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Resource Requests (GFX/Music/Coding)
Forum Index - Events - SMW Central Production 2 - Resource Requests (GFX/Music/Coding)
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To repeat what I said on the IRC, worst shading ever, that looks like a hologram and not like a stone pillar, you may want to try to actually apply any kind of stone-like texture to it, and design it with shades of grey first, that looks more natural, and you can adjust it later on if you want.

Also the way you did those outlines is eh as well, it's all straight lines, which looks really really ugly.
I'm fine without the 32 pixel wide pillar pieces, but yeah, the shading there could do with some work on the pillars! I'm most concerned with getting the shapes done though, as that is my worst point I think. If you'll remember, I extensively modified (Before, and after) the last set of graphics ya helped out with, though the only actual drawing I had to do was using the paint bucket and pulling out the circle tool to adjust the smoke to my liking (and then the radio tower which took me forever to be satisfied with). If you can get it to that sort of point again, that's good enough for me. Hope this doesn't come across as ungrateful, because I certainly value the effort you're putting in for me!
Again, I want 4 blocks:

One that acts like mushroom, one that acts like a flower, one that acts like a feather and one that acts like a 1UP.

Please, I REALLY NEED THOSE!!!
Well, I guess I might as well make this request.

After playing around with the current Snifit sprites at SMWCentral... lets just say I'm not quite satisfied with their behavior. Particularly the gray variants, they don't feel anything like they did in SMB2. I tried tweaking them around, but I just can't seem to get them to fire bullets in the pattern I'd like.

If anyone is willing to rework or even outright design a new Gray Snifit code that's more true to the ones from SMB2, I'd greatly appreciate it.
When those SMB3 enemies in Frost-Fried Frenzy get killed by lava/fireball/cape swing, they get into a glitched up yoshi fireball. (just sayin')
Originally posted by Bloop
When those SMB3 enemies in Frost-Fried Frenzy get killed by lava/fireball/cape swing, they get into a glitched up yoshi fireball. (just sayin')

You mean Pansers, right? I've already requested a fix, but it doesn't seem like anybody is going to do it. At least not before my level is done.
Originally posted by Magiluigi
Again, I want 4 blocks:

One that acts like mushroom, one that acts like a flower, one that acts like a feather and one that acts like a 1UP.

Please, I REALLY NEED THOSE!!!
You also could change the graphics of it's sprite. If it has to shatters after catching.
Originally posted by GeminiRage
Well, I guess I might as well make this request.

After playing around with the current Snifit sprites at SMWCentral... lets just say I'm not quite satisfied with their behavior. Particularly the gray variants, they don't feel anything like they did in SMB2. I tried tweaking them around, but I just can't seem to get them to fire bullets in the pattern I'd like.

If anyone is willing to rework or even outright design a new Gray Snifit code that's more true to the ones from SMB2, I'd greatly appreciate it.


http://bin.smwcentral.net/u/1365/snifit_grey.asm
http://bin.smwcentral.net/u/1365/snifit_grey.cfg

?????
I think this is Sonikku's that he submitted to the site long ago, but I don't remember how Snifits EXACTLY behaved in SMB2, but it's worth a shot. Extra bit determines whether he'll always face Mario or only initially face Mario's direction when he spawns.
After going back and playing SMB2 for a bit, here were some notable behaviors of the gray Snifit.

-Stands still, while hopping up and down at a height of about 1 tile high.
-Faces in whatever direction Mario is in.
-Has a tendency to shoot either one bullet or two bullets in rapid sucession every two seconds or so, which are incapable of going through solid objects.

In particular, I find the shooting of the current sprite to be inaccurate, because for one, gray Snifits never stopped and shuddered when they were about to shoot (only blue and red did this), and the bullets shouldn't be going through solid objects. If anything, I'd say the Gray Snifit's pattern is comparable to a Fire Bro. with a nongravity fireball, the main differences being the Snifit stands still and shoots at variable heights.
Last edited on 2011-09-08 02:58:30 AM by GeminiRage.
If Tyty, Agent Q, or andy_k_250 read this, I would like to remind them that I still need the graphics I asked for. The deadline for level submissions is fast approaching.
A sprite that releases smoke, and after you throw three keys on it, it disappear, and teleport the player to the current screen exit. I also want chimney GFX to be used on it.
Can someone edit this using pallettes 2 and 3 of this palette?
Reposting since it's been ages and I never really got any response:

Originally posted by yoshicookiezeus
I'd like to request some form of skyline/clouds background for my world 6 level. I'm using both layer 1 and 2 for the foreground, so it'll need to be placed on layer 3, with all the limitations that entails.
Originally posted by S.N.N.

Code
;;;;;;;;;;;;;;;;;;;;FIREBALL SPAWNING;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; XSPD dcb $E0,$20,$E0,$20,$00,$20,$00,$E0 ; x speed of fireballs ;; add more values if you YSPD dcb $E0,$E0,$20,$20,$20,$00,$E0,$00 ; y speed of fireballs ;; spawn more fireballs!! SHOOTING_STARS LDA $163E,x BNE NOSPAWN JSR SPAWNM LDA #$50 STA $163E,x NOSPAWN RTS SPAWNM PHX ; jump to this label LDX #$07 ; load times to go through loop -1 LOOPM JSR CHKFREE DEX BPL LOOPM PLX RTS CHKFREE LDY #$07 LOOPFRE LDA $170B,Y BEQ SPAWNEX DEY BPL LOOPFRE RTS SPAWNEX LDA #$02 ; extended sprite number STA $170B,y PHX LDX $15E9 LDA $D8,X CLC ADC #$04 ; y offset of fireballs STA $1715,Y LDA $14D4,X ADC #$00 STA $1729,Y LDA $E4,X CLC ADC #$04 ; x offset of fireballs STA $171F,Y LDA $14E0,X ADC #$00 STA $1733,Y PLX LDA XSPD,X STA $1747,Y LDA YSPD,X STA $173D,Y RTS



What is actually does is causes eight fireballs (four corners, four sides) to shoot out from a 32x32 sprite (which could be the crystal in this case). It's a little on the fast side right now, but the speeds are easily editable up there. This could honestly be thrown in any static 32x32 sprite and probably work fine (and come to think of it, if someone wants to do so, I'd appreciate it. The sprite I personally used this in is kind of a mess).


Yes, same with me, I would really appreciate it if a sprite like this could be coded. S.N.N. believes that a sprite like this would improve my abstract level, and so do I. If someone would like to, please code this into a 32x32 sprite.
Last edited on 2011-09-23 05:10:49 AM by metalgearhunter.
http://bin.smwcentral.net/u/2593/sd.zip

E: Is it supposed to have interaction with Mario? It wasn't mentioned in your post.
Last edited on 2011-09-23 05:25:46 AM by Nesquik Bunny.
When I personally set that sprite code up, I had it so it didn't interact with Mario. Given the context of this level however, I almost think it might work better if it did.
Alright, I've made it hurt Mario on contact (assuming that's the type of interaction you would expect it to have). Here's the updated version.
I need some waterfall and lavafall graphics. I'd do them myself, buut... I suck at animating :V
Animation frames aren't really necessary. You just need a single frame of either/each and you can just palette ExAnimate the rest; assuming you don't use any colors in that palette row that are used by other things.
Ummm... aren't there waterfall/lavafall graphics on Pikerchu's level? You could just use those.
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Forum Index - Events - SMW Central Production 2 - Resource Requests (GFX/Music/Coding)

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