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andy_k_250
Posted on 01-24-08 08:57 PM, in My SMW Sonic Hack (unamed) (rev. 2 of 01-24-08 08:58 PM) Link | Quote | ID: 74889


Shyguy
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Posted by Smallhacker
Posted by andy_k_250
maybe you could turn your item box in the status bar into the item monitors from Sonic?

You clearly have no clue whatsoever about how games work.


Hey now - I had assumed (maybe wrongly?) that the item box was an editable 2bpp graphic in one of the game's GFX files.

And it's not like I am saying it could be exactly like the Sonic monitors (flickering and everything), but you could make a pretty close approximation, maybe even with a glassy sheen. What inspired me, actually, was Delmaru's current item box, because it is very similar.

If this is difficult/impossible to do, I apologize. What you already have is totally cool. It was just a suggestion. I hope I didn't offend anyone too much.

Del - if you need any help from me at any point in your project, I would be happy to do what I can. Don't hesitate to ask.

andy_k_250
Posted on 01-24-08 09:56 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 74899


Shyguy
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The Amazing Flyin' Hammer Bros. graphics have been bothering me for a while, so I redrew them to make them more similar to "normal" SMB3-style Hammer Bros.


Along with this, I've turned SMW Lakitu into the SMW2 Lakitu, complete with a few graphical tweaks to make the graphics work with SMW's Lakitu sprite mapping.


Luigi fights off Bandits (Chargin' Chuck GFX replacements) while being pursued by a Kuribo's Shoe (a modified Spiked Potted Funguy).

andy_k_250
Posted on 01-25-08 04:54 AM, in addmusic sucks (rev. 2 of 01-25-08 05:08 AM) Link | Quote | ID: 74926


Shyguy
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Posted by trip dering
did you not read the FIRST line?

Posted by trip dering
I cant download java


anyone else want to help?


Sorry - most computers have java already, so I thought you meant you were trying to install the latest version.

If no one else has helped you by the time you read my message here, I will help you. Just PM me.

EDIT:
Posted by x1372
Now I'm juggling through my different versions I downloaded trying to find one that doesn't do the P switch/star music glitch


This might help:

Posted by Mior
If you want to fix a ROM that has already added custom music, open the ROM by hex editor. Next, search for "1A 09 20 8D FB 1D 9C DA 0D 6B" and change to "1A 09 20 8D FB 1D 8D DA 0D 6B".

andy_k_250
Posted on 01-25-08 05:05 AM, in The Tale of Elementia Link | Quote | ID: 74927


Shyguy
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Your level design is spot on. This looks like it would be really fun to play, because it seems challenging without being overly hard. My only critique would be that some of your ground is kind of plain, and the transition between the forest floor and treetops seems too different, but those are minor quibbles. I love your bouncy mushrooms.

andy_k_250
Posted on 01-25-08 05:15 PM, in ASM Hack\Custom Block\Custom Sprite request thread (rev. 3 of 01-29-08 09:48 PM) Link | Quote | ID: 74954


Shyguy
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Is there anything I can edit to make Banzai Bills go behind objects with layer priority?

andy_k_250
Posted on 01-25-08 06:57 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 74987


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Posted by pieguy1372
Those aren't custom sprites, they are just custom graphics.


Yep. The Kuribo's Shoe is the only custom sprite in those new screenshots.

Posted by pieguy1372
Anyway, I like your SMB1 slope graphics.


Mimic made them.

Posted by pieguy1372
The graphics change of the Chargin' Chuck, though, seems wrong...its feet aren't attached and its head is four times bigger than its body.


That is just the Bandit itself. It is pretty much exactly like the SMW2:YI version. It has three feet in that screenshot because when it is moving it makes its feet appear like a blur. It looks better in motion.

Posted by pieguy1372
Also, why are you using one of those pre-made ExGFX files?


Posted by pieguy1372
Also, since you didn't answer this question last time, I'll ask it again. Why are you using the SMAS SMB1 pre-made ExGFX file?


I don't really know how to answer this question, other than just because I want to use them. I like the way they look without personally feeling any desire to change them. I needed some grassy GFX, so I used the SMAS SMB1 GFX. I needed some mushroom platforms, so I used the SMAS SMB1 GFX. I needed some blocks, so I used the SMAS SMB1 GFX.

If that doesn't answer your question, can you ask it in a different way, or tell me why you're asking? I don't think I really understand.

A lot of what I have used so far graphics-wise has been pre-made. I am fine with that. I am just tweaking the graphics that I've never liked (i.e. brown used blocks, SMW Hammer Bros., SMW Goombas, SMW Munchers, etc.).

andy_k_250
Posted on 01-25-08 07:38 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 74993


Shyguy
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Posted by koala_knight
Birdo's are actually MALE according to the SMB2us manual. They first appear in SMB2u,so I guess it would be safe to say they are native to Subcon.


Good point! I forgot that "Catherine" (as Birdo is called in Japan) "thinks he's a girl."

Posted by koala_knight
That said, I don't think there's anything wrong with female Yoshi's at all. After all look at seahorses, the males are the ones that hatch the eggs in that species and that's i real life.


Another good point. That's kind of how I see it.

Posted by koala_knight
Nice use of that 1 custom sprite and the chargin' chuck. Better?


Oh, I understood what you meant the first time. Thanks for the compliments, both times. We were just getting all technicanal.

andy_k_250
Posted on 01-25-08 11:04 PM, in SMW ROM Addresses Link | Quote | ID: 75014


Shyguy
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I might as well ask this here too - is there an address to modify that will make Banzai Bills go behind objects with layer priority?

andy_k_250
Posted on 01-27-08 05:21 AM, in Kain's Quest Link | Quote | ID: 75111


Shyguy
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You definitely have interesting ideas. I kind of agree about mixing so many things, but then, look at Brutal Mario - how many games were thrown together in that? I am going to postpone judgement until you get a story together. I want to play this, though - it looks like it could be fun almost for its sheer randomness. Good graphics.

andy_k_250
Posted on 01-28-08 08:16 PM, in Enhancement Chip - wich one should we use? Link | Quote | ID: 75359


Shyguy
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I think coming up with an "industry standard" here is definitely the way to go, but I honestly don't know enough about the FX chips to have a preference. That being said, I think most folks may be like me, and would just be happy with whatever is easiest and least conflicting with the best results.

I just appreciate the work that you and others do, because it gives less technical people like me the chance to do some really great things.

andy_k_250
Posted on 02-01-08 05:51 AM, in My Art Link | Quote | ID: 75857


Shyguy
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Very nice job on the feathery wings!

andy_k_250
Posted on 02-01-08 05:54 AM, in Tell me I'm good. Link | Quote | ID: 75858


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Posted by xpCynic
Something tells me this is my fault...
Anyway, here's the one I did which inspired the thing.
(Many of you may not get it )


Is it a Goatse reference? I don't get it.

andy_k_250
Posted on 02-01-08 11:01 PM, in custom block request Link | Quote | ID: 75948


Shyguy
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From SMWCentral:

Posted by Dispari Scuro
I once made a sprite that could only be killed by Bob-Ombs. However, icegoom has something much better if you want to talk to him about it. His version is an invisible sprite which lays on top of an actual brick, and when killed, turns the block into a blank tile.


Posted by Boingboingsplat
If I recall correctly, Icegoom made those blocks by editing the GFX of the Bowser statue, and placed a tile that shows the crumbled brick underneath it. That way when the statue explodes it shows the crumbled GFX. The main restriction of doing this is that the bob-omb exploding blocks can't be stacked up.


Posted by Dispari Scuro
He got new ones from a Japanese hacker which are placeable anywhere and "float" so that they can be stacked. You can also have multiple ones in the same level which use different graphics.


The Bowser Statue solution isn't a terrible solution unless someone can get the bombable block sprite.

andy_k_250
Posted on 02-04-08 07:25 PM, in There Will Be Blood... Link | Quote | ID: 76312


Shyguy
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Has anyone else watched this yet? I would love to see what others thought of this movie.

If you've not seen it yet, I would highly recommend it. It is one of the best films I've seen in a long time.

andy_k_250
Posted on 02-21-08 05:16 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 78502


Shyguy
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I have been working so slowly lately that I have been working on the same level for the past several weeks - changing things here and there while doing some spritework and other graphical work.


Here are my revised bridge graphics - I like them so much better than the default ones from the original SMW.


Mario contends with a Pipe-Dwelling Lakitu and a Venus Fire Trap.


Here is something that I made recently for Schwa that I will probably end up using in my underwater levels as well - I call him Tora! Tora! Tora! Ted.

andy_k_250
Posted on 02-22-08 09:31 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 78586


Shyguy
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Posted by BOBO
It's a Giant Torpedo Ted XD


Yep! I made it for Schwa, but I ended up liking it a lot, so I will use it too.

andy_k_250
Posted on 02-29-08 05:18 AM, in [?] Super Mario Bros. - The Wicked Star Story (rev. 4 of 02-29-08 05:45 AM) Link | Quote | ID: 79432


Shyguy
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Thanks to DotsAreCool, I now have a userbar for my project! I have been wanting one of these for months. Feel free to pin it to your profile/footer if you like my project and want to show support!



Mario crosses the Deep Blue Sea with the help of some friends...

Well, it was a pain in the butt, but I changed the Sumo Bros. graphics in my project. I was never a big fan of the enemy since they deviated so far from "normal" Hammer Bros.-type enemies. Anyway, here is what my graphics look like in action. I would love some constructive criticism - I've just been staring at it too long and need some outside feedback.


However, it is worth noting that since making that video, I have changed the palette of the Sumo Bros., which I am now calling Magma Bros. I also changed the lightning bolt into a ball of magma that the Magma Bros. spit down at the Mario Bros. The video is still an accurate representation of how this sprite animates itself, but here are the new palette/graphics:




That's all for now!

andy_k_250
Posted on 02-29-08 05:48 AM, in Super Mario Bros ZERO Link | Quote | ID: 79439


Shyguy
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Wow - I wish I could go into details, but this looks amazing. I am just floored by how awesome this looks. I can't wait to play this. How many of your graphics are homemade? That Torpedo Ted level is so original. Nice "Whomps" too! I can't wait to see more, and I can't believe this hasn't gotten more responses. Keep up the good work!

andy_k_250
Posted on 03-03-08 05:46 PM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 79667


Shyguy
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Mario climbs up one of the support pillars underneath Ruby Bridge. The climbing aspect was inspired in part by Whomp's Fortress in SM64.

@Buu-Huu - Thanks for the compliments - coming from someone with your graphical skills, it's really nice.

andy_k_250
Posted on 03-04-08 12:20 AM, in [?] Super Mario Bros. - The Wicked Star Story Link | Quote | ID: 79685


Shyguy
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Posted by boingboingsplat
Heh, reminds me of something I had planned for my level "Candlelight Tower," but never got around to doing it. Also, I'd suggest making those blocks match the color of the support beam and maybe fit a black outline into the beam.


How long is Candlelight Tower? And does it figure prominently in your project? I just wondered since the Candle enemy is on your userbar.

Yeah - I was trying to figure out what to do with those blocks. I need to make sure whatever I do, they are easy to tell apart from the main beam - maybe I can make them in the same palette range, but slightly darker - I just don't want them to blend in too much and become "invisible."
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