(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
05-17-24 10:22 AM
Acmlm's Board - I3 Archive - - Posts by icegoom
Pages: 1 2 3 4 5 6 7 8 9 10
User Post
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 01-10-07 02:05 PM, in 15 colors for Shared Sprite Palettes C and D Link
Ha ha! I was about going to shoot back with a "Nuh-uh! I totally tested this by first entering a level with no custom palette and it worked," but to my shock, I looked at the level in question and it had a custom palette enabled. I guess it's so ingrained in me to load a palette file immediately on creating a new level that I'd done so without realizing. So, um, yeah, I'm an idiot and no one should do this.

OK, at least I understand how this has been happening, then. In order to have Yoshi or a mushroom in the item box, I have to have entered a level with custom palettes. (Since I use custom palettes in every level) I was wondering why this wasn't saving the custom colors over palettes 0-7...

I apologize again for posting this without more thorougly looking into it. I thought I'd found the solution to a problem that'd been bugging me for a while and got all excited. Thanks for straightening me out, Smallhacker.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 01-14-07 05:23 PM, in Odd sprites in SMA2: SMW Link
When you're playing as Luigi and you're riding Yoshi, Yoshi has the ability to hold any enemy in his mouth and spit it out. The enemy rolls until it hits something, then explodes. Those all look like rolling enemies to me. (I don't quite get the weird Koopa shell and the two Wiggler heads, though)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 01-19-07 08:02 AM, in Sprite Tool, public test release Link
I believe those sprite graphics are ripped directly out of Super Mario All-Stars, so their colors are arranged to work with that game's palettes instead of SMW's. You could use All-Stars savestates to find out what the exact colors are, but you'll still need to manually input them into a custom palette in Lunar Magic.

You can use the following images to help you make your palettes if you want. Open them in a paint program, eyedropper on a color, then open the windows color picker to see the RGB values. Open Lunar Magic's palette editor and manually copy the RGB values over. This is pretty labor intensive, so if you don't want to match the All-Stars palettes exactly, you can just try mixing your own colors on the spot. As long as you have a color that's the general correct tone in the right spot, the sprites should look fine.

Starting with the Goomba:



The palette's arranged like this: transparency, white, black, three shades unused by the goomba, three peachish orange shades for its body, a yellow for the shine on its feet, three brownish orange shades for the head, then three more unused shades. This thing could be pretty easily recolored to use SMW's standard yellow palette if you wanted to go at it with the fill tool in a tile editor.

The Frost Goomba's palette would be made by changing all the browns into blues.

SMB2 enemies:



Albatoss, Tweeter, and Porcupo all share the same red palette: transparency, white, black, three shades of red, three shades of peach, dark brown, three shades of purple, then three shades of yellow.

And Bowser:



The palette I'm using here is just me eyeballing it instead of using an actual All-Stars palette because I'm too lazy to play to Bowser and make a savestate... Anyway: transparency, white, black, three shades of green, two unused colors, two shades of grey, three shades of red, three shades of orangey yellow.

To bring this back to sprite tool, I've been trying to make a grey snifit. I've got him to stand still, always face Mario, and fire at a much faster rate than the red or blue snifits, but I haven't figured out how to get him to hop up and down as he fires. I tried copying the code for Birdo's hop over, but couldn't get that to work. I then tried using some of Ninji's jumping code, but so far I've only gotten him to hop for a split second. (It just looks like a little jitter unless you watch him in slow-mo) It'd work better if I had some idea what I was doing, I guess...
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 02-10-07 01:08 AM, in SMW ROM addresses Link
Finally! Dry Bones and Bony Beetle's crumbling animation:

Frame 1:
xE654 (4E)

Frame 2:
xE65E (2E)

(Each frame is three 8x8 tiles wide and 2 tall. The value entered is the upper middle tile. The tiles to the left and right are automatically selected to make up the frame. It'd be a nice space saver if someone could figure out how to make the animation frames just use one 16x16 tile...)

and Fishin' Lakitu's Pole:

Rod:
x168A8 (AA)

Line:
x16907 (89)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 02-10-07 01:19 AM, in Super Mario Quest Link
SMAS graphics aren't my favorite, but they're considerably better looking than SMW's butt ugly original graphics, and Pac's using them well.



I still think you need to prevent the player from jumping out of the water here. You've said you don't like the idea of an invisible tile ceiling, but this level would be insanely easy without one.



Seeing a SMB3 Boo and a SMW Big Boo next to each other is making me wonder what a SMB3-styled Big Boo would look like... Probably a single tail instead of that split number, thicker eyebrows, and a white glowing outline would do it... Not really a criticism, just thinking aloud...



I agree that the SMW graphics look out of place here.

All in all, the levels are looking much more like NES levels in design than typical SMW levels, so I imagine that will make this hack stand out. Now get back to work on it!
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 02-10-07 08:10 PM, in SMW style Spriting Tutorial Link
I fully support people making their own sprites, but I wouldn't recommend following that tutorial.

I don't even believe there's such a thing as "Super Mario World style." The sprites in SMW look to have been done by a bunch of different people under heavy time constraints with no unifying art design. This is not something that needs to be emulated. (SMW's got pretty much the ugliest sprites in the entire Mario series, beaten only by the original SMB. Seems like when Nintendo's artists got a new system to play with, they had no idea how to fully utilize its graphical features)
Originally posted by AJ Nitro's Tutorial
The Outlining: As you can see, Mario's and Koopa Troopa's outline is in Colour, while the Monty Mole is in Black. That is because the sprites have more walking poses than others, but the Mole only has two.

Huh? No, it's because there's no dark brown in Mario's palette with which to outline the Mole.

The coloured outline's colours always depend on what's being outlined. For example, Mario's hat is red, so it has to be outlined in a darker red. But Koopa's shell design is black which is because it makes the red line look soild and part of the shell.

If they could have outlined Koopa's shell in a darker red, they would have. Koopas have seven colors while Mario has fifteen. Black was the outline color they had available. It doesn't make it any less ugly.

See Mario's hand that's not outlined in another shade of white? That's because outlining it in another shade of white would make it transparent. Since it's a solid object, you outline it in a dark colour such as brown or black.

No, it's because Nintendo was so bad at picking the colors for Mario's palette that they couldn't be bothered to include a medium grey tone and had to use an ugly brown instead.

But Koopa's eye isn't outlined at all because it's not a completely solid object. Get it?

Um, no, I don't get it at all. Koopa's eye is less substantive than Monty Mole's belly or Mario's hand? Also, why do shelless Koopas have no outlines at all?

The objects such as these have no outlining what so ever. The reason is either because the object isn't solid or because they're transparent. Objects that are hard to see such as the Ghost Lakitu's cloud can be seen easier in a darker background. See the difference?

There's pretty much no consistency in how fire is drawn in SMW. Podobo has an outline, Lil' Sparky doesn't. Again, it's different artists working under time constraints. Fishin' Boo's cloud, like Lakitu's cloud, is created from four dust clouds. If the dust clouds were outlined, they'd have ugly lines running through the middle of the cloud.

The Shading: If you notice these sprites, the shaded part is at the bottom of the sprite's objects while the brightest shade is at the top of the sprite's objects. But the white parts of every sprite has no shading, so you don't have to worry about shading the white colours. Look at the white part of Yoshi's nose. That mean it is a smooth object. The smooth objects are shiny which are the closest to the top of the sprite.

SMW's shading is completely inconsistent. For example:

But if you look at the Bob-omb, you'll see that it's completely black with no shading or outlines what so ever.

Because SMW's Bob-omb is pretty much the laziest sprite I've ever seen. It's less detailed than his NES sprite! If ever there was a sprite that should be shiny, it's Bob-omb.

The Banzai Bill is black too, but it's a very smooth object, so make some brighter shades as you get to the top. Just imagine that the Spark is a light. It's at the north east corner, so the light comes from that direction.

Banzai Bill is also lit from the bottom, because the top tiles are mirrored to make make the bottom of the sprite. It's a tile saving shortcut, but it completely kills the light source.

The Movements: Most of the enemies have two walking poses. Unlike the Koopa Troopas that have three as they turn their bodies around.

It's laziness on Nintendo's part that they didn't give turning frames to Shelless Koopas, Goombas, Spinies, and Buzzy Beetles. The programming's there, but they couldn't spare the graphics space, I guess.

When an enemy walks, they move their bodies left and right if they have two feet. Take a look at the Goombas and how they move their bodies. See? That's what I mean. But enemies such as the Buzzy Beetle have four feet. They don't tilt their bodies left and right, so it just sits still while their legs move.

The Goombas were obviously drawn by a better spriter than the Buzzy Beetles and Spinies. There's no reason four-legged creatures shouldn't tilt their bodies towards and away from the camera.

Same goes with the fishes. They only move their fins or their mouths.

Blurps tilt their whole heads up and down...

But the Wigglers have eight feet so they only move their middle body pieces up and down, one by one. When animating, just line up the feet or the lowest part of the body.

This is really dictated by the programming and not the spriting. I don't suppose it looks bad, though.

The Colours: The sprite you make won't be Super Mario World styled unless you use the correct colors. So here's a pallet to help you out.

His palette's all wrong. He took all the available colors and jumbled them together with no rhyme or reason. I'm guessing he's just spriting based on screenshots and not seeing if they'll work in the actual game.

Notice that there are some different shades of white. I said earlier that white doeesn't need to be shaded unless you're spriting Boo or Fire Mario because they have more white on their body. Eyes and the bellies have no shading remember that.

The sprites don't have shading on their bellies because there weren't grey shades available in most palettes. You can add greys with custom palettes, so there's no excuse not to use them.

When you use this method, you should come up with your own Super Mario World styled sprties like my Shy Guys here.

And his Shy Guy uses Mario's palette, so it would change color if Mario got a fire flower. It's also too big. That's all well and good for sprite comics or flash games, but this tutorial is of no use to anyone spriting for an actual SMW hack.

Whew, that probably all came across as a little harsh... Oh well. Go ahead and do your own spriting. Just don't use SMW's original sprites as your inspiration, because there's no real consistency there.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 02-11-07 01:20 PM, in Unused sprite graphics? Link


Hmm... Maybe? It's sort of similar, but there's no black outline and there's a white patch in the middle...

While we're on the subject of weird unused graphics, does anyone know what this tile from GFX09 is used for? I don't even know what color to render it in:



It's between Super Koopa's cape and Pokey's Body. It looks like water or dirt, maybe?
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6304 days
Last view: 6304 days
Posted on 02-11-07 02:17 PM, in SMW style Spriting Tutorial Link
Originally posted by Stephan Reiken
I do not see why Super Mario World has the worst graphics in the series. It, just makes sense. SMW has graphics that just flow to me. Graphics that go with eachother. Unifying art design, I do not see any instance where the design of any single tile or sprite contradicts the design of another in SMW. They all work with eachother and Mario.

"Worst graphics in the series" is an entirely subjective matter, but I think a good case can be made against unifying art design. Take the Koopas:



Shelled Koopa has outlines around all its limbs but none on its eye. Shelless has no outlines around its arms, but has an outline around the back of its eye. Shelless's nose is all flat in front and it has nostrils, while Shelled has more of a sloping beak and no nostrils. Blue Shelless is all hunchbacked with bigger feet and an entirely different head shape.

And what exactly is a Shelless Koopa wearing? Is it an undershirt, or a unitard? In some frames, its legs are visible, while in others, they appear to be covered by the same white fabric covering the torso. I wouldn't be surprised if the three different kinds of Koopas were each drawn by a different artist.

Now, look at Buzzy Beetle and Spiketop:



These are assumedly different varieties of the same species, what with them both being fireproof and living underground. And yet, Buzzy Beetle has four legs, while Spiketop has six. I'm thinking the guy who drew Spiketop was simply told, "It's a beetle with a single spike on its back that climbs walls." Maybe he was new to the team and didn't realize that in the context of the Mario universe, "beetle" means a primitive turtle creature with a hard shell instead of an actual six-legged insect.

There are numerous other examples throughout the game: The shading on Dino Rhinos is like nothing else in the game. Cheep Cheep loses a fin when it's flopping. Big Boo looks completely different from the Boo Buddies. Most of the Koopalings are fairly nicely done, but Morton, Ludwig, and Roy are hideous blobs of pixels that look nothing like the rest of the family. The Peach that throws a Mushroom out of the Clown Car looks nothing like the Peach that falls out when Bowser is defeated. And so on...

Bomb-omb isn't shiny, therefore has no shine marks.. it is simple. Doesn't make it wrong.

Bob-omb's made of the same black metal as Bullet Bill and Banzai Bill. They're shiny, Bob-omb's not. Nintendo goofed.

Mario's hand is oulined with brown... never noticed, looks fine. Close up maybe not, but it isn't close up. But the Transparent thing in the tutorial... not everything can be perfect,

The bright yellow tone in Mario's palette is pretty worthless. They could have colored the cape and his overalls' buttons with the lightest tan shade instead and put a grey in the open slot. Mario's palette was poorly chosen.

I don't blame Nintendo. They'd never worked with 16 bit graphics before and didn't know what they were doing. They've learned since then, but their first effort is pretty inept all around. It's your prerogative to like it, but that doesn't change the fact that it's all very amateurishly done.

Four Legged creature, they move forward but the body doesn't turn. It could, but then it would be moving its entire left/right side, both legs at the same time. Doesn't make sense, unnatural. A two Legged creature moves its left leg, and the body goes with it. It doesn't have to, but it is more interesting.

I suppose a four-legged creature can keep its head fairly level as it walks, but it would still give them more personality if they swayed around a bit.

I happen to like SMW graphics, they have more personality then SMB3, All-Stars edition or the rest of the All-Stars.

I agree that SMB3's enemies are rather lifeless-looking. SMB2's are just oozing personality, so don't lump them in with the rest of All-Stars. A lot of SMW's enemies do have a lot of personality, I'll give you that. (I particularly like Dolphins, Mega Mole, Torpedo Ted, and all the Boos) They could just be done a lot better technically is all.
Pages: 1 2 3 4 5 6 7 8 9 10
Acmlm's Board - I3 Archive - - Posts by icegoom


ABII

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

Page rendered in 0.012 seconds; used 402.20 kB (max 496.51 kB)