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The effect of writing to CGRAM address $00 with colour math disabled and BG2 on the main screen.

Code
You know that it's possible to make a one-channel gradient with all colours (red, green and blue) with $2132 too, right? (It may not be 100% perfect, but it looks pretty close to what it's supposed to be.)

Nevertheless, doing HDMA with $2121 is of course a better solution, but not always possible.
SUPER SECRET (not) THING

I recoded an older sprite of mine to where it now allows makes it appear to be more of a 'legitimate' co-op thing for SMW hacks. I also did this with this sprite to see how many would be feasible in a level without slowdown.
NSMBWii two-players?
You're not only who make this!!
Noobish Noobsicle make this before:
http://www.youtube.com/watch?v=ag3-Lvx2wIQ

Sonikku,Your Luigi sprite is better than Noobish Noobsicle?
Considering he made a video with eight Luigis, all frequently going off-screen, I'm pretty sure this sprite is controlled by the SNES, not a human.
I actually got myself an MP5 and a bunch of SNES controllers for christmas, so I might see about doing a simple proof of concept 5-player co-op.

That would be so much fun.
Yeah, but would they utilize different graphics in order to make them different characters?
Originally posted by Sonikku
SUPER SECRET (not) THING

I recoded an older sprite of mine to where it now allows makes it appear to be more of a 'legitimate' co-op thing for SMW hacks. I also did this with this sprite to see how many would be feasible in a level without slowdown.


This somewhat reminds me of Smallhacker's super secret idea.

From which, by the way, to this day he still hasn't shown any further progress. And it's been two years.
Seems like an awesome sprite. If you can code Toad into SMW (you know the one found in NSMB Wii that you have to rescue) then I would be more than impressed
http://www.youtube.com/watch?v=ebXYEM1gUZw&context=C35f492eADOEgsToPDskL-3ULCVUhI8wMeSk9d9QMM

My First set of blocks (Credits in Readme and Vid) is now here!

SMB3 POW Block pack v0.1 (Blue=Blue, Silver=Sky Blue)

Submitted are two SMB3 POWs: Blue and Silver, as well as blocks that spawn a SMB3 POW of one type on top,

the spawning part must use tile 129 (Turn Block with Nothing inside), may need to change the POW Activation music if used!

It is availible in the Blocks section under Submitted Blocks for now, someone is allowed to delete it if the original author(s) want it to be.
Last edited on 2012-01-24 11:57:56 AM by Hamtaro126.
http://www.youtube.com/watch?v=SC2sVz5pQB8

This is the beta of a Koopa Boss I'm working on :3
It isn't finished. I have to add more attacks ^-^
But I wanted to show this now ;D
Wow. MetalJo. You're on the way to doing it again. The sprite is already starting to look good. It shares some similarities to my unfinished Giga Beetle where it must hit a wall to come out of the shell.
Answer my questions:

1)Who taught this:Sonikku or Undefinied3?
2)What attacks need to your boss?
3)Will be better than Sonikku/Undefinied3 Koopa Boss?
Originally posted by Roberto zampari
Answer my questions:

1)Who taught this:Sonikku or Undefinied3?


Because it's impossible to design a similar custom boss independently.

Quote
3)Will be better than Sonikku/Undefinied3 Koopa Boss?


Saying something like that is both flattering and insulting at the same time. Why the hell would you ever say something like that to begin with?
@MrDeePay, I don't think he knew, I mean, he doesn't understand English very well, and I don't think he knows whats ok to say and what's not ok to say,(no offense RZ).
I rather think the boss is coming out really well. If you would like some attack suggestions,

- I'd say making it curl into it's shell and charge up to ram in Mario's direction. Mario jumps over it and it hits a wall.

- Making it hop up and down in it's shell mode

- Jump and smashing onto the ground, genererating 5 (or less) blue shell-less koopas falling from the sky.
-SMW Pipes that take the Player to the Overworld-

I tried to make blocks, which are exit-enabled pipes. But they take the player to the OW! I'm not sure if anyone made them before, but people often request these blocks in the requests section, (there's a request about them even now) so I decided to make them.

I'm still surprised they are working, I tried to make them many times, but I failed. With this, you can exit the level by entering the pipe. The current version is pretty limited and may have some bugs. It just triggers side exit, but I know the code for the regular level exit and I could make the pipes activate a normal exit if someone wants.

->Demonstration Video<-

I succesfully compiled them into just two blocks. One is the left part of the pipe, and the second is the right part of the pipe. Special thanks to Fakescaper for the Pipe Kit blocks. I used them to make this thing.

Limitations:

-It's better to place the pipe between walls. I think interacting with them from side isn't safe now.
-I didn't know how to obscure the player when he is in these blocks, so I had to enable the layer priority for these pipes to obscure Mario.

Guaranteed:

-The animation of Mario entering a pipe. I stored a proper value to $72, and stored $72 to $13E0.
-Exact 32 frames of waiting while entering the pipe. (the "Mario enters a pipe" sequence takes 32 decimal frames)
-Yep, you can enter the pipe only in the middle of these 2 blocks, like in original SMW pipes. You can't e.g. enter the edge of the pipe. (I used $92 and $93 for this, from what I remember)

Before I can do anything with them, I must fix some things, mainly the limitations.
That's pretty cool.
Can you make them change your location on the OW like the ones in SMB3?
Then you'd be able to bypass the limited number of OW pipes the game allows.
Practically, this is one of the main reasons I made them. To make them like the ones from SMB3. In blocks section, there are OW Position Blocks. I could connect them with the code of these blocks, make a room for these pipes, make a level on the OW which has pipe GFX, and have the pipes change the player location on the OW.

I remember I made this year ago, but a lot of people said it's a pity there's no animation when Mario enters the pipe. (pipes were just blocks that took me to the OW, so there wasn't any sequence of Mario entering the pipe) I didn't know ASM then, so I couldn't make any sort of a pipe like the one I made now.

But yeah, if you would want to have many pipes acting like these from SMB3, you would need to use a lot of levels, so compiling all pipes to use only one or two levels needs ASM knowledge. I'm going to try accomplishing this, but I would need to change Mario's OW Position depending on the pipe he is on at a certain moment. So yeah, you would just need to add some simple branching to the OW Position Blocks code. Something like ->This<-.

And now I just would add that code to the code of my pipes, and during entering the pipes, the Mario OW Position is changed depending on the pipe he enters. Then I would fix the bugs of these pipe blocks, and would release them in several forms. Some blocks will just exit the level, some will activate an exit, and some will change Mario's Position on the OW (this option will probably be harder to edit, because you would need to add some branches depending on how many pipes you have, and input your all pipe locations).
I just created a Mega Goomba sprite, which is 48X48. The sprite is starting to resemble more and more of the Marchin' Milde boss in Yoshi's Island. Mario must spin jump on the sprite in order to hurt the Mega Goomba, as the sprite takes no damage if Mario jumps on it regularly. After 2 spin jumps, the Mega Goomba splits into 2 Giant Goombas. These sprites can be either killed by 5 fireballs or Mario can jump on these twice where they split into 2 regular sized Goombas each.

Mega Goomba
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