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

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Yoshi Master
Posted on 08-28-07 08:31 AM Link | Quote | ID: 64032


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You know whaat would be cool? Charging chucks in those submarines that chase your submarine. Just saying...

ghettoyouth
Posted on 08-28-07 09:00 AM Link | Quote | ID: 64033


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very nice

metroid hunter
Posted on 08-28-07 09:20 AM Link | Quote | ID: 64036

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Sick.. that sub looks great, cant wait to use in my hack. It reminds me of super princess peach how her umbrella forms into a sub that shoots bubbles and etc.. the graphics from Mattrizzle look awsome!!!

Skreeny
Posted on 08-28-07 09:24 AM Link | Quote | ID: 64037


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It should remind you more of Mario Land, seeing how it was lifted conceptually directly from it, particularly with the "bullets break blocks" thing.

Still looks ace, though. You could pretty easily simulate one of the levels from Mario Land that featured it by simply adding a force scroll, I'd bet.

metroid hunter
Posted on 08-28-07 09:32 AM Link | Quote | ID: 64038

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Posted by Skreeny
It should remind you more of Mario Land, seeing how it was lifted conceptually directly from it, particularly with the "bullets break blocks"


True True.. i have forgotten about that game, and it is so old too.

I reckon the sub thats in progress now should have two fires, 'Y'1 that go's straight and 'X'1 that homs on a sprite or enemey like from YI sub's.

Erika
Posted on 08-28-07 09:56 AM Link | Quote | ID: 64039


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wonder if this makes YI style vehicles possible, now.

Reini
Posted on 08-28-07 01:32 PM (rev. 2 of 08-28-07 03:27 PM) Link | Quote | ID: 64043


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Posted by mikeyk
Showing off what I worked on today.



It's still got some work to do, but it's working pretty well right now. If someone with some artistic skill wants to contribute a better default tilemap, that would be awesome.

boingboingsplat: thanks for pointing out the error with the mushroom block. i'll try to look into that soon.

reini: i just retested the giant koopas. they work fine for me.



Wait a minute: I was in Germany for 3 weeks and tried the giant koopa there. It worked. Now I tried the giant koopa here and only the shell shows.

EDIT:Now it works.

icegoom
Posted on 08-28-07 03:16 PM Link | Quote | ID: 64045


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Whew! I got way behind on trying out new custom sprites.

Great job with the SMB2 POW, ghettoyouth. It was strangely hilarious when Yoshi suicided himself by jumping on the POW, but it's much nicer that he can survive it now. What's different between the old and new versions of the Buckethead? I've only tried out the new one, but it's quite nice.

I finally got around to inserting mushroom blocks, and they're as awesome as would be expected. I can't wait to see the puzzles people come up with with these things. The only issue I have with them is that they make walk-through foreground pieces (set to act like 25) disappear if set in front of them. Nothing that can really be done about that, and smart designers simply won't use mushroom blocks in the same area as foreground stuff.

I'm mega excited about the Marine Pop. No excuse not to complete a SML remake now. Mattrizzle's graphics are excellent and I'd love to see those as the default.

Dispari Scuro
Posted on 08-28-07 05:14 PM Link | Quote | ID: 64062

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Had to register just to contribute... sorta.

The mushroom blocks are great. They pretty much act just like they do in SMB2. I played with them for quite some time. I noticed a few things that might be tweaked, though I don't know how difficult it would be to do.

The blocks are pretty intelligent as far as placing themselves. They'll move to other tiles and won't become solid if Mario is standing on the same tile. Unfortunately they can overwrite eachother. To replicate this quickly, make a stack of 4 and stand on top, quickly dropping them all onto the same tile. A couple of them will disappear. I'm not sure how you could fix this, other than checking to see if a sprite is near before becoming solid.

I noticed you can only pick them up from the top. If this is by design then ignore this paragraph. That's how they worked in SMB2 after all. Being able to pick them up from the sides might be a good idea, though I can see how it might create floating blocks if you pick up one from the bottom of a stack. Additionally, it seems you can't catch a block in mid air if it's been thrown. Everything else in SMW you can juggle and recatch, though I don't know how much trouble this would be to change.

Lastly, to expand on what icegoom said, the blocks can destroy non-solid blocks. Not just blocks that act like tile 25, but any block that can be walked through in any way. This includes clouds, ledges, dirt tiles, vines, and anything else. Obviously it would be in the level designer's best interest to avoid things like clouds and shrubs, but maybe the block could be altered to make an attempt to avoid some of these objects if possible. Obviously it couldn't avoid a whole screen full of clouds, but if the clouds are placed such as in your test level, it might be good to have them avoid being placed in those tiles. Try stacking 4 high to destroy some clouds in your test level.

I hope that doesn't sound too negative. The blocks are fantastic, and you're one of the best contributers in the SMW community, mikey. I just figured I'd point out a few things I noticed while testing the blocks for myself.

Mattrizzle
Posted on 08-28-07 07:27 PM Link | Quote | ID: 64066


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If I'm not mistaken, doesn't the Marine Pop behave the same way as the Sky Pop?


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boingboingsplat
Posted on 08-28-07 09:25 PM Link | Quote | ID: 64082


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Those graphics are pretty awesome Mattrizzle. I wish that I could sprite as well as you.

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Mythbusterbro
Posted on 08-28-07 10:28 PM Link | Quote | ID: 64093


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Posted by Mattrizzle
If I'm not mistaken, doesn't the Marine Pop behave the same way as the Sky Pop?


yes it does matrizzle.

ghettoyouth
Posted on 08-29-07 09:23 AM Link | Quote | ID: 64194


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Posted by icegoom
What's different between the old and new versions of the Buckethead?


the clipping field of the snowflake was wrong and I also changed bucket head's spitting SFX and some of his cfg settings. (a snowy guy who is invincible to fireballs doesn't make sense :3)

Reini
Posted on 08-29-07 01:52 PM (rev. 3 of 08-29-07 03:46 PM) Link | Quote | ID: 64198


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Posted by ghettoyouth
Posted by icegoom
What's different between the old and new versions of the Buckethead?


the clipping field of the snowflake was wrong and I also changed bucket head's spitting SFX and some of his cfg settings. (a snowy guy who is invincible to fireballs doesn't make sense :3)


Does the Buckethead's snowflake freeze Mario?

Tested the Buckethead and it's good, but it would have been much if the sprite's
snowflakes would have frozen Mario for a few seconds.

NEONswift
Posted on 08-29-07 06:33 PM Link | Quote | ID: 64215


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Posted by ghettoyouth
Ok, I'll try to fix that later, thanks.

Here's my latest sprite, the snowman from Wario Land:



download
Thats pretty cool. Im having to create new sprites for my Super Mario Land 3 remake. Only played around a little with sprite tool though. Buckethead is awesome though. Hopefully once I get better with it all Ill be making sprites of this calibre.

Loving the sky pop and bubble pop mikeyK and Matrizzle.

In theory you could use a similar sprite to completely cover mario and give your main character a 32x32 tilemap?

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GreyMaria
Posted on 08-29-07 11:15 PM Link | Quote | ID: 64235

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Posted by NEONswift
...bubble pop...


<nitpick>Marine Pop</nitpick>

I wonder what's next for Super Mario World. Psuedo-3D?

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Sukasa
Posted on 08-29-07 11:58 PM Link | Quote | ID: 64245


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Posted by Grey Mario
I wonder what's next for Super Mario World. Psuedo-3D?


They say the fiction of today is the fact of tomorrow. Who knows, though for this, probably not.

The Marine/Air Pops look awesome, guys! And NEON, yes, in theory you could, all you'd need to do is set mario's XY speed to 0 every frame and his position to a fixed position based on the sprite. then it's just a matter of moving the sprite as you see fit.

metroid hunter
Posted on 08-31-07 09:25 AM Link | Quote | ID: 64386

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So Mikeyk.. have you made any new sprites lately?? and yerh that sub looks great, when can u release that?

Remnic The Hedgehog
Posted on 08-31-07 02:31 PM Link | Quote | ID: 64396


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Posted by metroid hunter
So Mikeyk.. have you made any new sprites lately?? and yerh that sub looks great, when can u release that?
Don't question him like that. It takes time for some of life's greatest miracles to be created. And check your spelling and your grammar!

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blackhole89
Posted on 08-31-07 03:07 PM Link | Quote | ID: 64401


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Is that some backseat modding going on? =o I want to join.

Matrizzle: 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.

It's both astonishing and intimidating to see how far SMW hacking has come in the past years... I feel hopelessly behind...

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

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