08-06 01:08 AM Link | Quote
I must say, all of these are great. I don't like the blue line parts in the overworld, though.

I especially like these Mask Koopas. They almost look like drunken Marios O_o

Are you planning on working on the Jack-O-Lanterns, too?
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6333 days
Last view: 6333 days
Posted on 04-08-06 02:36 AM Link | Quote
Originally posted by Mr. Saturn
Are you planning on working on the Jack-O-Lanterns, too?


Yep, I'll do something to them. I'd also stick sunglasses on the Goombas, but then parashooting Goombas would look really odd when they touched down.

Originally posted by Chris Leonhart
Luigi's head looks...off. Like his neck isn't properly connected to the rest of his body, and his head should just roll off at any moment.

Ha ha! You're right. The render I was working from had Luigi standing with his arms and legs all splayed out, and when I moved them in closer to the body, I should have changed the head's position, too.

Originally posted by Mattrizzle
About changing the palettes:
At 1DF6E-1DF70 change the bytes to:
84 CC A4

and at 1DF73-1DF75 change the bytes to:
B3 B3 B2

This should make Morton gray, Roy pink, and Ludwig blue.


Ooh, thanks! That couldn't have been more clearly explained. Koopalings with proper palettes:



Now, to get to work on that ending screen...

Here's a few odds and ends:


Spikes, wooden stakes, castle bridges. Meh.

Alternate style for a turn block: (compared with old one on the right)


This might look better than the old one, but it doesn't really match the style of the other blocks I've done.

New Dry Bones throwing frame, since the old one sucked:


Hmm... What I have left to do before I think I'll release something:

The rest of the Chuck varieties
Lemmy and Wendy
Fix Overworld Palettes
Foreground for Cave/Underwater and Forest

...

And I'll probably also come across a lot of other stuff I still want to change, so I'm not setting any concrete deadlines. Heh.
Mike O'Shay

Red Koopa








Since: 03-16-06
From: Mushroom Kingdom?

Last post: 6525 days
Last view: 6325 days
Posted on 04-08-06 03:40 AM Link | Quote
Nice new Dry Bones sprite. I think it would be easier to compare the two turn blocks if the second one also had a clear background when turning, like the first one does, for a more even contrast between them. With the blue background on the one to the right, it just seems too... crammed.
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6624 days
Last view: 6624 days
Posted on 04-08-06 09:26 AM Link | Quote
If you want to make Iggy green, his tile attributes (palette, tileset, flip, etc.) are located in the range 1D42E-1D49C. Just change the lower digit of each byte that ends in 5 to B, while leaving the higher one as it was. The tile attributes for his decoys are at 1D4A0-1D4B4.

For Wendy, you can either choose to leave her red (as in SMB3), or change her to pink (her official artwork). Her attributes are at 1D4B8-1D526. Each low digit of 9 here can be replaced with F. This pink palette is palette F of Sprite Palette 1. Wendy's decoys' attributes are at 1D52A-1D53E.

Keep in mind that in the ending, Wendy may have to share palettes with Roy, unless you edit the teal palette that was used for Buzzy Beetle (seems to be the better option, as the Buzzy Beetle now uses the blue palette anyway.)

Edit: It turns out that the tiles that make up Wendy's bow are jumbled when she looks around. To fix this, replace the strings at these addresses with the following:
1D1AF: 08
1D1B5: 08
1D3D7: 1F 1E
1D3DD: 1E 1F


(edited by Mattrizzle on 04-08-06 09:04 AM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - SMW Hacking - Redrawing every sprite... |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.023 seconds; used 453.23 kB (max 589.53 kB)