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Main - SMW Hacking - Mario's Lost World New thread | New reply

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icegoom
Posted on 05-04-07 03:31 AM (rev. 2 of 05-04-07 03:32 AM) Link | Quote | ID: 32724


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Posted by tyty210
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?

Three walking frames is a crappy number. If I could just get it to repeat the second frame between the third and first frames, the animation would be a lot smoother.

Mattrizzle
Posted on 05-04-07 04:45 AM (rev. 2 of 05-04-07 04:47 AM) Link | Quote | ID: 32762


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Wow ... I am at a loss of words here. You never cease to amaze me, icegoom. Don't quit on this hack!


Heh, I like your attention to detail. Mario's tummy is sticking out. The fruit that falls on you is from Yoshi's Story, right?

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JrShrooboid
Posted on 05-04-07 04:50 AM Link | Quote | ID: 32766


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Icegoom... I am honered to be on the same board as you. I'm not kidding. This looks amazing

icegoom
Posted on 05-04-07 06:57 AM Link | Quote | ID: 32799


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Posted by Mattrizzle87
Heh, I like your attention to detail. Mario's tummy is sticking out. The fruit that falls on you is from Yoshi's Story, right?

Yeah, with his new outfit, he doesn't have the overalls to cover his little Italian potbelly anymore. I did get the Prickly Pear idea from Yoshi's Story. It's a falling spike with ExAnimation to make it swing back and forth.

HyperHacker
Posted on 05-05-07 05:21 AM Link | Quote | ID: 33011

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Yeah, like everyone else said your graphics are phenomenal but suffer from three problems consistently:
1) Lack of background detail in some areas (solid colours)
2) Mismatched perspectives (pipes vs wood platforms)
3) BG objects looking like part of the FG.

HDMA would be quite useful for #1 if you can implement it.

icegoom
Posted on 05-05-07 10:36 AM Link | Quote | ID: 33065


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HDMA you have to start over with a clean ROM, don't you? (I should really stop being lazy and just look into that myself. Heh) I've documented most of the stuff I've done, so it's conceivably possible to start over, but it'd still be an awfully big hassle. (Gradient skies do add a lot of depth, though) Backgrounds are really my weak point. I've considered just using ripped ones, but it's hard to find exactly what I want.

The perspective issues are a problem whenever I have levels taking place in some kind of civilization. Being able to see the tops of pipes just doesn't look right to me, but sometimes seeing a platform from just its side view makes it difficult to tell what exactly it is.

I dunno. The graphics are never going to be absolutely perfect. I kind of get used to seeing my stuff complete with its flaws and just get apathetic about fixing it. My stupid boneyard level has had misplaced tiles all over its background, and even though I could easily fix them, I hardly notice them anymore. Yup, I'm lazy.

While this is bumped and stuff, I should make some more screens or something, but it's late and my head hurts.

Lordlazer
Posted on 05-05-07 03:54 PM (rev. 2 of 05-05-07 03:55 PM) Link | Quote | ID: 33079


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Posted by HyperHacker
Yeah, like everyone else said your graphics are phenomenal but suffer from three problems consistently:
1) Lack of background detail in some areas (solid colours)
2) Mismatched perspectives (pipes vs wood platforms)
3) BG objects looking like part of the FG.

HDMA would be quite useful for #1 if you can implement it.

1) I just figured the way he did his backgrounds was his artistic style...

2) Somehow I missed that detail in the Bramble level... Anyways, icegoom why not try and experiment (send me a screen or something). Doesn't Super Mario RPG have pipes you can see into slightly? Maybe you can use that or another Mario game as reference... Anyways, the level seems to flow very well, considering its perspective issues.

3) Could you give a more detailed response? I don't recall this being too much of an issue. As for the only BG object looking like part of the FG...that would be the woods level and it actually has FG, so that is good as it is for that level anyways...

Lotica
Posted on 05-05-07 09:17 PM Link | Quote | ID: 33115

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Yeah, I remember seeing this on YouTube before. I like the graphics, and the game seems like it is going to be great.

Nice job so far.

wiiplay
Posted on 05-06-07 01:51 AM (rev. 2 of 05-06-07 01:52 AM) Link | Quote | ID: 33179

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Posted by icegoom
Posted by Lordlazer
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".

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...


Wow. I love your X'y screen shots-NOT!! Could you fix them?

HyperHacker
Posted on 05-06-07 02:51 AM Link | Quote | ID: 33194

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Posted by Lordlazer
1) I just figured the way he did his backgrounds was his artistic style...
It's a consistency issue. Some have tons of detail, others are very plain and contain mostly a solid colour.


3) Could you give a more detailed response? I don't recall this being too much of an issue. As for the only BG object looking like part of the FG...that would be the woods level and it actually has FG, so that is good as it is for that level anyways...

Lordlazer
Posted on 05-06-07 07:42 AM (rev. 2 of 05-06-07 07:45 AM) Link | Quote | ID: 33245


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Posted by HyperHacker
Posted by Lordlazer
1) I just figured the way he did his backgrounds was his artistic style...
It's a consistency issue. Some have tons of detail, others are very plain and contain mostly a solid colour.


3) Could you give a more detailed response? I don't recall this being too much of an issue. As for the only BG object looking like part of the FG...that would be the woods level and it actually has FG, so that is good as it is for that level anyways...


Oh, thanks for pointing that out. I think I addressed that to icegoom before on how the background and mid-ground blend at times. From what I know he is or has already fixed it. The only real issue that I've had with the castle level is that the GFX of the pounder/crusher hasn't changed and it doesn't seem to fit properly in the level (but it is "acceptable" as is I guess...). I've addressed this issue to icegoom already, but he has no idea where the GFX for the pounder is located and such. I've asked him to ask this community for assistance, but he either forgot or something, so I will for him. If anyone has any relative information on how to change the palette and GFX of the crusher/pounder, please lead your assistance, it is much appreciated. Thank you!

As for the consistency issue...trust me, when you play it, it feels quite consistent. He is addressing it though (from what info I've gathered), but it is more consistent than what is shown in those screenshots. So far, I actually prefer such "simple" (if that is the correct way to express it) backgrounds, because it doesn't detract from the actual gameplay, but adds as support (much like backgrounds in a play). I am glad his backgrounds usually don't distract my attention to the details around Mario, but at the same time I can enjoy them (ignoring the castle level one...though it was still enjoyable).

icegoom
Posted on 05-06-07 09:01 AM Link | Quote | ID: 33263


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Posted by wiiplay
Wow. I love your X'y screen shots-NOT!! Could you fix them?

Complaining about broken screenshots in an old thread. Nice. Oddly, everything I uploaded in a certain span of time got deleted. I can't really fix this at the moment, so live with it.

Just to let people know, I'm in a position where I cannot work on my hack until the middle of next week, so I can't really fix any problems that are being brought up right now.

I've gotten a lot of complaints about the sunset ocean for the first castle. I don't really see a problem with it. I like more of an open air feel instead of a brick and column background, so the palette's really all I can tweak. I've already made the island more of a greyish-greenish hue instead of dark purple and desaturated the oranges a bit, but I don't really know what else to do.

I can try doing pipes you can see the top of, but the actual logistics of it are just weird. I mean, a pipe has a huge hole in the center of it, so I guess Mario's standing on the lip when he's standing on top of it? How do you make it look like a Piranha's coming out? Do you split the pipe rim into 2 16x16 tiles, with most of the side view of it in the bottom tile and priority enabled, then another tile laid atop showing the hole in the middle and the back curvature of the pipe? (That screws up the ability to stick a Yoshi Coin right on top of a pipe, which I've done in Bramble Battle) I can do a test image, but it's easier to just keep the traditional side pipe view.

The Crusher's graphics are located in the same place as the rest of the layer 3 graphics, but the palette is weirdly hardcoded.

Lordlazer
Posted on 05-06-07 06:51 PM Link | Quote | ID: 33339


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Another way to "fix" the perspective is to give the illusion that the pipe is bending in "said" direction at the bottom, thus explaining why it doesn't match the wood (in Bramble and in the Boat level). I now understand the issue about making it so the pipe is "proper"...it would require a lot of ExGFX and perhaps even ExAnimation, because there would need to be a new design for the plants and whatnot. I could draw an idea for how to make some pipes like that, but only if you're really interested...it would be quite a bit of work though - and yes Mario would be standing on the rim of the pipe (though in Super Mario RPG I think Mario actually walks over the void (hole) without falling in due to Mushroom Kingdom magic (?)).

As for the background, I can't remember what you said to me about it, but I actually like the "emptyness".

Joshua
Posted on 06-01-07 03:04 AM Link | Quote | ID: 40367


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IceGoom posted this on the SMW Central forums, just don't want you guys to get left out. There's some cool new goodies in here, such as a unique Yoshi block.

Posted by icegoom

Ah, what the heck. It's been a while since I've released screens, (and I don't think I've ever done so here) so here are a couple of ground tilesets I did last week:





And a couple of other areas where I've done work recently:




icegoom
Posted on 06-01-07 04:26 AM Link | Quote | ID: 40445


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Ha ha! Curse you, Joshua! I was going to wait to bump this until I'd fixed all the broken images. Well, the first post is fixed now, at least...

Koitenshin -∞
Posted on 06-01-07 06:15 AM Link | Quote | ID: 40625

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Holy crap. This hack just keeps looking better and better. About what percentage is done so far?

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Lordlazer
Posted on 06-01-07 09:08 AM Link | Quote | ID: 40765


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Icegoom, correct me if I'm wrong, but I'd have to guess somewhere around 20-30% is completed, though that is figuring in the intense testing and whatnot... As for worlds per se, I'll have to give Icegoom the honor, since I don't know what he has done...and the fact I don't know if he wants to give an exact level/world ## - maybe he wants to have a surprise? ...or not...

Remnic The Hedgehog
Posted on 06-01-07 07:22 PM Link | Quote | ID: 40863


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I'll be assisting Icegoom with his hack. I have ideas for new level concepts that would be great for this hack.

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Ristar
Posted on 06-01-07 08:19 PM Link | Quote | ID: 40889


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a Yoshi's Island Block??!!

Phazorite
Posted on 06-01-07 08:33 PM Link | Quote | ID: 40898


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Sweet! It's good to see some progress on this hack. The new graphics are better than before, but they could still use a little work:

The new ground tileset looks weird to me in a way I just can't put into words I like the cleaner look of it but it doesn't look right with a forest, y'know?? It looked fine in the swamp tileset though. Still, definitely better than before.

I could do without the cement-gray rock in the mountain level--to be blunt about it, it's ugly How about turning the gray rock into a more brownish color and roughening up the texture a bit? At least it's better than the really busy dirt texture from before.

If I sound like a harsh critic, it's cause I really dig your work I've been waiting for this hack for a long time and I'm trying to help make sure it blows SMO off the throne for the best Mario hack ever!

Keep it up!
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