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Acmlm's Board - I3 Archive - - Posts by icegoom |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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DEMO: Copy and paste this address: http://www.freewebs.com/icegoom/smwredrawn.zip
I'm new to Super Mario World hacking, and all I've really figured out how to do with Lunar Magic at this point is extract and insert graphics and change some of the palettes. That's OK, though, since spriting is my favorite part of hacking. Anyway, I see a lot of hacks that partially change the game's sprites, but leave a lot of original SMW sprites in place. It always looks wrong to me to battle SMB3 Koopas, only to have the old SMW shelless koopa sprites slide out of the shells, or to encounter the awful climbing koopa sprites when I enter a castle. The stylistic clash just looks wrong to me. So I'm redrawing ALL the sprites in the game in a consistent style, and I plan to let anyone who wants to use them. (And I guess if there's no interest, I'll just use them for my own hack) I guess it might be more useful to redo stuff to fit in with SMB3 All-Stars sprites, but instead, I'm going for more of a Game Boy Advance look. A lot of these use Mario Party Advance for reference, but if the character isn't in that game, I've had to base them off of Mario and Luigi: Superstar Saga, Super Princess Peach, or freehand looking at official character artwork. What I have so far: Koopas: The koopas would be taller, but if there's a tile at the top that causes graphical errors if it doesn't remain blank, and that sort of limits the shape of the head. I don't like the back climbing graphic and will probably change it so that we just see the back of the koopa's head. (The angle on the original sprite has always been awkward) The bottom row is graphics for the blue shelless koopas, which I made quite a while after the other shelless and like more except for the back hunching a bit too much. I still need to edit Super Koopa's cape. Goombas: I maybe shouldn't have rotated the paragoomba as far as I did when it swings to the side, but 45 degree angles are so easy to draw. (Haven't redrawn the parashoot yet) Bob-omb: Got two options here. Not sure which one I like better. The wick's better done on the smaller one, but the larger one is generally more attractive to me. Opinions? Bullet Bill: Meh. I might retry, but there's not a whole lot you can do with this thing. Need to do the vertical and diagonal angled ones yet. Pirahna: Green-lipped now. Power-Ups: Haven't got the feather done yet. Lakitu: Shown without his cloud, because I probably won't be able to edit the cloud anyway since it's made of a group of smoke puffs. I'm going to go on record and say that I hate the way Nintendo handled Lakitu's throwing animation. They didn't bother to redraw his body, so he has two sets of hands. It's mostly hidden by his cloud, I guess, but you can see it if you're paying attention. Don't know of any way to fix it short of editing the tiles used, which I don't know how to do. Fishing Lakitu's pole isn't done, and it's going to be hard to not make it look like crap. Spiny: This looks a little odd animated, so it may change. No egg yet. Wiggler: Utilized the differences in palette to make his mouth change when he gets angry. The spots on his body don't look great when he's red, though. Thwomp: Used a shot from the upcoming DS Mario Bros game for reference. I think the pink eyes are a little too bright, so I need to edit the palette a bit. Thwimp: Drawn without any kind of reference. Tried to make it look like a miniature version of my Thwomp, but I'm not sure I like how it turned out. Magikoopa: This one isn't stellar. Every source I had looked slightly different, so I mixed some styles by giving him white trim on his sleeves and hat, but also giving him boots. The palette sucks. It looks like he should share a palette with the blue koopa, but he doesn't. Dry Bones: There were a bunch of different ways I could have done Dry Bones, but I made him look like he does in Super Princess Peach. I'd like him to be the same height as normal koopas, but the way his tiles are laid out forces him to be about Mario's height. I wasn't particularly happy when I remembered that he shares crumbing graphics with Bony Beetle, and I'll probably have to redraw the animation without the koopa-shaped skull. Spiketop: The turning animation doesn't look as good as I'd hoped it would. He looks like he's floating in mid-air instead of clinging to the wall, but I can't really move him closer to edge of the frame to fix it. Swooper: The hanging graphic sucks, but oh well. Dolphin: The fins don't look quite right to me when he's jumping straight up. Porcupuffer: I had absolutely no reference to go with other than the original sprite, so I was at a loss with what to do. I tried to make it look vaguely like a pufferfish from Yoshi's Island, but I'm not at all satisfied. It looks horrible in-game, too, as the water line goes right across the face and obscures any detail. I'll take any suggestions on what to do with this stupid fish. Pokey: Went with a Mario Sunshine look. Monty Mole: The claws were hard to get looking right on this little bugger. Volcano Lotus: Could probably be done better, but I really hate these plants. Boo Buddies: I've got standard Boo and "sticking his tongue out" Boo, but I'm at a loss of what to do for the third type of Boo Buddy. Amazing Flying Hammer Brother: The sprite that most needed to be redrawn, in my opinion. Looks more like a koopa and less like a deformed clown midget now, I think. Rex: Things get cramped when you're trying to fit all of Rex's parts into his stomped states. Mega Mole: Just went with a larger version of Monty Mole. Looks a little odd animated, though. Bowser: Haven't done the Clown Car yet. Could benefit from a palette tweak, probably. Peach: All I've got done is Peach popping out of the Clown Car in the final battle. She uses Mario's palette, so her dress is the wrong color if Mario is fiery. Mechakoopa: Getting the key to line up right was a little tough, but it turned out pretty well, I guess. Ninji: I'd rather he wasn't green, but he needs to have the same palette as Mechakoopa in order to change dark when he's not in the spotlight. Yoshi: Had to compress Yoshi's nose a bit to fit him within the allotted space, but other than that, he's looking pretty good. Haven't done baby Yoshi yet. Mario: Here's what I have so far on Mario. I still need to do graphics for sprinting, holding an item, swimming, and climbing. I had to redo Fiery Mario's palette because he looked really messed up otherwise. It's sort of Wario-esque now. I'm not sure what to do about little Mario. I'm actually thinking I'll try replacing him with Baby Mario instead of just doing a big adult head on a little body. To do: Sumo Bros. Chargin' Chuck Buzzy Beetle Bony Beetle Banzai Bill Torpedo Ted Blurp Cheep Cheep Rip Van Fish Fishbone Big Boo Eerie Fishin' Boo Munchers Dino Rhino Dino Torch Blargg Reznor Grinder Chainsaw Fuzzy Ball 'n' Chain Urchin Floating Mine Sparky Hothead Podobo Fire Snake All Koopalings Any critique is welcome at this stage. (edited by icegoom on 03-08-06 05:39 PM) (edited by icegoom on 04-13-06 04:05 AM) (edited by icegoom on 04-13-06 11:58 PM) |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Hmm... No idea why the images wouldn't show up for you.
Everything fits into the game fine, size-wise. I think Mario and Yoshi look pretty great, but some of the enemy animations aren't the smoothest looking. (Of course, you can only get so smooth with two frame animations) Once I get everything changed to my satisfaction, I'll release a graphics-only patch that anyone can use. I think these sprites will fit in well with graphics ripped from non-Mario games. Anyway, does anyone have an opinion on which Bob-omb is better? I'm leaning towards the bottom one. Any ideas for the third (currently unmodified) Boo Buddy? And does anyone know of anything better I can do with Porcupuffer? |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by d4s-felinian No, they work fine in-game. I've tested all of these. Originally posted by FPI-felinian Yeah, the moles gave me trouble. The front foot and arm don't look quite right on Monty, but he runs fast enough in the game that it doesn't look that bad: Originally posted by Zachio-kitten Yup. I accounted for that: Originally posted by Juggling Joker-kitten The koopas' palettes only gave me eight colors to work with, so I did what I could to make them look smooth. They're not my favorite sprites of the bunch, but I was limited by a tile in the upper right corner that had to remain blank. Some more screenshots: (edited by icegoom on 03-08-06 05:40 PM) |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by SoNotNormal-felinian I based it off a screenshot of Super Princess Peach, and it looked basically the same as SMW there, too. Not all that much you can do with it because of the way the tiles are laid out. The problem I have with it is that the animation looks kind of bad when it's getting ready to erupt, so I might redraw the second two frames. Originally posted by THE ONE-felinian I opened the tiles in YY-Chr, then copied and pasted them out into a program called GraphicsGale to edit them. Once I was done, I just pasted them back into YY-Chr and inserted them into the game with Lunar Magic. Originally posted by Sickness-felinian Glad someone likes the idea. Small Mario seems to be an idea Nintendo has kind of moved away from. Originally posted by Techokami-felinian Ooh, that'd be nice. Originally posted by HyperNeko I'm open for suggestions on what else I could do with Thwimp. I guess I could just clean up the older sprite a bit, but I never really liked the exp Originally posted by Agent Smith Heh heh. Speaking of fish, new Cheep Cheep: (Or Blurp. Whatever they're named in this game...) Tried to make the animation a little more 3-D by having him turn towards and away from the camera, but I'm not sure how well it worked. And here's a start on Morton: He'd look better with a proper grey palette, but I can't figure out how to change the Koopa Kids' palettes with Sprite Paint. His running animation is limited to just his feet moving, so it can't look that great. He shares a lot of tiles with Roy and Ludwig, so this is subject to change it messes up the way they look. (edited by icegoom on 03-08-06 05:42 PM) |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Here's how he looks in-game:
If anything, I think I need to lighten his strands of hair so that they'll stand out. I just can't do much with his running animation since he only has two frames, and only the rightmost tiles on his lower row change. Alternating legs together, legs apart is about the best I can do. (edited by icegoom on 03-08-06 05:42 PM) |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by Chaos Force Well, crap. I wonder if I'm out of bandwidth for the day, or for the month? Probably not a great idea to move stuff from one free server to another, but I guess I'll put the images on a geocites account. Originally posted by iChu I'm going to leave the environments alone and let whoever uses the sprites choose their own ExGfx or whatever. I'll probably try original environments when I do my own hack, though. Originally posted by Mattrizzle Cool. I'm going to play around with this later. Originally posted by Stephan Reiken Heh, if I can figure it out, that'll be useful. I'm already using Sprite Paint, but I'll look into SMW Dev. OK, so while I move the images to another server, here's Banzai Bill and Big Boo: These big sprites have a lot of mirroring that limits me a bit in what I can do. I wish I had a bit more room for Big Boo's face, and his arms are a little messed up when he's turning. Oh well. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Well, the Yoshi's Island sprite I sort of based the Porcupuffer design on was red, so that's not a bad idea. New palette in action:
I'm not a big fan of the dithering effect Nintendo used on the water, as it makes anything below the water line look kind of crappy. Here's Fishbone: I changed it into more of a Sharkbone, which I maybe shouldn't have done since my goal is to make better looking versions of SMW's sprites instead of replacing them with other Mario enemies. Should I keep this, or just try to improve the SMW's existing Fishbone design? |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by Radiation Well, it does suck when every hack ends up looking exactly the same, but I'm not really expecting these to become all that widespread. This is more about the process of spriting for me anyway. I just like finding ways to fit new images into the space allotted by the game. Originally posted by Alastor the Stylish Originally posted by Imajin Yup, that's it. Originally posted by Alastor the Stylish I just turned off the background and took pictures of Big Boo the way he appears in the game. Here's full screenshots: If you think I faked those screenshots, I'll have a patch released in a week or so and you can just see the animation for yourself, I guess. Originally posted by Alastor the Stylish Are you referring to the sprites clashing with the background, or are you saying that the style is inconsistent between different sprites? I'm trying to get everything done in a unified style, but I'm working from so many different sources that stuff is bound to clash, I guess. Can you point out specific sprites that don't match with the others? Originally posted by HyperMackerelOriginally posted by icegoom Heh. That's beyond me at this point. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by Alastor the Stylish Those are different frames. Big Boo has four frames of animation: (And of course each is mirrored for when he's facing the other way) Side view, three quarters view, front view, and then bashfully covering his eyes when you face him. I was too lazy to capture the three quarters view for my first standalone image of Big Boo, but I guess there it is in the screenshots. Originally posted by asdf The hit boxes don't really bother me, since that white star thingee that shows an impact sort of covers up where exactly on the sprite Mario's making contact. It's not going to be noticeable on Bullet Bill, but admittedly it might look like Mario's stomping air if you look extremely close while stomping Banzai Bill: I like the proportions of Banzai Bill enough that I'm reluctant to make him any taller, though. The hit boxes in this game are already sort of screwed up anyway. Super Mario riding Yoshi has the same sized hit box as small Mario, for instance, so you can get enemies going right through Mario without hurting him sometimes. As for the blue climbing Koopa, yeah, there's no such animal. I was getting the images straight out of YY-Chr and just decided to vary the colors instead of showing all red Koopas. In retrospect, I probably should have shown a yellow Koopa in there somewhere. Anyhoo, here's two options for the Sumo Bros, one making him look like a Hammer Bro, the other running with the sumo theme: I made the Hammer Bros. version with a spikey helmet because you can't stomp a Sumo Bro. (The official artwork for the character has no spike on its head, but Nintendo added one to SMW's sprite to indicate that you can't stomp it) I think I like the sumofied version more, but yeah, it's not clear you can't jump on it. I'm not completely satisfied with either of these as they are, so whichever version I choose will get some refining done on it. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by ZTaimat I just haven't figured out how to change Bowser's palette yet. I think there's a tool to do that, but I haven't messed with it yet. Originally posted by NES Boy Ooh, thanks. It's hard to find good pictures from the 3-D Mario games. OK, here's a start on Baby Mario: There's just enough there that I can run around and jump. The sprite's looking a little cramped, I think, so I might need to simplify his design a bit. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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I love me some mariomonsters.com. I've been using that site quite a bit to find references.
If I were to use ExGfx to put in both Sumo Bros, would I be able to put both in the same area, or would I say put one type in Cookie Mountain and the other type in Funky? Here's Reznor: I couldn't find much of anything else in the Marioverse that resembled Reznor, so I found a sort of blurry picture of a triceratops enemy from Wario World and used that. Maybe not the wisest choice since Wario games are sort of different stylistically than Mario games. Does this look like it would fit into a Mario game, or should I go closer to the original design? |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by NES Boy Awesome! I've been sort of putting off Buzzy Beetle since I didn't have a reference more current than Paper Mario. I'll definitely use that. Speaking of Beetles, here's Bony Beetle: The crumbling animation on the end is meant to apply to both Bony Beetle and Dry Bones. I guess it works all right for both, but I preferred the old animation I had for Dry Bones. Comparison: |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Whew, haven't had internet access for a few days now, but I've kept up work.
Originally posted by NES Boy Originally posted by Ice Ranger Heh. I'd almost forgotten about the sprites that change after you beat Special World. I've left my save file incomplete on purpose so that I can easily go to any area and see how the sprites are looking, and I'm still working on Koopas. Originally posted by PrincessPeach Utilizing the Sledge Bros. was my original thought, but the Sumo Bros. are short enough from their crouching posture that I just couldn't fit everything in and make it look right. I've pretty much decided to to use the Sumofied version at this point. (That's what I have inserted in the game, and I like the way it animates) Originally posted by Glyph Phoenix I'm only really given seven colors to work with on the Koopas: white, black, orangish skin tone, reddish skin outline, and then three shades of red, green, blue or yellow. Most other sprites also use one of the Koopa palettes, so I've had to be creative with color useage on virtually everything. I really should be trying to learn SMW Dev to expand my sprite palettes, I guess.
The bigger one is tall enough that I ran out of room at the top to do a proper wick, but yeah, I'm working on it.
Pokey's current design has the flower on top of his head, but he is stompable in the newer games... I could try going spikey again.
That is the way Nintendo originally did it, and the cloud does sort of hide it: But I attempted to fix the problem anyway:
I am getting a lot of complaints about Monty Mole. Here's what I used for reference, from Mario Party Advance: I'm not that familiar with Paper Mario. Is it like this?: Looks like he's got a red nose, white lips, whiskers, and sunglasses? I could give that a shot.
Yoshi's got a much smaller body now than he did in Super Mario World. He's become much more frog-like than dinosaur-like over the years. I tried to make a compromise between the old style and new. The way the tiles are arranged forces him to be more elongated than I'd like. I'll see what I can do about tweaking his proportions.
I wasn't really planning on doing all the environmental stuff, but I am considering it now. Tiles are harder than sprites because they can be combined so many different ways and you have to account for all of the possibilities. I do think that I'll still release a sprites only patch first so that other people can check them out, and I'll go from there. I want to do my own hack eventually, but I will make use of whatever work I do here in that. Originally posted by eternaldragonx Heh. Never tried Zelda sprites. You'd have to let me know what style the rest of your game was in before I could attempt Link. OK, here's what I've got done over the past several days: Buzzy Beetle: Couldn't get red glowing eyes to look right, so I just made them white. Blargg: Stayed with dino form instead of going the Yoshi's Island route. Not my ideal palette, but I couldn't figure out how to change anything except for his eyes poking out of the water before he lunges out. Ball 'n' Chain: Made it spikier looking. The chain link stayed pretty much the same. Podobo: Got rid of the flashing look and gave him a glowing mouth like in Yoshi's Story. Not sure about this one... Dino Rhino and Dino Torch: Redrawn to look more like Nintendo's artwork. I should probably take this approach if I redo Reznor. P-Switch and Feather: Randomly redrawn items... Blurp: Nothing too exciting here. Yes, I'm calling this fish Blurp and the red flying ones Cheep Cheeps. I'm thinking Nintendo's name switch is one of those Birdo/Ostro things where they just screwed up. Rip Van Fish: He has teeth now and generally looks a little more psychotic when he's chasing you. Torpedo Ted: Yup, that's an underwater Bullet Bill, all right. Urchin: Redrawn to look a bit more like Nintendo's art. Not entirely happy with its spines, but this thing is so heavily mirrored it's a bit hard to work with. Baby Yoshi: Went with their look from Tetris Attack. Iggy and Larry: Well, this is how I wanted them to look, but it turns out they share hair, so this isn't going to work. Thereare two unused hair tiles that were apparently meant for Larry, but they're not programmed in. I'm going to have to figure out some hair that will work for both of them, which won't be easy since they have such different hairstyles... Baby Mario: This set's almost complete. Just need to do climbing graphics and some cutscene stuff. Mario: Getting closer to done. I just need to do cape stuff and some cutscene graphics. The flying graphics are going to be tough, though. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by Dart Zaidyer Heh. I was wondering if anyone would try inserting stuff from the spritesheets before I got the patch done. Yeah, these are going to be completely free for anyone to use. I'm going to modify them a lot further to fit the theme of my own hack anyway. I've been pondering what to do about Luigi. I'd probably go something like this for him if I gave him his own graphics: I saw a patch for separate character graphics in Advanced ROM hacking, but haven't bothered to apply it. Does it create any sort of glitches? Haven't got a whole lot to show right now. Lil Sparky and Hothead: I went with a Paper Mario sun-like look. I could also go more electrical if these aren't working. And I started working on blocks and coins, which I maybe shouldn't be doing for the sprite only patch: Question block and coin are based screenshots on the New Super Mario Bros. I spent quite a bit of time trying different ways to animate the question block, but nothing was really working and I sort of like it still. I'm going to experiment with some other styles of coins, I think, because the outlines I have look kind of rough against light skies. I'm not sure the lighter outlines are working on the face blocks and I might need to switch back to black outlines on everything. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Smallish update time. Haven't done a whole lot the past few days since I'm kind of stuck not wanting to do all the Chargin' Chuck varieties...
Originally posted by Glyph Phoenix I was going to do Paper Mario Beetles before they released the new SMB art, but I really think I prefer Buzzy's new look. I could do an alternate head pretty easily.
I think that Dino Torch looks all right, but Dino Rhino is kind of messed up. I drew his snout from a profile view and his eyes and ears from a three quarters view, so I just need to correct the perspective problem, I think.
Aw, I really like the way he looks with teeth... I guess they're easily enough erased, though. Just blot some black over them. Most hacks I've seen replace Rip with Blooper, and I seriously considered just drawing a new Blooper sprite to replace him, but I guess someone might want to use Rip.
I do want to change some the character tilemaps a bit, but I haven't opened up a hex editor yet and tried it. I've only ever changed tilemaps around in the original Super Mario Bros, so I don't know if Super Mario World's going to be as easy to figure out. Can anyone point me towards some offsets?
I still think these would work best with ExGfx ripped from other SNES games. I can try changing all the environments, but anyone using these should probably be trying to build their levels out of something other than Super Mario World's default tiles. Also, I would like some feedback on how these animations actually look during gameplay, which spritesheets and screenshots can't convey all that well. Consider the sprites only version a demo? Dragon Coin: Better portrait of Yoshi on the coin. ! Blocks: Um, they're multi-colored. Yoshi Egg: Basically the same as the old one, I guess. Spiny Egg: Just didn't bother doing these when I did Spiny earlier, I guess. They look pretty good in game. Grinder: Went for a little more realistic of a look. Bowser Statue: I like the greyscale palette. It's easy to work with. Chargin' and Clappin' Chuck: The two Chucks I've bothered with. I really hate these guys and am inclined not to sprite them, but I'm obliged to give every sprite in the game equal treatment. (We lost out on Hammer Bros variety for these chuckleheads. Yeah, football players fit into the dinosaur land theme so much better than evolved turtles tossing around caveman looking hammers...) Basically I've just added some detail to the heads and changed their uniform to more closely match the character art. I've still got a bunch of varieties of these things to get through... |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by Glyph Phoenix Since I've not really tried using ExGfx yet, I speak pretty much in ignorance when I say things like, "Oh yeah, um... these sprites will work with that whole... uh, ExGfx thingee." I've seen screenshots that mix environments from other cartoony 16 bit games with All-Stars Mario 3 graphics and end up looking pretty decent, so I just assumed these could be used the same way. Just for fun, I decided to see what the sprites might look like (badly) inserted into some other games: DISCLAIMER: FAKE SCREENSHOTS FOLLOW Lost Vikings II: Lester the Unlikely: Bugs Bunny - Rabbit Rampage: Donkey Kong Country 2: Demon's Crest Castlevania - Dracula X Um, so yeah, they don't fit all that well. The problems are proportional on most of them. Mario sprites are small compared to most other games. I guess SMW sprites will always work best with SMW environments, so I will work on foreground graphics some before I release anything. Originally posted by Glyph Phoenix Originally posted by GGSCruel Justice Heh heh. I maybe exaggerated a little about how much I hate Chuck. (I never have thought they fit the game's theme, though) I did take a good amount of time trying to make the heads look right, and I had a running animation I thought looked pretty good, but it didn't work once I inserted it into the game. Chucks are pieced together kind of weirdly, so some of the body frames I just did glorified recolorings of the original bodies to make sure nothing would be too glitchy-looking. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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I have no plans to use graphics from any of those games. I'm sure all those screenshots would be extremely difficult if not impossible to replicate in Super Mario World. I was just pasting my sprites on top of screenshots from a wide range of SNES games to see how well they'd fit in with other styles.
My own foreground graphics are going to stick with the style I've been using for the sprites. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by NES Boy Hee hee! Cool. Originally posted by Skyon The plan at this point is just to try my hand at redrawing the terrain tiles the same I am the sprites. In fact, I got a bit of a start on the foreground stuff this afternoon. Some tentative shots: Palettes are the most subject to change, since I'll probably find other places in the game where stuff is screwed up. Editing the environments isn't as difficult as I'd convinced myself it was going to be, so I'm definitely going to keep this up. How's the terrain looking? Does it still look like a Mario game? I continue to use screenshots from Super Princess Peach and the New Super Mario Bros as my main inspiration. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Originally posted by asdf I'm not satisfied with the pipes yet, either. Those are basically a rip from Super Princess Peach, but I don't have nearly as many colors to work with and I'm going to need to figure something else out. Originally posted by MikeOShay The line through the center of the sign is supposed to signify that it's made of two boards nailed to a stick. Originally posted by Zachio I'm not real happy about all the plain green in the center, but that's the way the tiles are assembled. I should probably use the map16 editor and make it have individual leaves visible everywhere. Originally posted by Glyph Phoenix I don't even own a DS, so I haven't actually played it. I've just seen some screenshots and liked the style that was sort of an intermediate between Super Mario World and Yoshi's Island.
Originally posted by Juggling Joker Yeah, I am struggling with palettes. Such a wide variety of different objects share palettes that it's hard to tweak one and not mess up something someplace else. The ground's palette was more high contrast, but I didn't like how "textured" it made things look: The solution is probably to just revert the ground pattern to sand grains instead of the dirt look I was going for there. I do need to fix the koopas' palettes. If plain white wasn't hard-coded into the game, I'd change it to a very light yellow to help things out, but since that's not an option, I need to lighten the skin tone. Here's every enemy so far that uses a blue palette (I really should probably change that Hammer Bro green...): OK, so I've got to try to brighten the koopa's skin while keeping it nicely outlined against any environment and not mess up any of the other sprites: That's a lot more yellow, and the koopa maybe looks better, but some of the others lose visual clarity. Heh. No one ever said spriting was easy. If someone else wants to try tweaking the palette, go for it. I can change some of the enemies to use other palettes, and some stuff's going to need redrawing no matter how I change things, I imagine, but I'm up for that. |
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icegoom Cheep-cheep Since: 03-06-06 From: United States Last post: 6290 days Last view: 6290 days |
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Heh. I lost my internet connection for a couple of days and just got out of the habit of updating. I'm still hard at work, though. I'm doing foreground objects mainly, and I also spent a lot of time overhauling the ending and the overworld. Here's some shots of the overworld:
The palettes are majorly screwed up in Vanilla Dome, Valley of Bowser, and Star World, so I'm having to devote a lot energy to fixing those a tile at a time. Here's a collection of random objects: Star block, key, keyhole, growing vine, note block, springboard, doors, bullet blaster, rolling coin, rideable skull, 3-up moon, Monty Mole's dirt. And a some small pieces of terrain work: (bridges and Ted dispensers) If you look closely at the Ted dispenser, there are some palette problems I haven't bothered to fix yet, but I'm aware of them. I've done some work on cave floors and lava rivers, but like a lot of stuff, it's in too incomplete of a stage for me to want to take screenshots. Enemy-wise, I'm just playing clean-up with some stuff I'd forgotten to do: Eerie: This sprite was pretty good to begin with, I just made mine a little smoother looking since I had no more recent sprites to work from. Boo Blocks: Yup, those Boos sure do turn into stones. I'm not sure the transition's that great, but oh well... Fishin' Boo: Wasn't sure what to do with this, so I made it look like one of those ghosts that pop out of the floor in Yoshi's Island. I probably could have made it look like a ghostly Lakitu or something. Opinions? Fuzzy: Looks a little more like its Paper Mario incarnation. Bullet Bill from other angles: Hardly worth showing. Just rotated the sprite I had and cleaned up the lighting a bit. Floating Mine: Mine is less detailed than the original, which probably isn't good. Modeled after the mines you toss Bowser into in Mario 64, although I'd need a blue palette for proper effect. Speaking of Bowser, updated Clown Car: I could show all the frames of animation, but I just didn't bother. Also made Bowser look a little more fierce than I had him before and probably screwed up his eyes in the process. Here's Yoshi cheering from the ending: And here's two versions of Peach: The top has a bit more facial detail, but the bottom is generally cleaner looking and I should probably go with that. Oh, and here's this: No idea how to change the palettes here, so I just used what I had... |
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