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[ASM: Custom Sprites] One sprite from SMB2, two from SMB3, and a custom one

GraphicsSpriteSuper Mario World

One sprite from SUPER MARIO BROS. 2 ,
Two from SUPER MARIO BROS. 3 ,
and a custom one .



In this thread I'm releasing four sprites I've done, with example images and GFX included, and for bith GIEPY and PIXI.

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Starting with the Super Mario Bros. 2 sprite:

Cobrat
Extra bit: Yes
Custom Palette: No
Other: Uses extended sprite, includes special Quicksand blocks that are solid for the Cobrat but quicksand for everything else.
Image & video: https://youtu.be/RvgXV5XODTM



The red snake enemy from Super Mario Bros.2 / Doki Doki Panic. Some few people might have seen this on my filebin, but that version was for use with Romi's Spritetool which was discontinued. This .zip includes versions compatible with PIXI and GIEPY.

Cobrat stays hidden underground until the player approaches. At this moment, it will jump and begin moving around, chasing the player and firing projectiles. The projectile is included as an extended sprite. Setting the extra bit will change his behavior to jump, shoot and come back to his hiding place instead of jumping and moving around. His behavior was carefully made as accurate as what I've seen in SMB2.

Note: It wasn't tested since this was made around 2016 so it could give errors when being inserted with GIEPY. PIXI should work fine, so if there's any bug or incompatibility, let me know so I'll fix it.

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Now with the two Super Mario Bros. 3 ones:

Bob-omb

Extra bit: Yes, but i don't remember what changed, I recommend to not use it
Custom Palette: Yes
Other: No
Image (from an canceled project, it's accidentaly using a wrong color for his shoes):


The Bob-omb, as seen and as it behaves in SMB3, though it uses the SMW's Goomba/Galoomba bouncy physics, but anyways. If you don't like SMW's Bob-omb (like me), you can use this one as an alternative.

Note: Same as above, though this one has higher chances of working. Also it explodes with the vanilla explosion effect, not the "BOMB" one seen in the image.

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Lava Lotus
Extra bit: No
Custom Palette: Yes
Other: Uses cluster sprites, it is dynamic
Image (from my 8-bit like hack):




The aquatic plant form World 3 (and maybe others) in SMB3. It stores 5 lava balls inside her, then release them in a spread pattern.

This sprite was intended to be done with maximum accuracy and stability, so it was ported directly from SMB3's code while tweaking things like the screen range where the Lava Lotus refuses to spawn lava balls.

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And now, my custom Mario-style sprite:

Bad Buddle

Extra bit: No
Custom Palette: No
Other: No
Image (from my 8-bit like hack):




Bad Buddle floats still in the air looking like an actual bubble, until the player approaches, where eyes will draw on his face and chase the player, popping on contact and pushing it away. Yes, a suicide bubble. If the player escapes his range (which can be hard, due to his speed), Bad Buddle will go idling again.

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And now, the big download link:

DOWNLOAD

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Great job! I was actually looking for a Lava Lotus sprite the other day and was surprised no one had made one before, so nice timing. #smw{:TUP:}


 
I'm surprised it's taken this long for someone to release a SMB3 Bob-Omb. Good work.
Those sprites surely look good. I specially like the Lava Lotus, which will be useful to spice up water levels, and the Bad Buddle which seems awesome. Keep up the great job!
Originally posted by LMPuny

Bob-omb

Extra bit: Yes, but i don't remember what changed, I recommend to not use it
Custom Palette: Yes
Other: No
Image (from an canceled project, it's accidentaly using a wrong color for his shoes):

I was thinking you could set the extra bit for the SMB3 Bob-Omb and make a NSMB Bob-Omb. If Mario throws a fireball at the Bob-Omb, it will turn into a stomped 1 with a score sprite added after they get hit.
I would like to see Bob-Ombs interact with fire.
Huh. I've been wanting someone to make a Cobrat sprite ever since Sonikku's disappeared into the aether. Can it be made carriable like the SMB2 version as well (but as an option rather than always on)? And that Lava Lotus does look more accurate to the original than Davros's versions of them, though I guess it's been a while since I've used the latter, and I'm not sure why it needed to be dynamic. What's the difference in behavior between the SMB3 and SMW Bob-ombs?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
I've been wanting someone to make a Cobrat sprite ever since Sonikku's disappeared into the aether. Can it be made carriable like the SMB2 version as well (but as an option rather than always on)?


No, it can't. Possibly it will be added if I release it on the Sprites section.

Originally posted by imamelia
And that Lava Lotus does look more accurate to the original than Davros's versions of them, though I guess it's been a while since I've used the latter, and I'm not sure why it needed to be dynamic.


Yeah, it was ported straight from SMB3. And the reason I made it dynamic is because it occupied many tiles in my opinion, and would end up consuming too much space in a GFX file, limiting the variety for more aquatic enemies, especially when you're using vanilla ones and don't want to remap. (tho by being dynamic it takes Blurp's place, but oh well...)

EDIT: Just remembered that the main reason to why it's dynamic is because when you just mirror the 16x16 tile, the orange shade that the Lava Lotus has would get repeated, looking weird. It doesn't look fine if the shade isn't here too, and adding the tiles would take up using 12 16x16 tiles.

Originally posted by imamelia
What's the difference in behavior between the SMB3 and SMW Bob-ombs?


SMB3 ones won't reset the explosion countdown timer when hit by a cape/kicked, and they have bouncy physics (same as vanilla Goomba/Galoomba) instead of "stone" physics like the original SMW Bob-omb. Other than that, they're pretty much the same.

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Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
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Nice work, LMPuny! I have to say, it's the first time I've seen someone porting some accurate version of SMB2 Cobrat.

The SMB3 sprites are nice in their own way: I particularly liked how Bob-omb's explosion forces a palette ExAnimation.

Last but not least, liked your maniac bubble. Kinda a good trap to 80% of the players :D





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RIP I wanted to make SMB3 bob-omb. Though... I still can, right?

Anyways, those are some cool sprites. Bubble looks cute, but deadly.


Originally posted by RussianMan
RIP I wanted to make SMB3 bob-omb. Though... I still can, right?

Anyways, those are some cool sprites. Bubble looks cute, but deadly.

Maybe you could try to make NSMB bob-ombs. You know, Mario throws a fireball, when it hits a bob-omb, it will turn into a stomped one. I would like it if it spawns a score sprite after the bob-omb gets hit by a fireball. The bob-ombs acts just like NSMB, so I would love it when the interact with fire.
Originally posted by CalHal
I was thinking you could set the extra bit for the SMB3 Bob-Omb and make a NSMB Bob-Omb. If Mario throws a fireball at the Bob-Omb, it will turn into a stomped 1 with a score sprite added after they get hit.
I would like to see Bob-Ombs interact with fire.

That sounds more suitable for a patch tbh.
I'm so excited to see this, I was never able to use your romi version, I couldn't figure out the extended Sprite. Really excited you updated this!
I'm sold on the angry bubble man. Brilliant enemy! I like how it's balanced in that it's really hard to avoid indefinitely, but since it only has knockback the environment will decide how threatening it is. This means both the level designer and the player have a lot of influence over how an encounter with this bad boi plays out. Textbook example of a useful enemy, 10/10.

allow shy guy emojis in post footers you cowards!
You know, why can’t you just jump on Bad Buddle. All it does is pushing Mario right of left. If Mario jumps on Bad Buddle, he will be pushed back. Can you make Bad Buddle jumpable?
Your adaption of the SMB 2+3 sprites is pretty cool. I'm surprised as well we didn't have these so far in the sprites section, so your contribution helps lots, for sure. #tb{:DD}

About your bad bubble: It's indeed difficult to escape its range due to its speed, but i think this sprite is still more fair than phanto, since this one only pushes you away instead of hurting you and since the bubble commits suicide instead of following you forever. That's a super cool custom sprite for sure!
Really well done LMPuny! #smw{:TUP:}








That Bad Bubble is cool. Sprites like these that don't have to hurt or harm the player to be an obstacle are clever ideas to me.
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About the Bad Buddle: Yes, it is possible to jump over it, but the collision for that tends to fail, so 60% of the time it will push you.

EDIT: It is indeed possible to stomp the Bad Buddle, but just in the PIXI version. However, it is impossible in GIEPY's version because GIEPY's SubVertPos is different from PIXI's one. The pack has been updated so you can stomp now the GIEPY's version properly. Thanks FPZero (in the C3's stream) and CalHal for noticing that.

Userbar by Green Jerry

Also a Fortaleza Reznor user. If you... digo, si hablas español, hackeas, buscas ayuda, o simplemente se te da conocer gente, únete, somos puerta abierta.
Originally posted by LMPuny


I really like enemies that interact with the player without hurting them, because they force the designer to pay particular attention to how they arrange their ground tiles. Hoping to see this get used in more hacks.

GraphicsSpriteSuper Mario World