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Main - SMW Hacking - Mario's Lost World | New thread | New reply |
icegoom |
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Cheep-cheep Level: 33 Posts: 80/195 EXP: 215656 Next: 13523 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by tyty210 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 |
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Red Cheep-cheep Level: 33 Posts: 34/202 EXP: 226372 Next: 2807 Since: 04-21-07 From: United States Last post: 2422 days Last view: 2383 days |
JrShrooboid |
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Porcupo Level: 41 Posts: 278/317 EXP: 445849 Next: 34296 Since: 03-29-07 From: Somewhere far, far away. Last post: 6064 days Last view: 5249 days |
Icegoom... I am honered to be on the same board as you. I'm not kidding. This looks amazing |
icegoom |
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Cheep-cheep Level: 33 Posts: 83/195 EXP: 215656 Next: 13523 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by Mattrizzle87 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 |
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... Level: 73 Posts: 645/1220 EXP: 3367292 Next: 118576 Since: 03-25-07 From: no Last post: 6093 days Last view: 6077 days |
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 |
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Cheep-cheep Level: 33 Posts: 86/195 EXP: 215656 Next: 13523 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
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 |
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Paragoomba Level: 22 Posts: 62/77 EXP: 53442 Next: 4908 Since: 03-13-07 Last post: 6128 days Last view: 4851 days |
Posted by HyperHacker 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 |
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Newcomer Level: 3 Posts: 1/1 EXP: 78 Next: 50 Since: 05-05-07 Last post: 6202 days Last view: 6090 days |
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 |
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Newcomer Your intelligence is just a big red X. Level: 6 Posts: 2/4 EXP: 630 Next: 277 Since: 05-06-07 Last post: 6201 days Last view: 5905 days |
Posted by icegoomPosted by Lordlazer Wow. I love your X'y screen shots-NOT!! Could you fix them? |
HyperHacker |
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... Level: 73 Posts: 659/1220 EXP: 3367292 Next: 118576 Since: 03-25-07 From: no Last post: 6093 days Last view: 6077 days |
Posted by LordlazerIt's a consistency issue. Some have tons of detail, others are very plain and contain mostly a solid colour.
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Lordlazer |
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Paragoomba Level: 22 Posts: 63/77 EXP: 53442 Next: 4908 Since: 03-13-07 Last post: 6128 days Last view: 4851 days |
Posted by HyperHackerPosted by LordlazerIt's a consistency issue. Some have tons of detail, others are very plain and contain mostly a solid colour. 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 |
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Cheep-cheep Level: 33 Posts: 87/195 EXP: 215656 Next: 13523 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
Posted by wiiplay 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 |
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Paragoomba Level: 22 Posts: 65/77 EXP: 53442 Next: 4908 Since: 03-13-07 Last post: 6128 days Last view: 4851 days |
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 |
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Red Paragoomba Level: 20 Posts: 24/64 EXP: 40305 Next: 2134 Since: 05-11-07 From: USA Last post: 5969 days Last view: 5903 days |
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 |
icegoom |
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Cheep-cheep Level: 33 Posts: 119/195 EXP: 215656 Next: 13523 Since: 02-25-07 From: United States Last post: 6049 days Last view: 6050 days |
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 -∞ |
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Happy Hour! Level: 81 Posts: 1240/1556 EXP: 4850042 Next: 142807 Since: 03-25-07 Last post: 2678 days Last view: 2676 days |
Holy crap. This hack just keeps looking better and better. About what percentage is done so far? ____________________ What FF7: Advent Children Character Are You? |
Lordlazer |
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Paragoomba Level: 22 Posts: 70/77 EXP: 53442 Next: 4908 Since: 03-13-07 Last post: 6128 days Last view: 4851 days |
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 |
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Chasupa Level: 56 Posts: 19/675 EXP: 1379218 Next: 18958 Since: 05-23-07 From: Kickapoo, Missouri Last post: 5175 days Last view: 5183 days |
I'll be assisting Icegoom with his hack. I have ideas for new level concepts that would be great for this hack. ____________________ Marry off the poptart, I was strutting my horse. Streisand died in Mordor, It's I, yes I, the cyclopse, lol. |
Ristar |
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Goomba Level: 13 Posts: 2/24 EXP: 9244 Next: 1023 Since: 05-26-07 From: Marseille-France Last post: 5999 days Last view: 3005 days |
a Yoshi's Island Block??!! |
Phazorite |
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Paragoomba Level: 22 Posts: 23/78 EXP: 54261 Next: 4089 Since: 05-04-07 From: The Phazar Temple Last post: 5937 days Last view: 5937 days |
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! |
Main - SMW Hacking - Mario's Lost World | New thread | New reply |
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