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Main - Posts by andy_k_250 |
andy_k_250 |
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Shyguy Level: 24 Posts: 80/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Looking good! However, I think the mountains might look better without the black outlines. |
andy_k_250 |
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Shyguy Level: 24 Posts: 81/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
That is a really good idea - I remember a lot of video games being like that (e.g. Castlevania). It can't be too hard to make a sprite like that, if the person has the right knowledge. This sprite wouldn't work well in this spot, but it would work really great in some other places I have planned.
Thanks again! |
andy_k_250 |
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Shyguy Level: 24 Posts: 82/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
That video looks great! Very nice level design! Two questions:
- How do you have two different types of Bob-Ombs, and what is the difference between them? - Is that giant bouncing cannon ball an original sprite? It works great! It reminds me so much of Bob-Omb Battlefield from SM64. I can't wait to see more of this project! |
andy_k_250 |
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Shyguy Level: 24 Posts: 83/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Ever since I started on my project, I was disappointed that there was a Giant Koopa custom sprite, but no graphics to go with it that matched SMW Koopa Troopas. The Koopa Troopas in SMW and newer Mario games stroll around upright, but in SMB1 and SMB3 they crawled on the ground like real turtles. In my project, though, the Giant Koopas from SMB3 finally get to walk upright:
I based these graphics off of the Sledge Bros. and then just modified them as I saw fit. I think it turned out pretty well, myself. Also, note that I redid the Giant Spiny in SMB3 style, which is what the small Spinies in my game are based on. |
andy_k_250 |
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Shyguy Level: 24 Posts: 84/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Ever since I started on my project, I was disappointed that there was a Giant Koopa custom sprite, but no graphics to go with it that matched SMW Koopa Troopas. The Koopa Troopas in SMW and newer Mario games stroll around upright, but in SMB1 and SMB3 they crawled on the ground like real turtles. In my project, though, the Giant Koopas from SMB3 finally get to walk upright:
I based these graphics off of the Sledge Bros. and then just modified them as I saw fit. I think it turned out pretty well, myself. Also, note that I redid the Giant Spiny in SMB3 style, which is what the small Spinies in my game are based on. |
andy_k_250 |
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Shyguy Level: 24 Posts: 85/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Hypercam (normally) doesn't record sound...
The ExGFX for this level are gorgeous. I also like your use of deadly gas instead of lava. However, this level seems way too hard for World 1. If you can't even make it through here without dying 30+ times, what are the chances the player will? I think the main thing you could do is to reduce some of the difficult jumps and remove some of the cheaply-placed enemies. If you want specific examples, I can help, but I would hazard to say that you should adjust almost every part of your level where you die in your video. That being said, I am still very excited to play your game! EDIT: You might also want to check out SMWCentral and consider joining if you would like to get more feedback from a wider group of people. |
andy_k_250 |
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Shyguy Level: 24 Posts: 86/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
@Ailure/blackhole89: Yeah - I pretty much was going for a fatter look - as it is, Giant Koopas (as they are coded) are already as "tall" as regular Koopas, so there was only one direction in which to expand - sideways.
I need some fresh eyes and opinions on this. Which of the ledges on the stone pillars in the above pictures look better (brown or gray), and why? If you don't think either look good, what can I do to make them look better? Thanks! |
andy_k_250 |
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Shyguy Level: 24 Posts: 87/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
I need some fresh eyes and opinions on this. Which of the ledges on the stone pillars in the above pictures look better (brown or gray), and why? If you don't think either look good, what can I do to make them look better? Thanks! |
andy_k_250 |
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Shyguy Level: 24 Posts: 88/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
While I've been working on my project, I also made a couple of custom sprites that I wanted to use and that two other folks had requested. Since they are fairly simple edits of the original Birdo sprite (but too complex for most beginners), I decided to release them for public use:
- Bullet Bros. - Torpedo Bros. Enjoy! |
andy_k_250 |
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Shyguy Level: 24 Posts: 89/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Well, I've not updated in a while since I've been out of town; my wife and I visited New Mexico, which was really pretty.
This is a minor update, but I finally found the perfect spot in my palette for my SMB3-style Munchers. This is something that has actually been bugging me for weeks because I never sat down and really attacked the problem. Now, I can have red or blue Munchers just like in SMAS. Also, I finally incorporated the Bomb Koopa custom sprite into my project. Instead of using regular Koopa Troopa graphics, though, I made this a throwback to the Nokobons of Super Mario Land (). In my project, just as in SML, the Nokobon is something similar to both a Koopa and a Buzzy Beetle. I wanted to make it more "primitive" than the Koopa Troopas, so it walks on all fours, but it isn't entirely Beetle-like, either. Anyway, I'm pretty happy with it even though this is a very minor accomplishment. |
andy_k_250 |
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Shyguy Level: 24 Posts: 90/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Posted by andy_k_250 Does this look better than either of the previous two? I just want to make sure that the ledges are easily visible. (The new blocks there also happen to be my replacement graphics for the cement block - I really like them). |
andy_k_250 |
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Shyguy Level: 24 Posts: 91/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
Posted by andy_k_250 Does this look better than either of the previous two? I just want to make sure that the ledges are easily visible. (The new blocks there also happen to be my replacement graphics for the cement block - I really like them). |
andy_k_250 |
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Shyguy Level: 24 Posts: 92/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
I've not updated in a bit because I've slowly been trying to learn basic ASM. I am keeping a log of just about everything I learn.
Here's what else has been keeping me busy - smkdan and I are working on making some of the sprites from Super Mario Land. They can be viewed and downloaded in this thread here. This is a side project, but I am sure most of these sprites will find their way into SMB:TWSS. |
andy_k_250 |
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Shyguy Level: 24 Posts: 93/93 EXP: 70029 Next: 8096 Since: 01-10-08 From: St. Louis Metro East Last post: 5994 days Last view: 5672 days |
I updated my Bullet Bros. and Torpedo Bros. so that they work more efficiently and actually use the default Hammer Bros. tilemap:
- Bullet Bros. - Torpedo Bros. |
Main - Posts by andy_k_250 |
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