Banner
Views: 236,598,000
Time: 2013-05-24 06:39:06 PM
29 users online: aj6666, Akireyano, Bowser's Level Designer, buggy789, CerberusYoshi, Fierce Deity Manuz OW Hacker, Gloomy Star, Grav, HyperMario, hypershadic, Jolpengammler, Kenny, Kieran Menor, King Dedede, KY2010, o Ladida, MarioBros980, MaxodeX, MrDeePay, ninja boy, phenolatukas, ShadowFire, o ShadowPhoenix, o Slash Man, SMW_Forever, Spiderpig2398, wiiqwertyuiop, X-cniS, yoshicookiezeus - Guests: 59 - Bots: 8Users: 22,882 (1,274 active)
Latest: vannh05
Tip: Use the Iggy/Larry Battle Tools to edit Iggy/Larry's platform.
Posts by Carsr4carpeople1
Carsr4carpeople1's Profile - Posts by Carsr4carpeople1
Pages: « 1 ... 128 129 130 131 132 133 134 »
Did i hear boss request?

Click for Spritesheet

I request a Naval Pirana boss using the retouched graphics in this spritesheet. If you did this, I would be ecstatic. (Dynamic-ness would be a plus, if you wish to do so)
Wow, these are some really, really cool graphics. They're some of the best I've ever seen! :3
Those look really nice. The only gripe i have is there's no indication of an explosion. I think they should flash red, or something like that. Give it a bit more life. :3
I just had a sudden thought about this. Is this compatible with an emulator such as BSNES? I mean to say, you didn't have to do anything outside of what would be impossible on a real SNES, right? I'm just curious because I was wondering weather any SNES could even use this many GFX files in the first place.

Also, Ripperon-X, that's insanely cool.
Alright, cool, thanks for that, Since I use the SNES emulator Homebrew Channel on my Wii for some hacks, and I'm pretty sure that it functions similar to that of a real SNES, since some custom music overflows samples and such. :/

Ripperon-x: did you use the palettes in the sprite palettes for the status bar?
Last edited on 2010-05-08 08:57:03 PM by Carsr4carpeople1.
Originally posted by Ixtab
Also, I tried Naval Piranha he's simply too big. I would need a dynamic sprite and all of sp slots 2, 3 and 4.


If it's not a problem for you spriting it, It's fine with me personally, I was going to give him his own separate room in my hack.
Anyways, couldn't you make it use layer 2 or something? Since we have all these FG graphics available nowadays...
Last edited on 2010-05-08 10:08:23 PM by Carsr4carpeople1.
This is great! I have one question, though:

If one used an older version of BTSD on a hack using LM 1.71, will this BTSD change the old code so you can still use blocks for map16 page 0x10 and above?
I have a couple YI sprite requests here:

Milde

Marching milde, who acts just like he does in YI. Make sure the player looses all speed when jumped on! :3

aaaand:

moar sprites! :3

The 32x32 milde, the big fat penguins and their tiny counterparts (under the 32x32 shyguys) and YI styled Koopas would rock, too.

ALSO, if plausible:

lolhugebosses

The koopa Boss, and the big chomp that eats blocks and stuff, and dies if he hits a certan block, or something. This spritesheet dosen't include his "crying" frames, but I can rip them for you.

Originally posted by SolidSnake141.35
Originally posted by Carsr4carpeople1

lolhugebosses

The koopa Boss, and the big chomp that eats blocks and stuff, and dies if he hits a certan block, or something. This spritesheet dosen't include his "crying" frames, but I can rip them for you.



Also doesn't include the Koopa's OMFG I AM GONNA FALL OVER frames
#w{=9}

Osh, it dosent! :< I'll have to rip those, too, if Ixtab decides to do them (or if there is space #w{:s})
Ixtab, I have even more requests! :3

SMB3 sprites this time

The angry Sun, and Boom Boom would be really cool. For Boom Boom, i think having the extra bit determining his pattern would be cool (flying or not)

smb3 bowser

Yeah. I dont think this has been done before, has it?

sorry for so many requests, if you feel it is too muh, don't bother.

Anyway, I quote this post:

Originally posted by Ixtab
EDIT: Oh I forgot another point. Layer 2. Layer2 is impractical for animation. (well as fall as I know, you would have to animate the bg).
Layer 2 would give you an extra 128 frames. Sounds good, but I'm fairly positive there's no way outside of some intense exanimation to animtae it. However, if someone is willing to help with animating through lunar magic's exanimation. I'd be more than willing to do the rest. Infact-- send me a PM if you want to do this, otherwise I'm not going to bother with things that are too big to do.


I could probably do some intense Lunar Magic Exanimation. It depends on how it would work, and with what sprite. I have some skills when it somes to animation, so i could probably get the job done.
Haha, more request:

A 32x32 banzai bill that acts like the homing bullet bill.


also, a romancing saga 2 knosk-off boss like the one in VIP4:

I shall rip/create all the graphics for both, just send me a PM when you decide to do so.

Vip4 final

aaaaaand:

Marx
From Kirby super star. :3

You probably hate me now, Ixtab :p
Last edited on 2010-05-09 07:18:20 PM by Carsr4carpeople1.
It's saved with the MWL.
Originally posted by grishnax
AddMusic GUI


There's your problem. Just use the normal addmusic run by command prompt. It's not hard at all. I've had zero problems with Romi's addmusic.
This logic astounds me! I can't believe nobody's thought of this before!
Ersan, I'm glad to see more stuff being done on this. I thought it died, or something. I'm glad it didn't.

Also, that rainbow gradient is awesome. Psychedelic, bro.
ZMann: Looks really good aesthetically, I love the tileset mixing. On the difficulty side, it looks too easy. I would recommend a few strategically placed sprites around the boomerang bros./hammer bros. to make them a bit more difficult to avoid.
A recommendation: Around 1:01, put a spiny somewhere on the slopes near the boomerang bro, so you can't just jump up on that ledge.
Another recommendation: Add more flying koopas at the area beginning around 1:40. It, again, looks much too easy. You could even try putting a generator in around 1/3d or 1/2 of the way through the area.
Around 0:43, I would move that whole block structure down one block, so the hammer bro on the top's hammers wont get erased. Also, make the blocks under them act like block 130. It looked like it was about to commit suicide before you shot it with a fireball.

That moon is much too easy to reach, period. Make it so you have to make it through the whole level with a cape and fly up there, or something. Using a vine in a block almost anyone would hit is somewhat silly. #w{=P}

Other than the moon being too easy to reach, or much too low difficulty (which shouldn't be too hard to fix), this is an extremely good level, in my opinion. It fits where it's supposed to be, and there is a really clever use of vanilla graphics (Though i highly, HIGHLY recommend a cool cloud background. #w{=3})

I hope this post helps you improve the level, it looks like one of my favorites so far. #w{:>}
One of my biggest gripes with Super Mario World is the limitations of the overworld. Having to deal with having only 4 palettes for the ground, and ONE has to be for water, unless you do some GFX editing, small graphics space (Couldn't the VRAM patch be modified for use on the overworld?), and the fact that layer 1 tiles are 3bpp. It's one of the most annoying things about the game, in my opinion. People have talked about totally reworking the palette/graphics system on the overworld (and it has been modified by the likes of Carol and Maxx), and i think it would be realy cool if it were made easier to have more detailled overworlds to show off.
RealLink: Those are actually really cool. I think it would be nice to have some that work in the vertical direction, though.
Reading, that looks pretty cool. I like the music in it, too (What is it?). The difficulty looks just right as well, I like how you have to bounce off enemies to get to where you need to go. It seems just right for world 8.
I vote entry 3. It's totally awesome. #w{:>}
Pages: « 1 ... 128 129 130 131 132 133 134 »
Carsr4carpeople1's Profile - Posts by Carsr4carpeople1

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu