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Tip: Switch palace switches normally disappear if you replay the level, but if you insert them as direct Map16 and use the hex-edit at 070B2 in the ROM map, you can replay the level without a problem.
ExGFX Showoff Thread
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Originally posted by Deeke
EDIT: One more screenshot! This time it's of the castle's exterior:


Awesome! I love how this went out. It gives an amazing outfeel. Can you give me your MS Paint draws?
(I know I've shown this but...)

I just wanted to show this, as a new ripper, this is first overworld rip:



Feedback and comments are awesome.
Originally posted by Luigi370
Awesome! I love how this went out. It gives an amazing outfeel. Can you give me your MS Paint draws?


Those are the MS Paint drawings, just copy-pasted from each chr. file from YY-CHR.

EDIT: @DragonFire6780

Very nice graphics you have. I like how natural all of the different colors look for the mushpoles.
Last edited on 2012-02-07 12:28:46 PM by Deeke.
All of these fancy OW's are making me jealous. Must, make, good, submaps, TOO! Dah!

All kidding aside, these submaps are very spectacular and I am sure they took a WHILE to make. Please continue, it's very rare we get to see good Ex OWs.
I thought my OW and submaps were good. I had presented them at a C3 years ago.
DiddyKaizo, it reminds me of the SMRPG maps for some reason, which is a good thing. #w{=3}

Awesome work with that.


Some Mario frames. Not sure if I'm going to use the last two.
No replies? Those are some great Mario GFX Dragonfire! I love the shade of blue/red in Mario's eyes.

Though, might I suggest lowering Mario's "right" arm in the jumping frame by a mere pixel? I think it would make it look a bit more natural for him.
The last two look great for a ground pound.
Originally posted by SolidSnake141.35
DiddyKaizo, it reminds me of the SMRPG maps for some reason, which is a good thing. #w{=3}

Awesome work with that.


Thanks SolidSnake141.35, I've got another map to show, does this look Like something from DKC2, oh my, IT IS!:



Not my best rip IMO, I had to get rid of stuff to make it fit, but I'm still proud of it, What do you think?
@DiddyKaizo100 That looks nice, it looks more like it would in SMW, rather than DKC would with all the colors
Here is another one I just made:


Download

What do you think? The GFX is from Romancing Saga 3.
Last edited on 2012-02-09 12:49:08 PM by Daizo Dee Von.
Okay, it's official. Carol has got to be a fan of Romancing SaGa 3. All kinds of stuff from that game is in his Brutal Mario hack, and now this! I recognize this as his graphics of choice for the Luigi World submap, but it did look drastically different. This is still very good, though.

As for your Kremland submap, you should be proud of it. I remember a fan art of Bowser's Castle from Mario Party DS that some user did on deviantART and I went to reduce its color use on Photoshop in order to rip it and use it in my hack. It took me a long time to do and it doesn't look its best, but yeah. Same deal, no?
Last edited on 2012-02-09 12:05:54 PM by The Thunder.
Thanks The Thunder, And no I did not rip it off Brutal mario, But I think Carol is a MEGA FAN of RS3 too.

And yeah, I am proud of my rip of Krimland, I just had to optimize it and do a few other wacky things I did to make it fit, But yeah, love my rips for other peoples games #w{=)}

YY-CHR Snapshot. Palette 9

Drew some graphics for some not yet coded enemies:
Mouse (8x8): A small fast critter that runs back and forth, stopping occasionally to clean itself. It will be harmless, purely decorative in fact. The only interaction it will have is with walls/floor/slopes.
Rat (16x16): A fast critter that runs back and forth, stopping occasionally to clean itself. This one, however, will harm the player from the sides, and be vulnerable similar to shelless koopas.
Slime (32x32, 16x16, 8x8): A 32x32 Slime that splits into two 16x16 Slimes that each split into two 8x8 Slimes. The Slimes will be invulnerable to fireballs, and damage the player from all sides. Thrown objects and the cape will cause them to split into their smaller counter-parts- The Star will just destroy them outright. The 8x8 Slimes on the otherhand... will pop on contact with the player or any thrown object/weapon, without causing any harm.

I'm trying to decide whether someone with my
lack of
experience should code these together, or whether I should request them instead.
That's not bad sunwarrior, could be better but still looks good.

Anyways, I've ripped these Overworlds today, Lets review them:

K3 Submap: (DKC3)


Castlevania:


What do you think?
Originally posted by me in my hack thread
So my internet went down earlier and out of bordem, I started drawing a couple of original enemies.

Coon Ball Jr is a small sprite which will bounce in the air and use it's raccoon tail to hover towards you. One stomp to the head and it dissapears in a puff of smoke. Not a tough enemy.

Coon Ball Sr is the big daddy of the Coon Balls. He can jump much higher than regular Coon Ball Jrs, can fire CBJs out of his mouth, and takes a number of stops to the head before he goes down.

I need to get someone to program the sprites (or look into it myself at the ASM workshop) but I can show off the Coon Ball graphics. I'll probably do some work on Srs graphics.

@DiddyKaizo100: Wow, look at you go! Wish I could this. I can tell the number of colors have been reduced, but it still looks awesome! Keep it up!

Some ledges, meant to be compatible with smw's original map16.
Will be released when complet.
Hey, that looks sick xlk, love it!

Anyways, might as well show off my rip of "The Flying Krock" from DKC2.

Take a look:


I had to edit it quit allot to make it fit the overworld slots, but I'm still proud of it (this was hard to rip) so I'd be releasing it in......nah, I won't spoil, lol, what do you think?
Pages: « 1 ... 193 194 195 196 197 ... 201 202 » Thread Closed
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