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Tip: The lowest row of 16x16 tiles in a level do not appear. Avoid having a low platform that looks like a bottomless pit.
13B - Phantasmagoria(?)- General Discussion
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion
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Well... two major setbacks:
-LM complains about the gfx file being too big(even thought exanimation gfx files can be larger...), and smw goes absolutely nuts.
-Having a diferent animations AND having it goe smoothly with the other one ain't easy, as theyseem to be rather chopy when side by side...

So If someone knows how I can shrink the animation's file size(get rid of empty space)or how to keep smw's map16 from glitching from overly large gfx file size, I will apreciate some help.
Can you send me the graphic files, I could take a look at that. As far as the choppy ExAnim yeah that problem always seems to exist.
Originally posted by xlk
-Having a diferent animations AND having it goe smoothly with the other one ain't easy, as theyseem to be rather chopy when side by side...

Try moving them to other animation slots. 0, 8, 10 and 18 are synced with each other, as are 1+9+11+19; 0+1+2+3 aren't.

Quote
So If someone knows how I can shrink the animation's file size(get rid of empty space)

Use a hex editor and remove all 00-filled rows at the end. They should start at 00001000.
Wow, that did the trick!Thanks alot alcaro.
Well, all thats left is making a cristalin texture and It will be done!
EDIT

which is best RN(and everybody else)?
Last edited on 2012-04-04 10:29:04 AM by xlk.
I'll vote for the one on the right. The one on the left feels very cluttered to me.
Originally posted by sunwarrior25
I'll vote for the one on the right. The one on the left feels very cluttered to me.


Agreed, I like the right one better.
And I too prefer the right.
The right is better. Much cleaner looking.
I likewise have to go with the right one. Seems to be something of a general agreement on this point.
Ok, seems like we're going with the right one.
And the final question before I finish the tileset, what kind of border should it have?
-cutoff.
-the cristals end/are broken/are cut at the borders.
-a border similar to that of the stone block I made previously.
As far as edges for the terrain are concerned, I think what you had in the previous version was fine, both in terms of the more rough and rounded "natural" terrain edges (i.e. that which appears to have grown), and the more cut-and-polished edges to the blocks (i.e. that which appears to have been constructed). The important thing is simply to have a contrast between these two styles of terrain, so the designers have the option of emphasizing one of these elements over the other, according to the particular mood their respective phases are meant to convey.
Finished: http://www.youtube.com/watch?v=-z5MS3Zdruk&feature=youtu.be
Will edit in the tileset when I find all the gfx files...#w{x(}

http://bin.smwcentral.net/u/10043/Graphics1.3.rar
It's finished.
Warning, some things are reorganized, so map16 for previous versions wont work.If any tiles are needed, let me know, if any animations necesary, GTFO do it yourself, I'm sick of animations.
Last edited on 2012-04-06 06:57:15 AM by xlk.
I quite loved the tileset. Well done with this one.
Now that's a nice, diverse mixture of elements there; I imagine we can put spin those graphics in a wide range of different directions throughout this level now. Good job, Mr. k.

I do worry a bit about how much room the animation frames take up, though. It doesn't really leave anything in the way of room for any additional animations specific to the phases themselves, which could be a touch problematic for a level of this type which ought to revel in those sort of little touches...
Forgive me if this was asked, but what map16 page should this be inserted on. and in what order. There was no .map16 file included either so...
0_0
I haven't reserved any map16 pages, and the tileset, if used to its fullest, will use up atleast one page, maybe 2.Ill start maiing some map16-ing.
EDIT
Ill need 28 8x8 tiles, or 14 lines of 2 8x8 for animations...Where should I map those to?
Last edited on 2012-04-06 01:26:26 PM by xlk.
The bottom of page 31 is free, you should have enough space there.

A good portion of 26 is free too. Magiluigi claimed some tiles in between, not sure if they are actually being used though...
Last edited on 2012-04-06 06:25:43 PM by Lightvayne.
Originally posted by Lightvayne
The bottom of page 31 is free, you should have enough space there.

A good portion of 26 is free too. Magiluigi claimed some tiles in between, not sure if they are actually being used though...

Not to worry, I found 16x16 space enough, but what I meant was space in the 8x8 editor, to wich 8x8 do I map the animations without overwritting anything too important?
How many tiles do you need? If you need 8x8 room, the slanted pipe probably won't be needed, the pointed arrow sign probably won't be needed and maybe the square box with screws on AC - AF, BC - BF, CC - CF and DE-DF/EE-EF won't be used.
Unless someone hasany objections, I'll be using the 2 16x16 spaces beside the bulletbill shooter(8,9,18,19,28,29,38, and 39), the no-yoshi sign(e,f,1e, and 1f), and the iron block with the screws, to fit in all the animations.
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion

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