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

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The13thProdigy
Posted on 06-19-07 02:10 PM Link | Quote | ID: 46830


Red Paragoomba
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Wowsa. Those are some serious kickass graphics. I really like the forest, jungle castle, switch palace and vine world the best. "Tribal Towers" also looks sweet. Of course, what matters more than anything is level quality - one could still make unbelievable levels with the original GFX - which the levels also appear to have. I'd love to give it a try, looks phenomenal.

icegoom
Posted on 06-20-07 06:14 PM Link | Quote | ID: 47223


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Posted by Joshua
Wouldn't be the same without Bowser... but who says Bowser has to be in his clown car?

And I don't mean that oh-so-anticlimatic "grab the axe" Bowser either.

Not sure how limited your unique enemy-creating skills are though. You've said you excelled mostly in the graphics department, rather than coding...

I'm able to slightly modify existing custom sprites, but coding an entire new boss battle is far beyond what I'm capable of. I wouldn't use the SMB1 Bowser sprite as a final boss, but it's still up in the air what I will use. That's a ways off, though.

All right, finally decided to do something with the status bar:



Also, new Thwomps, Boos, and skeletons, I guess. It comes to my attention that the screenshots on my pathetic little website are horribly out of date, so I'm thinking I'm going to go on a photography spree and try to rectify that.

Here's something I keep picking at, Goomba graphics:



The one on top is the one I'm currently using, the bottom one is from my NSMB remake, and the others are in various stages of completion. (There's some of Nintendo's artwork there for reference) Opinions on this?

I've been tweaking Mario's graphics a bit. I'm giving him the "friendlier" face from the NSMB remake's Mario sprite and trying to make him look a little more rotund. I've changed his standing frame so that he has his arms are slightly raised up to his side like in most of the official sprites. It seems to animate better that way:



Actual in-game three frame animation on the left, my desired four frame animation on the right. If anyone can fulfill this request to give Mario more walking frames, it would make the animation so much smoother. (I'm guessing it would be fairly difficult to do, though)

Um, more screenies coming soon, I think.

Mattrizzle
Posted on 06-20-07 06:51 PM Link | Quote | ID: 47236


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Posted by icegoom

Here's something I keep picking at, Goomba graphics:



The one on top is the one I'm currently using, the bottom one is from my NSMB remake, and the others are in various stages of completion. (There's some of Nintendo's artwork there for reference) Opinions on this?
I think that the second-from-right one on the bottom looks the best. It has the least red tones in it (Goombas are now a duller brown than they were in the past) and its head looks about the right width.

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Ristar
Posted on 06-23-07 05:46 PM Link | Quote | ID: 48911


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Icegoom: I've got an final boss idea for you. I'm showing it to you through this fake screenshot:



The Cyclope Star replaces the big Boo.
And thanks to the Magikoopa who transforms blocks into Koopas, you have to throw the shell on the Cyclope Star who is the boss.
Bowser and Bowser Jr are only obstacles and finally, this boss is similar to the Final Zycloboo of the Second reality project hack.

asdf
Posted on 06-23-07 10:26 PM Link | Quote | ID: 48950


Shyguy
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The Big Boo being the final boss isn't much of a challenge, even with all those obstacles. It did work well in Mario's Return, and SRP II couldn't keep my attention that long. But it's generally anti-climactic. On top of that, I'm not even sure if the eye will work with those graphics. And ripping off another hack in such a manner isn't good (it's fine to rip it off in some ways - but not in that way).

icegoom
Posted on 06-24-07 12:41 AM Link | Quote | ID: 48967


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That's an interesting idea, ristar. It does kind of fit with the ghetto boss set-ups I've already done, where the bosses are normal enemies with level enders and the challenge comes from the room itself. But I'm not big on the idea of only getting four chances to hit the boss and then you're out of luck. (But yeah, there could be more blocks in the room) The Cyclope star wouldn't work with Big Boo's current mirroring, but that's not difficult to fix.
Posted by Mattrizzle87
I think that the second-from-right one on the bottom looks the best. It has the least red tones in it (Goombas are now a duller brown than they were in the past) and its head looks about the right width.

All right, I'm trying a variation on that one. I switched Goombas over to palette C, which has duller browns than the fiery palette A. Still not perfected:



Ristar
Posted on 06-24-07 01:16 AM Link | Quote | ID: 48972


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Icegoom: well, I put four blocks but that's just an idea. You are the creator of the game so you decide how many of them you will put.

Stifu
Posted on 06-24-07 01:41 AM Link | Quote | ID: 48978


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As for the Goombas... They're all fine, really, but I'd use a mix of the top one (the one you currently use) with the one just below it to the right... I'd use the eyes of the 2nd one, and the mouth of the top one, basically. That's what'd look the best to me, and which would also look the most like the reference Goomba pic.

Remnic The Hedgehog
Posted on 06-24-07 10:28 PM Link | Quote | ID: 49185


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Those new Thwomps really look realistic. Much like the ones used in Super Mario 64 DS.

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S.N.N.
Posted on 06-25-07 05:03 AM Link | Quote | ID: 49263


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I really like your background choice for the second screenshot you have shown. It gives off the feel of a haunted canyon, which really ties in with the mood of the level. The fossils and bones are very well done too.

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Remnic The Hedgehog
Posted on 06-26-07 12:36 AM Link | Quote | ID: 49520


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Yeah but he had problems with the background. Some fossils had tile errors.

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icegoom
Posted on 06-26-07 09:01 PM Link | Quote | ID: 49846


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I wasn't having problems so much as I was just being lazy. Way back when, I assembled the background hurriedly just to see what it would look like without worrying about all the tiles lining up, and then I just left it like that and never bothered fixing it. That's been fixed now:



OK, I'm using the old Goomba with the new eyes now:



The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames.

Sgraff87
Posted on 06-26-07 09:08 PM Link | Quote | ID: 49847


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Posted by icegoom




The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames.


To me, it almost looks like his feet are facing the wrong direction. I think perhaps his right foot (his right) although suppose to be the less dominant because it is further from the screen than the left, seems to be acting in a more dominant fashion (catching the eye more). It may be the placement or size. That is what I am guessing might be the problem.

Ice Man
Posted on 06-26-07 09:31 PM Link | Quote | ID: 49851


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icegoom, you know, you can actually use 8 frames. Ever heard of the extended animation feature in Lunar Magic? It works with sprites, too.

Remnic The Hedgehog
Posted on 06-26-07 09:53 PM Link | Quote | ID: 49862


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Looks like the goomba is leaning forwards too much and the torso isn't moving that much.

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Joshua
Posted on 06-26-07 10:51 PM Link | Quote | ID: 49885


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Posted by Ice Man
icegoom, you know, you can actually use 8 frames. Ever heard of the extended animation feature in Lunar Magic? It works with sprites, too.


Pretty sure that'd use up tile space though, and he has to have room for the other baddies as well.


Hmmm.... all the goombas look fine to me, but then again, I'm not picky.

icegoom
Posted on 06-26-07 11:09 PM Link | Quote | ID: 49895


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Yep, I'm already using ExAnimation fairly extensively for enemies with just one frame:



I've currently got room for six more frames of something, I think. (I've been lazy and lumped them all into one file instead of breaking them apart by theme) I'm reluctant to use ExAnimation on enemies with one than one frame because you have to remap them to use one frame for their normal walkcycle. If you have a level with a lot of environmental animation, there might not be room for enemy animations. It isn't a problem for a Bullet Bill to not be animated, but it is for a Goomba.

Mattrizzle
Posted on 06-26-07 11:18 PM (rev. 2 of 06-26-07 11:20 PM) Link | Quote | ID: 49897


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Posted by icegoom



The animation still looks a bit wonky to me, but maybe it's the best I'll get with two frames.
Something makes it look too jumpy; perhaps it's how both the head and eyes move back and forth. It seems that either the head is too large in comparison to the body, or vice-versa.

@ Ice Man: icegoom used the extended animation feature on the Pokeys, so he knows about it. Oops, he already explained it.

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Stifu
Posted on 06-27-07 08:19 AM Link | Quote | ID: 50090


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Posted by icegoom
OK, I'm using the old Goomba with the new eyes now:



Hmmm, I'm more bothered by the colors... but I guess you can't have the browner ones you showed above.

icegoom
Posted on 07-21-07 10:49 AM Link | Quote | ID: 56549


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So I guess since the previous day's posts got deleted with whatever the heck happened here, I'll re-post my last update. (No sense letting the images languish unused in my imageshack account, I guess)

Blue Switch Palace, new railing for the cruiser, and a new underwater level:





Let's see, the last reply I saw to this was from Goldensunboy, who expressed concern that the background was too similar to the castle background from the original game. So yeah, until very recently, I was still using the original castle background for my switch palace levels. I actually tried to draw a dome ceiling, which you can't really see in any of the screenshots because the level doesn't scroll high enough, which might be a good thing with the perspective being all wonky:



I am thinking maybe I should make the darker columns a tiny bit thinner to indicate that they're slightly further away than the nearer foreground columns. Here's the same background in the yellow switch palace with a different palette:



Progress-wise, I have one level I want to fix up before I release the demo, so I'm really, really hoping that I'll have a release for you guys soon. (Whatever you want to translate "soon" into)
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Main - SMW Hacking - Mario's Lost World New thread | New reply

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