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Tip: Layer 3 backgrounds and tides disappear when you hit a message box, so plan your level around that. For example, you can add a sublevel without layer 3 at the start/midpoint, and include your message there.
"Local" Graphics + Tileset Showoffs (Please re-read first post!)
Forum Index - Events - SMW Central Production 2 - "Local" Graphics + Tileset Showoffs (Please re-read first post!)
Pages: « 1 2 3 4 5 6 ... 46 47 » Thread Closed
Pretty much the same thing as the Global thread, except for custom sprites and one time uses (as well as FGs/BGs).

List:

Pirhangler (in both a regular 32x16 form and 64x32 form)
Koalunk (16x16 or 32x32)
Hammer/Fire/Boomerang Bros.
Venus Plants (rightside up, upside down)
Firebar

FirePhoenix Edit (2/24/11): If you are drawing tilesets for this hack, please follow the following palette guidelines:

Backgrounds should use palettes 0 and 1. Since we are using a custom sprite status bar in this hack, the old status bar colors can be overwritten with no fear.

Foregrounds should use palettes 2 and 3. If you're making tiles that fit the original game's Map16, they are still using palette 2. If you're making a supplementary gfx file, I recommend using palette 3.

Palette 4 can be used by both the foregrounds and background as an "extra" palette row in case your FG/BG needs a little more color.

If elements of your set fit the global palettes located on rows 5, 6, and 7, feel free to use them, there is no restriction on this.

Hopefully this will help organize our palette row and map16 usage. Thank you for following this format.
Last edited on 2011-04-05 04:18:03 PM by S.N.N..
A little off-topic question: What custom sprtes are gonna be used in-game(except bosses)? A list here would be nice.
Originally posted by Ripperon-X
A little off-topic question: What custom sprtes are gonna be used in-game(except bosses)? A list here would be nice.


You can go with ones that are going to find their way into the game eventually, such as Chaim Chomps, <insert type here> Bro, Venus Fire Traps, Shy Guys, Classic Goombas, and so forth.
Last edited on 2011-01-28 05:53:05 PM by MrDeePay.
Stickying.

You can check the "Base ROM Initial Insertions" thread as well. Those sprites are going to be in the game for sure.
Yay, new graphics thread!

That's great design, foop! Superb job!
I noticed something abut the Pirhangler. How do I draw him? I can, but the red colors are missing on palette D. And if he uses palette C, then the green colors are gone. Are we allowed to use a custom palette for him? If so, then would this be good:

Edit: Boomerang Bro proojectie:

Which version would be more prefferable?
Last edited on 2011-01-28 06:30:53 PM by Ripperon-X.
Since the Pirhangler is going to be a boss I reckon .. you can use whatever palettes you want for him.
This seems the most appropriate place to put this until we start a tilesets thread.



I started working on a factory tileset inspired by the ones in DKCR. I'll have to load up that game again and take a look at the levels to get some ideas for details to add because the basic tiles are almost done.
Originally posted by S.N.N.
Since the Pirhangler is going to be a boss I reckon .. you can use whatever palettes you want for him.

But if anyone is going to draw it, then how many frames would it have?
Edit: No, the palette proposed would not work. The transition colors between red and green looks sort of bad.
@FirePhoenix: Nice construction tileset.
Last edited on 2011-01-28 07:01:09 PM by Ripperon-X.
Originally posted by Ripperon-X
Originally posted by S.N.N.
Since the Pirhangler is going to be a boss I reckon .. you can use whatever palettes you want for him.

But if anyone is going to draw it, then how many frames would it have?


Well actually, I was going to make a regular enemy version and a boss version, and have the tail use the green palette and the head use the red. As for frames, probably 2 moving for the regular one and any extra frames you can think up for the boss.
That's a solid question. I guess it really depends on the boss's attack pattern. Atma said he wanted to code it, so perhaps he should do that first BEFORE that graphic is made.


...also yeah, this needs to become a tileset thread too. We should redraw the main tilesets of the game like we did with the sprites to make them fit, so that option is available.
Originally posted by Atma
Originally posted by Ripperon-X
Originally posted by S.N.N.
Since the Pirhangler is going to be a boss I reckon .. you can use whatever palettes you want for him.

But if anyone is going to draw it, then how many frames would it have?


Well actually, I was going to make a regular enemy version and a boss version, and have the tail use the green palette and the head use the red. As for frames, probably 2 moving for the regular one and any extra frames you can think up for the boss.

I didn't say I'll do it, but I'll give it a try. I will se if the smaller version works. And if someone does it before me, then that's cool.
Firebar, drawn assuming it's going to use palette C.


Don't think somebody made a vine, did they?
Last edited on 2011-01-28 08:05:05 PM by leod.
Originally posted by FirePhoenix
This seems the most appropriate place to put this until we start a tilesets thread.

[Picture]

I started working on a factory tileset inspired by the ones in DKCR. I'll have to load up that game again and take a look at the levels to get some ideas for details to add because the basic tiles are almost done.


Since you sort of eliminated the possibility of berry sprites (you changed it's palette), you could probably use more than 5 colors.

Also, it's cool. :P
The vine is now strange. I know that's not at all, but still. Also, I've drawn something good:

I updated a bit already.(not seen in pic)
Now I'm sure someone will draw it way better.
Palettes C and D are combined.
Last edited on 2011-01-28 08:11:27 PM by Ripperon-X.
Looks cool, but the mushroom kind've looks like an eye. Also, isn't the mushroom green in the picture?
Originally posted by flareblade26
Looks cool, but the mushroom kind've looks like an eye. Also, isn't the mushroom green in the picture?

I know, but palette C does't have green colours, unless I add them there.
Edit: Added 3 green colors to palette C and updated again:
Last edited on 2011-01-28 08:25:10 PM by Ripperon-X.
How about making it bigger and make its "lamp" be an actual 1-Up shroom you can grab much like Lakitu's luring you with?
That's the 32x16 version. Also, look at picture. It's better.
Pages: « 1 2 3 4 5 6 ... 46 47 » Thread Closed
Forum Index - Events - SMW Central Production 2 - "Local" Graphics + Tileset Showoffs (Please re-read first post!)

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