Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,501,598
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-29-24 04:06 PM
Guest: Register | Login

0 users currently in SMW Hacking | 1 guest

Main - SMW Hacking - New Custom Sprites New thread | New reply

Pages: 1 2 3 4 5 6 7 8 9 10 11 12

Sukasa
Posted on 08-31-07 05:39 PM Link | Quote | ID: 64408


Red Birdo
Level: 92

Posts: 435/2112
EXP: 7691335
Next: 65602

Since: 02-19-07

Last post: 4451 days
Last view: 3222 days
Yeah, I get that feeling too blackhole89. Feels wierd to sit there and watch everything else rocket ahead around you. When I started, custom blocks were The Next Big ThingTM

And Remnic, you may be right, but please remember you're not a moderator

Mattrizzle
Posted on 08-31-07 05:51 PM (rev. 3 of 10-03-07 07:49 AM) Link | Quote | ID: 64410


Red Cheep-cheep
Level: 33

Posts: 155/202
EXP: 226396
Next: 2783

Since: 04-21-07
From: United States

Last post: 2424 days
Last view: 2384 days
Posted by blackhole89
Mattrizzle: I think a bit more shading/darker shadows would not hurt the look of those sprites (that especially goes for the cannonballs, I always thought their SMAS look was weird...); otherwise, fairly nicely done.
How are these? I toned down the shadows on the Sky Pop and Marine Pop by sacrificing two more default colors in the grey palette. I also made subtle changes to the shading, and completely re-shaded the cannonball.


Top: old; Bottom: new

EDIT: Mirrored the cannonball graphic so that the specular light is coming from the top left.
EDIT 2: But, I didn't edit the dome of the Marine Pop...

____________________

blackhole89
Posted on 08-31-07 06:22 PM Link | Quote | ID: 64412


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 498/4196
EXP: 21538458
Next: 298143

Since: 02-19-07
From: Ithaca, NY, US

Last post: 474 days
Last view: 87 days



Yeah, the bottom version looks much better. Specular light coming from the top right rather than the top left looks somewhat unusual though...

Sukasa: I can consider myself lucky that the two main directions in which I advanced my SMW hacking efforts (SMAS music, RPGification) did not get much attention in the progress spree. Whoever made advances in custom blocks and sprites would be hopelessly obsoleted by now...

____________________



Sukasa
Posted on 08-31-07 06:44 PM Link | Quote | ID: 64414


Red Birdo
Level: 92

Posts: 438/2112
EXP: 7691335
Next: 65602

Since: 02-19-07

Last post: 4451 days
Last view: 3222 days
Still looks real nice. Although I don't think custom blocks have been obsoleted yet, there are still places where they are current, there's just been no progress in that section for a loong time. I haven't even touched my better blocktool WIP in practically a year

blackhole89
Posted on 08-31-07 06:46 PM Link | Quote | ID: 64415


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 499/4196
EXP: 21538458
Next: 298143

Since: 02-19-07
From: Ithaca, NY, US

Last post: 474 days
Last view: 87 days



Not custom blocks have been obsoleted, but the achievements of those who could earn praise for a timed switchable on block two years ago. It probably would better have been worded as "they're old news by now".

____________________



Mattrizzle
Posted on 08-31-07 07:01 PM Link | Quote | ID: 64416


Red Cheep-cheep
Level: 33

Posts: 156/202
EXP: 226396
Next: 2783

Since: 04-21-07
From: United States

Last post: 2424 days
Last view: 2384 days
Posted by blackhole89
Yeah, the bottom version looks much better. Specular light coming from the top right rather than the top left looks somewhat unusual though...
Yeah, I'm kind of uncertain as to what to do about that.

In SMW, most graphics are designed facing left, so the light source is pointing at the front of the object, even when the object is mirrored.

However, mikeyk's Marine Pop is facing right by default, so in order to make it match the rest of the objects, I made it so the light source is on the right when facing right.

____________________

Aiyo
Posted on 09-09-07 02:26 AM Link | Quote | ID: 65049

Newcomer
Level: 4

Posts: 1/2
EXP: 220
Next: 59

Since: 09-04-07
From: -heaven-

Last post: 6077 days
Last view: 6075 days
You know what would be cool? Kuribo's shoe.

____________________
Photo Sharing and Video Hosting at Photobucket

Remnic The Hedgehog
Posted on 09-09-07 06:18 PM Link | Quote | ID: 65077


Chasupa
Level: 56

Posts: 296/675
EXP: 1379367
Next: 18809

Since: 05-23-07
From: Kickapoo, Missouri

Last post: 5176 days
Last view: 5184 days

mikeyk is starting to get used to physics controlling custom sprites, maybe he might make one in the future.

____________________


mikeyk
Posted on 09-11-07 01:16 AM Link | Quote | ID: 65182


Paragoomba
Level: 22

Posts: 58/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
It's been a while since I've been around here. Just giving a quick update of where things stand.

I haven't touched the code for the Marine Pop since I last posted, but I should be able to finish it up and release it sometime this week. I still want to improve the interaction a little bit (There's a lot to be desired with SMW's clipping routines.)

boingboingsplat: Getting hit will power down/kill Mario.

Mattrizzle: The graphics you made are awesome. I just inserted them into my test level, and they make the sprite seem an infinite amount better It should be a piece of cake to tweak the code for a Sky Pop. Thanks a ton.

And some comments on the Mushroom Blocks...

Dispari: When I first made the Mushroom Blocks, they could never overwrite each other. However, they were pretty lethal to Mario. It was way to easy for the block to become solid and force him into a wall. Since I thought that was a much more serious problem, I made some trade offs and changed how they turned into blocks. I did my best, but obviously they're not perfect

Only being able to pick them up from the top was by design. I thought floating blocks would look a little sloppy. I believe you could enable picking them up from the sides just by changing the Sides Offset in Block Tool.

Not being able to catch them in the air -- hmmm, I don't remember why they're like that. I'll take a closer look sometime, and maybe I can get that fixed up.

I'm well aware that the blocks can destroy the scenery. I don't think there's a whole lot that can be done about this. If anyone has an idea, let me know. Overwriting the vines reminds me of how you could destroy the chains in SMB2 by throwing blocks into them.

Thanks for pointing the issues, but unfortunately they're things that don't have easy fixes.

GreyMaria
Posted on 09-11-07 01:18 AM Link | Quote | ID: 65183

>implying even the Japanese understand the Japanese
Level: 105

Posts: 418/2851
EXP: 11923935
Next: 338325

Since: 07-13-07

Last post: 4500 days
Last view: 4470 days
Posted by mikeyk
I'm well aware that the blocks can destroy the scenery. I don't think there's a whole lot that can be done about this. If anyone has an idea, let me know. Overwriting the vines reminds me of how you could destroy the chains in SMB2 by throwing blocks into them.


Leave it like that as a homage(?) to SMB2.



____________________
we're currently experiencing some technical difficulties

Someguy
Posted on 09-11-07 01:34 AM Link | Quote | ID: 65184


Red Paragoomba
Level: 19

Posts: 52/53
EXP: 30568
Next: 5209

Since: 02-22-07

Last post: 6075 days
Last view: 4647 days
I thought that in SMB2, you could drop the blocks on top of scenery to use as platforms or such, or at least I thought it worked on clouds, though they usually weren't as big as things as bushes.

mikeyk
Posted on 09-11-07 02:46 AM Link | Quote | ID: 65186


Paragoomba
Level: 22

Posts: 59/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days


Stop... Hammer Time
http://mikeyk730.blogspot.com/

Remnic The Hedgehog
Posted on 09-11-07 04:05 AM Link | Quote | ID: 65189


Chasupa
Level: 56

Posts: 300/675
EXP: 1379367
Next: 18809

Since: 05-23-07
From: Kickapoo, Missouri

Last post: 5176 days
Last view: 5184 days

Mattrizzle
Posted on 09-11-07 04:35 AM (rev. 2 of 09-11-07 04:37 AM) Link | Quote | ID: 65193


Red Cheep-cheep
Level: 33

Posts: 162/202
EXP: 226396
Next: 2783

Since: 04-21-07
From: United States

Last post: 2424 days
Last view: 2384 days
Remnic: Mikeyk is not a god, he is just a human who happens to excel at ASM hacking. I am only calling you out because that is one of my pet peeves.

Posted by mikeyk


Stop... Hammer Time
http://mikeyk730.blogspot.com/

Great stuff! Someone could make a Game Boy Donkey Kong style game now...
The only issues I see with this are:
  1. Mario/Luigi can still shoot fireballs/spin the cape when they have the respective power-ups(unless you intended for it to be that way).
  2. Mario/Luigi still have the hammer when they die, which causes them to oddly flip back and forth.

If you want an idea of how to disable the fireball throwing/cape spinning while the hammer is active(though you may already know how ), check out these SNES addresses:
$00/D062: If Cape Mario, allows player to spin the cape, unless riding Yoshi
$00/D081: If Fire Mario, allows player to shoot fireballs, unless riding Yoshi

____________________

Someguy
Posted on 09-11-07 06:06 AM Link | Quote | ID: 65196


Red Paragoomba
Level: 19

Posts: 53/53
EXP: 30568
Next: 5209

Since: 02-22-07

Last post: 6075 days
Last view: 4647 days
I personally think the hammer should keep Mario from jumping(or even running?), so it's less like a star... would those be hard to add as options?

NEONswift
Posted on 09-11-07 12:20 PM Link | Quote | ID: 65212


Paragoomba
Level: 21

Posts: 56/66
EXP: 42445
Next: 7498

Since: 03-04-07
From: England

Last post: 5865 days
Last view: 5583 days
Posted by mikeyk


Stop... Hammer Time
http://mikeyk730.blogspot.com/

MikeyK thats fantastic. This was something Ive planned to work on for a while. My plan is to have it function on the Y button though and not like the classic hammer. Ive always intended to replace wario's shoulder barge in my hack with Mario using the hammer.

____________________


Deviant Art Profile

mikeyk
Posted on 09-11-07 04:51 PM Link | Quote | ID: 65215


Paragoomba
Level: 22

Posts: 60/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days
Posted by Mattrizzle
Great stuff! Someone could make a Game Boy Donkey Kong style game now...
The only issues I see with this are:
  1. Mario/Luigi can still shoot fireballs/spin the cape when they have the respective power-ups(unless you intended for it to be that way).
  2. Mario/Luigi still have the hammer when they die, which causes them to oddly flip back and forth.

If you want an idea of how to disable the fireball throwing/cape spinning while the hammer is active(though you may already know how ), check out these SNES addresses:
$00/D062: If Cape Mario, allows player to spin the cape, unless riding Yoshi
$00/D081: If Fire Mario, allows player to shoot fireballs, unless riding Yoshi


If you look in the .asm file, you'll see a comment "Disable cape spin and fire". In my ROM I have a couple RAM addresses that can be used to disable Mario's abilities. After a little more testing, I'll be releasing a patch because it's needed for the Marine Pop as well.

I'll be fixing a couple bugs shortly. I need to disable the hammer when Mario dies, and also make it so Mario can't pick up the hammer if he is carrying something.

Someguy: I'll look into those things. If they're easy, I'll include an alternate version.

Mythbusterbro
Posted on 09-13-07 02:07 AM Link | Quote | ID: 65280


Goomba
Level: 14

Posts: 26/30
EXP: 12901
Next: 170

Since: 06-13-07

Last post: 5934 days
Last view: 5934 days
Posted by mikeyk


Stop... Hammer Time
http://mikeyk730.blogspot.com/


Is there a a way that you can make the hammer fly up when pressing select like in M Vs. DK 2?

mikeyk
Posted on 09-15-07 04:55 AM Link | Quote | ID: 65410


Paragoomba
Level: 22

Posts: 61/74
EXP: 49992
Next: 8358

Since: 06-11-07

Last post: 6050 days
Last view: 4126 days

http://mikeyk730.blogspot.com/

Clockworkz
Posted on 09-15-07 09:27 AM Link | Quote | ID: 65415


Panser
Level: 42

Posts: 315/344
EXP: 505588
Next: 15774

Since: 02-19-07

Last post: 5374 days
Last view: 5370 days
Is there anyway you can make the Hammer as a standalone powerup like the cape, and have it swing when you press Y, and give it the same toughness as the fireball?

Maybe have the option to hold Y for continuous swing, or hold Y to charge it up, and release it for a powerful thwack...

____________________

Pages: 1 2 3 4 5 6 7 8 9 10 11 12


Main - SMW Hacking - New Custom Sprites New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.039 seconds. (340KB of memory used)
MySQL - queries: 117, rows: 156/157, time: 0.023 seconds.