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06-03-24 09:37 PM
Acmlm's Board - I3 Archive - - Posts by Mr. Saturn
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Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 03-30-06 06:52 PM, in SMB3 Cannons Link
This is pretty neat, although one of the bullet bills in that last screen is layering over the pipe. I don't know how fixable (or noticeable outside of a screenshot) that is, but it might be something to look at.

Also, to Bio: I'm no master hacker or anything (I'm fairly new to this whole SMW hacking thing), but would it be possible to modify that metroid code so that it needs to be activated, a la Phanto from SMB2?
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 03-31-06 12:55 AM, in I'm at my wit's end, here... Link
Hello. I'm rather new to the SMW hacking scene, and am in need of advice, as I have the knowhow of a back of mulch when it comes to some of this.. So far, I've made an entire overworld (events and all) and 2 areas worth of stages. The trouble is, it's all without ExGFX or ASM hacking. I do apologize if this is something that's in the help file or on Google, but I've read and searched both, and can't find anything on this.

Now, this past week I've pretty much learned how to insert what few suitable downloaded ExGFX I could find into the ROM, but am having a bit of difficulty when it comes to making new sprites. I'm using MWR, and I understand how to edit the properties (i.e. how they die, edibility, vulnerability, etc.) but am having a bit of difficulty in the graphical department. As an example, I want two sets of Goomba sprites, one so that I can alter it so that it looks like a proper squishable Goomba, and the other so that I can convert it into a Shyguy.

I guess what my question is, is "Is there a way to copy specific graphics tiles so that I can edit them while keeping the original in tact?" I mean, I see no spaces for "new" stuff in YY-CHR, so I don't think I can exactly make new tiles from scratch and link these sprites to these graphics. And even if I can, I have no idea how I'd track that sort of thing.

Once again, I do apologize if these are silly "n00b" questions, but I'm practically tearing my hair out. I thank you in advance for any light you can shed on this.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 03-31-06 01:16 AM, in I'm at my wit's end, here... Link
Originally posted by Tatrion
Do you mind if you can only have shyguys OR goombas in a level?

If you don't, you can make a copy of the GFX file with the goombas and simply paste your shyguy GFX on top of it, and rename it to a ExGFX file and insert it.



That's perfect. Now I feel dumb for not thinking of that >.>; I was under the impression that MWR only accessed regular GFX files.

I'm still a bit confused as to how to link the graphics file to the sprite in MWR, though. Any tips on that?
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 03-31-06 01:29 AM, in I'm at my wit's end, here... Link
Ah, the kickable shyguys were what I was going for.

Squishable Shyguys wouldn't make much sense, really.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-03-06 06:15 PM, in some screenshots of my hack Link
They look pretty nice, except for the fact that your checkerboard floors have gaps that make it look wrong. I think layering one piece over the other would fix that, though.

Besides that, it looks fairly solid, though I'm not really seeing anything particularly innovative (however, that vine scene with the Bonzai Bill looks like it could be pretty tough if done right)
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-04-06 06:17 PM, in getting the SMB3 mario graphics Link
I had a bit of trouble with this, too, at first. The thing is, the current objects are from a different tileset. you have to remove ALL those objects from that tileset and replace them with the SMB3 graphics. Use ctrl+Delete before you try to put your SMB3 graphics in.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-04-06 06:30 PM, in Opinions on my design... Link
I'm rather impressed. If you manage to make the "ancient" ? blocks, I think that might bring some real depth to the game. Of course, you could theoretically do ancient coins, as well...

The purple looks good, almost like a night time Kirby level. I think the trouble here, though, is that it's not enough different kinds of purple. One or two more darker shades of purple (in the foreground) would help add some variety. The enemies, coins, and blocks kinda stick out, though.

Cool Cobalt Ridge looks pretty nice, though it's a bit of a shock to see a blue level that isn't ice or water based

Your "grass" in the autumn level needs to be a bit more reddish, like the rest of the background. Also, if you want autumn, maybe you should add a layer 3 "falling leaves" effect? I'm just musing here, though. More trees (forest style) might also be good.

Your pink cutesy level (reminds me of bubble gum ) is good for the aim of it, but the fact that the water is so ice-colored is a bit blinding. If you could make it more... transparent, It'd be great, though.

All in all, I really like it. I'm not the type that is particularly "annoyed" by SMAS graphics, but you used them in a way that makes them seem unique again.


(edited by Mr. Saturn on 04-04-06 05:30 PM)
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-04-06 06:36 PM, in getting the SMB3 mario graphics Link
nononono, in LM, hit ctrl+delete, and it will ask if you want to remove all objects, sprites, and exits from the level. Click yes, and your level will be clear. Then, using the Direct Access option in the Add Objects window, add your SMB3 tiles. Unless there's a simpler way to add them that I don't know about, you're pretty much forced to do it that way.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-05-06 03:45 PM, in getting the SMB3 mario graphics Link
Originally posted by Smallhacker
Uh... He's talking about ripping the SMB3 Mario sprite, not inserting SMB3 blocks.


It didn't appear that way to me, but fair enough.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-05-06 04:55 PM, in I'm thinking about quitting. Link
While it's certainly your own choice whether to quit or not, I think that if you stick it out, you will have a lot more fun.

If my own experiences starting out are any indication, extensive rom hacking is slow to start, and while doing quick "remake the levels" hacks is tempting, it behooves you to learn those more advanced tactics so that not only is your current hack better, but you learn more for down the road. And with knowledge and creativity, you can make great work. If you don't want to work hard, don't expect a well-recieved hack.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-06-06 04:18 PM, in Custom Sprite: Bad Shroomy - Opinions Please Link
Wow, that's kinda neat. Although, I think it'd make more sense if it were colored like a SMAS Poison mushroom. (purple and dark mushroom) Hell, if you can't get the "poison balls" to work, you could have it throw poison mushrooms (like, the actual item). *shrug*

What's scary is I was thinking of something similar to this, but a fake Mario (Bizarrio?) Of course, I'm far too inexperienced to actually MAKE one, but that's besides the point.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-08-06 01:08 AM, in Redrawing every sprite... Link
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?
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-08-06 04:29 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
Heya. I'm trying to make some ExGFX for my levels, but am experiencing a bit of a difficulty. When saving these files,(made from scratch) they end up as 8 KB files as opposed to 4 KB files, despite being smaller in terms of quantity than most files I've downloaded.

Also, I guess I can post it so you can see what I'm working on. Artistic input would also be appreciated.

(Edit: Deleted this image. I've moved on, as it were )

As you might have guessed, it's a goomba-themed greco-roman style set for my first area. Now, for the actual file, I've separated it so that it utilizes space more effectively.

The only thing that isn't hand (mouse?) drawn here is the smaller goomba statue, which is probably going to be used as a top of the post (if you ever look at greek architecture, you'll get what I mean.)

The larger statue is supposed to be somewhat like statues of Caesar and such, hence the pose. He was originally going to have a Roman Centurion helmet (the plumed ones) but I can't draw, plus it was way too big for my liking.

Anyhoo, opinions, comments, ideas as to how to make the file of a proper size?


(edited by Mr. Saturn on 04-08-06 03:30 PM)
(edited by Mr. Saturn on 04-11-06 06:49 PM)
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-08-06 04:46 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
That worked perfectly. Thanks!
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-09-06 04:26 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
yeah, I knew that the big goomba was pretty dopey looking, but all the "newer" reference pics I looked for have a trapezoidal shape (specificially, this one ) so I was more or less on my own as to how fat, thin, or in my case nonexistent, the cheeks were. These were very preliminary pieces, and more for the basic idea of the look than a "I want to use this and only this" option.

I very much appreciate the (mostly) constructive criticism, and I'm probably going to use most of these ideas.

I'm definitely going to fix the larger goomba (although I doubt the cheeks will be that thin) and may or may not replace the black with a darker grey(depends on what SMW palettes let me get away with). Of course, this is YY-CHR, so I'll have access to more feasible colors via LM.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-09-06 06:23 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
I very much like the texturization and the changes look good, except for the broken pillars. They don't line up, and I'd like it to look like if you took the fallen broken pillar and the upright broken pillar and put them together, it'd be a whole pillar again. I do appreciate the artistic eye, though ^^;

Edit: using the input, I've changed the pieces, and have compiled a screenshot



I know there needs to be grass, which is what I'm working on next. However, Right now I'm just talking about the pillars. I might also add some more greek-style architecture, but I'm not sure.


(edited by Mr. Saturn on 04-09-06 05:24 PM)
(edited by Mr. Saturn on 04-09-06 05:56 PM)
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-11-06 07:32 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
Well, I've been adding to it, and have made the lintels (top supports) and roof. However, I've come across another problem. I want to be able to have Mario slide down the roof, and that works fine, However, two tiles seem to be particularly finnicky, resulting in



this. I'm using 16E for the left facing slope and 191 for the right facing slope, as they seem to be the only ones that fit the design. But mario walking up them results in him passing through until he hits a solid piece. Are there alternatives to this tile, or am I pretty much SOL on this?


(edited by Mr. Saturn on 04-11-06 06:34 PM)
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-11-06 07:44 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
Originally posted by Skyon
It's okay, but I'd make more shading designs to give it a somewhat more realistic look, like on SMAS, but that's just me...


Do you mean anywhere in specific? Because if you mean the roof, that's still a work in progress, I'm just trying to get the "acts like" down first. And the pillars aren't exactly easy to shade, given the palette I'm using.
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
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Posted on 04-11-06 07:51 PM, in Creating my own ExGFX. Hit a bit of a snag... Link
Originally posted by Skyon
Originally posted by Mr. Saturn
Originally posted by Skyon
It's okay, but I'd make more shading designs to give it a somewhat more realistic look, like on SMAS, but that's just me...


Do you mean anywhere in specific? Because if you mean the roof, that's still a work in progress, I'm just trying to get the "acts like" down first. And the pillars aren't exactly easy to shade, given the palette I'm using.


Yeah that's what I meant more specifically, but since you said it's in progress then it's cool then, but all in all you've done a good job.


I do thank you for your compliments, especially given how much I liked your screenshots.

I just hope I have room for grass and terrain by the time I'm done >.>;
Mr. Saturn

Bronto Burt








Since: 03-28-06

Last post: 6319 days
Last view: 6314 days
Posted on 04-12-06 03:24 AM, in Creating my own ExGFX. Hit a bit of a snag... Link
Originally posted by FPI
Originally posted by Mr. Saturn
Well, I've been adding to it, and have made the lintels (top supports) and roof. However, I've come across another problem. I want to be able to have Mario slide down the roof, and that works fine, However, two tiles seem to be particularly finnicky, resulting in



this. I'm using 16E for the left facing slope and 191 for the right facing slope, as they seem to be the only ones that fit the design. But mario walking up them results in him passing through until he hits a solid piece. Are there alternatives to this tile, or am I pretty much SOL on this?


Place a tile which acts like 10C below 191 and a tile which acts like 1D8 below 16E. That should fix your problem.


well, 1D8 seems to work, but 10C doesn't. Thank you very much, though.

(edit: I looked at the tileset map, and figured you meant 1DC, which works like a charm, thanks!)


(edited by Mr. Saturn on 04-12-06 02:45 AM)
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Acmlm's Board - I3 Archive - - Posts by Mr. Saturn


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