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Main - SMW Hacking - Mario's Lost World | New thread | New reply |
Stifu |
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Cobrat Level: 56 Posts: 25/666 EXP: 1361459 Next: 36717 Since: 02-22-07 Last post: 687 days Last view: 309 days |
Very nice, although the background quality is uneven.
IMO: Good Bad Good Good Weird (we already discussed about those floating leaves before...) Good Good Good Good Good Bad Good (floating leaves aren't much of a problem here) |
Luigi-San |
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Melon Bug Level: 58 Posts: 36/732 EXP: 1569049 Next: 8497 Since: 02-20-07 Last post: 4254 days Last view: 3514 days |
*commences drooling* |
icegoom |
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Cheep-cheep Level: 33 Posts: 16/195 EXP: 215650 Next: 13529 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Stifu: That forest background is the first one I drew, before I really knew how backgrounds worked. I tried to cram detail into every available tile and ran out of space. Were I doing it now, I'd leave huge patches of solid color to save tile space and cut down on the "busyness." I know it needs replacing, I just have an aversion to doing backgrounds because they're so much more work than foregrounds or sprites. It does become less obtrusive when I turn the contrast down on the background, though. |
Phoenix Yoshi |
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Red Cheep-cheep Level: 34 Posts: 50/216 EXP: 251510 Next: 2141 Since: 02-19-07 From: Georgia Last post: 5568 days Last view: 5540 days |
Care to show us more screens, Icegoom? You should probably know by now that I like seeing new screens. |
Spontaneous Madness |
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Bloober Level: 47 Posts: 21/441 EXP: 733679 Next: 32524 Since: 02-20-07 From: In hiding.... Last post: 5351 days Last view: 5208 days |
Wow angelic GFX as usual icegoom
The levels don't look to bad either, and that's what matters ____________________ D: Can't think of anything original.... |
xineohPK |
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Paragoomba Level: 21 Posts: 23/67 EXP: 43448 Next: 6495 Since: 02-20-07 From: Wisconsin, U.S. Last post: 5757 days Last view: 5561 days |
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Squash Monster |
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Buster Beetle Level: 48 Posts: 37/469 EXP: 804547 Next: 18996 Since: 02-22-07 From: New York Last post: 5698 days Last view: 5698 days |
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icegoom |
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Cheep-cheep Level: 33 Posts: 21/195 EXP: 215650 Next: 13529 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Thanks for the critique, Squash Monster. A lot of the problems you mention just stem from the fact that stuff isn't finished, but I'll try to take it to heart as I work further.
Posted by Squash Monster The cruise ship started off being built from Ghost House tiles before I had any graphics done for it. There are still pieces of haunted house sitting around that I haven't replaced yet. The mast platform is one, and the lip on the white portion with no bottom is another. They will be changed, I just have to figure out a way to do so that's efficient in tile use. Not making a connection tile for the rope ladder was a cheat that I'd hoped I could get away with, and I can't really control that the climbing Koopas come off the side of the net when they turn. (They also do that with the castle fences in the original SMW) I could make the net extend another eight pixels to the right, but then it would be odd that Mario wasn't able to climb on that portion.
The vertical post is a direct rip from SMB2 because I was too lazy to draw a new one. I probably should, huh? The background is another example of me being lazy. I didn't want to go to the trouble of doing new map16, so I just edited SMW's original castle background. There's all kinds of free space I could use to make a gradient or a forest of columns extending into the distance.
I already made the walkthrough wall slightly darker than the the solid one. But yeah, I could stick a small pile of sand in there, too. You can see the lines coming down because I've connected slopes to a solid wall at kind of an odd angle. In the original game, the lines would extend all the way down to the bottom of the screen, but I figured I could get away with cutting them short since it's all sand.
That background's on my short list of things to change. A lower contrast palette definitely helps, but I'm going to remove a lot of the individual leaves, too, and make things blobbier back there. Here's five minutes work in Photoshop to show what I'm shooting for: By the way, I've used ExAnimation on the Pokeys to make them kind of rotate to the left and right as they walk, which I think works.
There's no lava, the sea in the background is orange from the sunset, so I guess that's the redder color appearing closer than it is. The blue columns need to be slightly darker, I guess, although they're just a few feet behind the foreground spacially. Playing with selective color in Photoshop: Any of those colors any better? Figuring out what color to make the foreground water is pretty much the hardest thing here. The ropes I tried attaching to the columns, which doesn't make a lot of sense, but moreso than them just floating in air, I guess. Would it help to clearly anchor a hook into the side of the column? Ball 'n' Chain isn't programmed to have sockets, and again, I can't do much to make the Koopas adhere better to the sides of the net. The turning frame isn't on screen for that long, I guess.
Shading older backgrounds for sunset like this is a way for me to avoid having to draw new onws. I'm hoping turning down the contrast will help here, as well. If I wanted to figure out how to use HDMA, I could have gradients in my far backgrounds instead of solid colors, but I think I'd have to start over with a fresh ROM to do that...
I had trouble with the perspective on those boards laying on the brambles. The angle's not much different from the one used in DKC2, but I laid them down in a more straight line instead of slanting them at odd angles. The background I used for reference had another layer of scrolling clouds behind the brambles, but I can't really do that in SMW. That background's at least unobtrusive, I guess. |
Stifu |
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Cobrat Level: 56 Posts: 44/666 EXP: 1361459 Next: 36717 Since: 02-22-07 Last post: 687 days Last view: 309 days |
As for the last screenshot, those new colors are nice, but they look a bit dull / washed out, not colorful enough for a Mario game, compared to the other version... So I'd stick with the other version, or try to come up with another one. |
Smallhacker |
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Panser Swedish weirdo times eleven Level: 42 Posts: 33/339 EXP: 494536 Next: 26826 Since: 02-19-07 From: Stockholm, Sweden Last post: 5186 days Last view: 5185 days |
Posted by icegoom Well... How about just extending it two or three pixels, just enough to make the Koopas touch the net? Oh, right. That wastes graphics space. Never mind. ____________________ |
icegoom |
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Cheep-cheep Level: 33 Posts: 24/195 EXP: 215650 Next: 13529 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Stifu I have a tendency to sometimes go too extreme for the sake of comparison. The sprites wouldn't be washed out like that in-game, but they were affected when I messed with the color on everything else. I was mainly trying to see what things would look like if the foreground was a bit pinker, the columns were darker, and the background were less intensely orange. I'll hand select a palette that's somewhere in between the two extremes, I imagine. Posted by Smallhacker Well, graphical space isn't at that much of a premium, so that would probably be doable. It might mess with the angle of the diagonal ropes, though, which might be more trouble than it's worth. Working with 16x16 tiles can be a pain sometimes... |
Squash Monster |
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Buster Beetle Level: 48 Posts: 47/469 EXP: 804547 Next: 18996 Since: 02-22-07 From: New York Last post: 5698 days Last view: 5698 days |
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Lordlazer |
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Paragoomba Level: 22 Posts: 6/77 EXP: 53440 Next: 4910 Since: 03-13-07 Last post: 6128 days Last view: 4850 days |
Wow...is almost all I can say.
It is amazing at the quality of hacks coming-out/being-worked-on as of late. As some have said, it feels as though they are games made on the SMW engine, instead of a hack. All I can say is great work and if you are planning on becoming a video game designer I can already tell you are doing a great job with the journey thus far. Though on another note, I honestly hope this isn't all hype... Even though the screens and Youtube vids look VERY promising... Ah, well, just be careful and not mess it up. I'm sure people (and you know this already), but make sure your levels are "playable". Although that thwomp level looks fun and interesting to me, upon watching the Youtube vid it looks quite tough, not that tough is a bad thing. Personally, I like a good challenge, but if you are planning (or are currently) to work in video game design, it is wise to have it so the levels are enjoyable by "normal" gamers and not simply for the hardcore audience. Anyways, I look forward to your next update(s)! P.S. If you feel I'm picking on you by emphasizing about the level design, I'm not. I'm majoring in game design and simply am trying to "share the wealth". |
icegoom |
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Cheep-cheep Level: 33 Posts: 40/195 EXP: 215650 Next: 13529 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Lordlazer Trust me, I'm feeling the pressure. I want this hack to live up to people's expectations, but at the same time, I feel like I'm kind of weak at level design. I try to make truly enjoyable levels, but in the end I can only make stuff I have fun playing and hope than other people will like it, too. I actually went through Treetop Tussle the other day and added some yellow ! blocks. If the player's been to the Yellow Switch Palace, (And by this point, they should have) some of the more difficult to avoid Thwomps are blocked off. I've been trying to tone down the difficulty on several levels, but who knows if I'm succeeding. I feel bad posting without sharing some new images... A lot of my hacking of late has been fixing graphical glitches, which I can't really show. I spent today adding a bunch of ExAnimation to some of my water levels, but I don't really feel like making huge animated GIFs to show them off. Um, here's a swamp set (I'm not sure on the perspective here): And here it is partially implemented: Regarding the grey Fly Guy in the second shot: I'm sort of torn about whether to make it stompable. It's been a skin-swapped Eerie in the past, but with Sprite Tool I can just tweak it to make it stompable if I wish. (I've already made it fireballable and edible) I'm really not big on deceiving the player, and all other Shy Guy enemies are safe to stomp, so it probably ought to be too, for consistency's sake. On the other hand, if it's unstompable, you can ride it with spin jumps to collect coins that are located over pits or find secrets. I'm torn... |
Kles |
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Level: 75 Posts: 731/1301 EXP: 3717886 Next: 109018 Since: 02-19-07 From: Canada |
Hmmm... let's just say the shy guy helicopter blades are made of some really weak material that any man could bust right through with a good enough jump.
Damn, though. That looks AWESOME. |
Ribo Zurai |
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Micro-Goomba Level: 10 Posts: 1/13 EXP: 3703 Next: 711 Since: 03-25-07 From: São Paulo, Brazil Last post: 6075 days Last view: 6075 days |
WOW!!! Incrible! There´s a demo? |
Lordlazer |
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Paragoomba Level: 22 Posts: 12/77 EXP: 53440 Next: 4910 Since: 03-13-07 Last post: 6128 days Last view: 4850 days |
From what I can tell, there hasn't been a public released demo. |
Phazorite |
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Paragoomba Level: 22 Posts: 2/78 EXP: 54259 Next: 4091 Since: 05-04-07 From: The Phazar Temple Last post: 5936 days Last view: 5936 days |
H H OO L Y Y
H H O O L Y Y HHHH O O L Y H H O O L Y H H OO LLLLL Y CCCCC RRRRR AAAAA PPPPPP C R R A A P P C RRRRR A AA A PPPPPP C R R A A P CCCCC R R A A P [sorry if it got totally garbled, it's a bitch to make ASCII art look right on boards] Icegoom, you are truly the alpha and the omega of all graphical hackers. I thought Ghettoyouth's l33tness was unbeatable (anyone see that video of his newest Stranded hack?? un****ingbelievable!) but those graphics are good enough to come from a DS! Now I'm just dying for a 3-world demo. Any planned date for one? In any case...end of rant. Your graphics truly are incredible, but your backgrounds don't always click well. Those castle levels come to mind...very busy in the BG, enough to kinda kill the sense of perspective. I love the sunset effect though...and your Cruise Ship level is pure bottled originality, vintage '07! Level design? Well, the jury's still out there. I saw Dino Dino Canyon in action and it looked very Nintendoese, if a little incomplete and messy. Axe those floating/standing cement blocks, they're just random, tacky clutter in your handrawn awesomeness. I love your level designs so far...very creative and more like something Miyamoto would come up with. I see cues from DKC2 everywhere also. Love that game. Keep up the fantastic work! I'd like to see some more YouTube videos too. And if you've been wondering where I've been, well, I'm back! I took a break from ROM hacking these last few months to focus on other things in life, like school and proving I even have a life You've given me even more inspiration to do some more work on my Mario hack and my Zelda LttP hack that I'm just now starting. Acmlm forever!! |
icegoom |
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Cheep-cheep Level: 33 Posts: 78/195 EXP: 215650 Next: 13529 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Huh. I've been putting off bumping this because I didn't have anything radically diferent to show off. I've still been steadily working on this. (LordLazer's done some testing for me and helped me out quite a bit with improving my levels)
You referenced the Dino Dino Canyon video, which I never bothered to post a link to here, so um, here's a link. (The level's been changed somewhat since I made the video, though) Also, here's the opening demo. DKC2 is the goal with my levels. That's about the ultimate platformer, as far as I'm concerned, so I'm trying to do anything I can to bring SMW closer to it. |
Tyty |
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Vire Jizz Danmaku Level: 77 Posts: 30/1381 EXP: 4046516 Next: 144613 Since: 04-20-07 From: Canada Last post: 4448 days Last view: 3721 days |
The game looks amazing, but after watching the youtube video it looks like mario is constantly taking one step and dragging the other leg... why'd nintendo only give us 3 frames of animation for this? anyways... I really like what the blarggs look like, and I really wish I was as good at this as you are... ____________________ |
Main - SMW Hacking - Mario's Lost World | New thread | New reply |
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