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Tip: Test your levels as all forms of Mario (small, super, fire, cape). If it's possible to enter a level with Yoshi, make sure to test that as well.
Tutorial Requests
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I've seen very few videos on Youtube speaking about how to port good music to SMW< but the problem is that the commands to improve the quality of the song wheren't shown at all. They haven't even ben tried out to see how they work. I've only seen tutorials like the Ultimate Custom Music porting tutorial. Pretty good, but I wished there were some videos about how to use EACH command. And a song with the respective command should have been shown as an exmaple to many of the users, namely me, who really want to port music.
well, I'm still requesting a tutorial on how to make custom music via .txt file.
I would like to know if someone could post a tutorial on how to make custom powerups. Please don't say something like: you need to start with blocks and work your way up! I do know how to make some custom blocks, but I haven't started sprites yet. I'm asking because I haven't seen one yet for power-ups. If there is one please post a link or something.
Quote
Please don't say something like: you need to start with blocks and work your way up!

But that's the only way!

Custom powerups are (usually) custom sprites, if you know how to code custom sprites then this shouldn't even be an issue. You could also make some custom powerups as blocks too. I was actually supposed to add a 'how to code custom powerups' section in my custom sprite programming tutorial ages ago, but I never got around to it. If I ever feel like it, I may make a separate tutorial for it because I do agree we need one, it would allow users to have a variety of interesting powerups instead of the same old boring ones. Maybe when a stable version of Powerup Tool is released, that should make coding powerups easy, heh.
a tutorial on the OW animations. to delete or edit them.
A tutorial about Custom Sprites Inserting that contains pictures at every step so it's very easy understandable.
For the love of FuSoYa, there has got to be a better way to rip bgs from pictures. That bgripper that's out there is just too damn difficult to use.

My experience? I tried to rip asteroid coaster from sonic colors ds, and what I got was garbage.
The BG Ripper doesn't work well for complex images if you're using a PNG as a source, because any image you save in Paint seems to only cause it to load one palette.

It works well for save states and simple graphics from a certain gen of games, but yeah, you'll need a different tool to rip a DS game's graphics.
Originally posted by gamingawesome
For the love of FuSoYa, there has got to be a better way to rip bgs from pictures. That bgripper that's out there is just too damn difficult to use.

My experience? I tried to rip asteroid coaster from sonic colors ds, and what I got was garbage.

1.) The BGRipper doesn't support NDS saves.
2.) If you're trying to use PNGs, you have to bear in mind that they have to be 16-color images (one attributed for the transparency color) so it's only natural that such a complex image in terms of colors won't work.

Workaround? Either crop the entire image down to 16 colors directly or cut out certain parts and crop those down to preserve as many colors as possible as long as palette rows are available and rip them seperately. But usually I'd advise against such backgrounds because it's more trouble than it's worth it.
I would like a tutorial for mixing vanilla tilesets, plox.

Yeah, thats about it.
Originally posted by cheat-master30
The BG Ripper doesn't work well for complex images if you're using a PNG as a source, because any image you save in Paint seems to only cause it to load one palette.

It works well for save states and simple graphics from a certain gen of games, but yeah, you'll need a different tool to rip a DS game's graphics.



And this other tool still has yet to be made, right?
Originally posted by Diegh0st
I would like a tutorial for mixing vanilla tilesets, plox.

Yeah, thats about it.

Just use BG2 and BG3 in the ExGFX selector and choose any of the vanilla tilesets available.
Originally posted by gamingawesome
And this other tool still has yet to be made, right?

Depends on what the "other tool" is. It may already be made, it may not be made, it's how you find it.
Im going to make a tileset mixing tutorial ;3
A tutorial on the Luigi Seperate GFX would help lotsa people considering the readme isn't that detailed and doesn't state how to insert the seperate GFX.
You don't need a specific tutorial to get this working. Just get a Xkas Tutorial, and the freespace tutorial. Simple.

Also, if you want to change the Gfx name in the .asm file, just change this...
"incbin mario.bin" (works also to "incbin luigi.bin")
to this:
"incbin *gfxname*.bin".
Yeah, but where do I put the Gfx file? In the GFX folder? The EXGFX folder? Just the same folder the rom is in? I don't know!
You put it in the same folder as the patch, since the "incbin" part links to mario.bin (Mario GFX file) and luigi.bin (Luigi GFX file). If you don't do this Xkas will give an error, I believe... Of course the patch can be in ANY folder, as long as you use Xkas GUI. This should be enough information to work it out I hope.
Last edited on 2011-02-21 02:28:29 PM by Grav.
I would like it if someone who's good at making GFX would make a tutorial about how to make good Graphics with stuff like shading, working with palettes, etc. That would definatly up the quality of Graphics submitted to the site.
Plus, I would like to make completly custom that are good enough to submit to the site, and maybe even good enough for SMCP2...

Edit: Nevermind, I was able to find a tutorial that covered what I needed.
Last edited on 2011-02-22 12:53:04 PM by DarkBones.
I need a sprite tutorial programming in video with subtitles
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