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Posts by Flamesofshadow
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Originally posted by CalHal
Originally posted by CalHal
Originally posted by Roberto zampari
Originally posted by Flamesofshadow
Request name: Grrrol/Spiked ball combination + spawner for them

Type: sprite

Short description: A sprite which can either be a Spiked ball (small and large) or a Grrrol (small and large)


Resources: an example of the GFX and what they would look like. https://www.dropbox.com/sh/nwh8e0et5iz9tu4/AABfG8vxMLYPO6u9aMZ67MQYa?dl=0


Links: https://www.mariowiki.com/Grrrol, and https://www.mariowiki.com/Spiked_Ball#New_Super_Mario_Bros._U (specifically the top and the NSMB section)


Long description: A sprite which can be either a small or large Grrrol (a round rolling type of twomp found in newer games which can only be destroyed by a star or by hitting a block below them) or a large or small Spiked ball (similar to a grrrol except are completely invulnerable to everything, even a star cannot harm them).

this could be accomplished by using the 4 extra bits and the extra bytes, where the byts could effect the size, the bits could effect the type (Grrrol or spiked ball)

one main thing with the sprite is it would need to be set up so that when two of them of the same size hit each other, they bounce off of each other instead of passing through, but they kill any other sprites they contact (goombas, koopas ect.) and larger Grrrols/Spiked balls can actually destroy smaller ones if they collide as this is accurate to the newer games.

also as the name suggests a shooter/generator could be created to go with them so that they come out of pipes as the links above state for Grrrols "Grrrols are spawned by specific pipe-like walls, which can make infinite units."

Usefulness by others: anyone wanting a tough castle section, or even a tough section in a regular level would enjoy having these as they could allow of a lot of aesthetic and useful obstacles to the game.

i tried to stay as unspecific as possible while still describing them to the best of my ability.


Tsutarja made this.
MarioE. made these dynamic spike ball sprites that you will try. There is 1, 2, 3, videos for you to watch. Of course they can break blocks and kill enemies. Make sure you PM him.
Obviously Flamesofshadow just requested that he want a rolling spiky ball and a giant 64 x 64 one. I was wondering, can the grrrols kill enemies and destroy blocks? Are you sure you are going to make giant ones out of these?


Actually i never quite said the grrrols needed to be 64x64, that actually would make them a bit too big to use for very much (plus the graphics wouldnt fit because you would need 2 GFX just for the 64x64 sized sprite, not to mention extra space for small ones), but something 48x48 (about the size of the big steely AKA bowser bowling ball) works quite well, the grrrols ive seen on this post are very good for the small sized ones and i actually liked the stuff i saw in the gifs/videos of them coming out of pipes and being used in a level, thats a lot of what i was looking for in the first place, but yea there are a few things i still wish they could do.

like i stated in the post that was linked if they are ever made bigger the big ones should be able to kill the small ones, because otherwise they would get stuck if the smaller ones were in the area with them, but in general, the progress for grrrols, in general, is really good.

also Tahixham, the hack looks absolutely amazing, good work!
A few general movements that dyzen could use for basic normal sprites:
Flight of various types,
A bounce (such as a ball, or a spring) and a movement for rolling sprites similar to this-http://www.smwcentral.net/?p=section&a=details&id=15272
moving along walls and ceilings-http://www.smwcentral.net/?p=section&a=details&id=19441
a movement which follows or stays away from players (disco shell, or http://www.smwcentral.net/?p=section&a=details&id=19068)

A few interactions for basic sprites:
It kills other sprites it touches-https://www.smwcentral.net/?p=section&a=details&id=16924
sprites that can be set to float or sink, or even survive/float on lava could be useful.

so far this is all I can think of, but if there are others i will mention them as well

also this one is based on something I wanted several months back but never managed to find or have help creating so it may be specific, but the uses could be good for many other sprites as well but ill use my example to describe it.
Im unsure if this is interaction or movement, but its also fairly complex and unlikely to happen as i've been told it wouldnt be worth doing if it were even possible, but having the ability to create a sprite which can for example behave like a buzzy beetle/spiny mixed with a spiketop, it sticks to and moves along walls and ceilings, but when mario is near it drops down on him (if on ceiling) or jumps off the wall toward him (if on walls) in an activated kicked state (like shells) which can be upside down (spikes on spiny facing down instead of up meaning it can be jumped on) or normal (works like regular shell/spiny shell).

basically a combination of these different sprites https://www.smwcentral.net/?p=section&a=details&id=3614

https://www.smwcentral.net/?p=section&a=details&id=5992

https://www.smwcentral.net/?p=section&a=details&id=6040
(restricted)
(restricted)
Name= SMM/new Mario game type Bowser and Dry Bowser
Graphics=https://www.dropbox.com/sh/19naxtf1839ummf/AAA_NiAeCsE-4rDPywMPSD4na?dl=0
Description= A boss which acts like bowser from SMM/SMM2 or the newer Mario games after SMW, and a Dry bowser variant which is much more aggressive and has different colored attacks and is much more difficult (with or without the Koopa clown car).


Name=Evil/Shadow player
Graphics= regular SMW player graphics (possibly with altered palettes), or any other player ExGFX people may have.
Description= this boss behaves and acts exactly like the player in SMW except autonomously and as an enemy, it can jump, spin jump (which can explode kill the little player in smoke as if they were a regular smw enemy), grab and throw objects (shells/sprites) at the player, and tries to avoid/destroy things thrown at by the player, it also can gain and use powerups which also hurt the player and require the same amount of damage to destroy the boss at it would a regular player.

Name=Sonic character-themed bosses.
Graphics=https://www.dropbox.com/sh/19naxtf1839ummf/AAA_NiAeCsE-4rDPywMPSD4na?dl=0
Description= generally any potential number of characters from the Sonic series (Eggman and his machines, metal sonic/knuckles, mecha sonic, silver sonic, real sonic/knuckles/miles "tails" prower etc.) obviously there are many options to choose from so I put in a few examples in the dropbox file.
these are both really good, I suck at them but they are very well made and designed.
I've been playing this demo as I've looked forward to it for a while, its extremely well made and seems like a fully high budget game already.
the only real issues I've seen aside from me sucking massively so far (only played the verdant green world so far) is that the wall jumps are a bit of a pain to work with, often times ill be up against a wall but Mario won't grab it to do a jump so I either fall or one of the special coins from one of the levels ( i won't mention which one) is really really obnoxious to reach because Mario falls more often than he grabs the wall which gets a little frustrating. this likely can't be fixed as its SMW mixed with wall kicking and that combo is always going to be mildly janky.

I also ran into a bug which almost soft locked my progress, in one level, the one where a p switch is needed to get a spring and said spring is needed to get to a pipe, I picked up the spring and tried getting it to the pipe, but it glitched into the ground right before the pipe just low enough that it couldn't be interacted with or picked up, I didn't want to lose a life so I had to wall jump in to the area with good timing but it was a small glitch which is a common SMW sort of thing (random stuff getting stuck in walls). figured id mention it in case anyone else happens to do that, so they know it can be beaten still without losing a life, but is difficult.

I will continue playing overtime and letting you know of any sort of issues I discover that arent just me being terrible.

but overall the game is really awesome and the level design is amazing, I actually liked the verdant greens fortress more than the level before it but that's a sign of good level diversity and the SMB3ish style is really nice.

and a side note, unless I haven't found the right area/powerup, it really does seem as if a few of the coins/ Marios are actually not in the levels, I have found all of them in most of the verdant levels ive gone through but two different levels I tried going through multiple times and never could find any hidden areas or pipes or anything to find that last coin/Mario and I know most of it is likely because I suck and haven't played mario games in a long time.
I'm aware of the wall kick mechanic, and it could be the control method I use (ps4 controller) but pushing into the wall tends to only partly work which is the issue, I can press right or left into a wall and mario won't actually interact with it a lot of the time. it could be something related to controller sensitivity I'm not sure.

and no the spring didn't get stuck in the on-off block, but the actual ground right before the pipe, there is the small slope, and then its flat beneath the row of on-off blocks, when I did it the spring somehow glitched into the floor (most likely the game might have thought I threw it somehow), and I couldn't get it out again so I had to wall jump to get into the pipe.


and ill keep checking for the coins and Marios, its a fun added challenge.
Request name: SMM 1 type Bowser boss sprite
Type: sprite/Boss
Tool: Pixi
Short description: A bowser boss which behaves like the version seen in SMM
References:https://www.dropbox.com/sh/5gyk915138vfnus/AADACeq7SLlsx5LmrU4bQ8fCa?dl=0
various sprite sheet and mockups of SMW styled Dry bowser (also works for regular bowser with correct coloring)

Links:https://youtu.be/IkJif_t5D-U?t=142

Long description: a Bowser boss sprite in the SMW style which behaves similarly to the one from SMM 1 as shown in the youtube link, the sprite could also have an alternant version which is the Dry Bowser variant which is more aggressive and difficult which uses blue palette swapped fire similar to that seen in the NSMB series. this would allow for a variety of uses for players wanting some false bowser, or alternant bowser fights instead of just the one used in default SMW or the only two on SMWC (a smb1 version and an smw disassembly). I feel like this would be useful and welcomed, it could have a lot of different behavior options depending on anything extra the coder/ other SMWC users think of to add on to the already presented idea.
Originally posted by CalHal
Originally posted by Flamesofshadow
Request name: SMM 1 type Bowser boss sprite
Type: sprite/Boss
Tool: Pixi
Short description: A bowser boss which behaves like the version seen in SMM
References:https://www.dropbox.com/sh/5gyk915138vfnus/AADACeq7SLlsx5LmrU4bQ8fCa?dl=0
various sprite sheet and mockups of SMW styled Dry bowser (also works for regular bowser with correct coloring)

Links:https://youtu.be/IkJif_t5D-U?t=142

Long description: a Bowser boss sprite in the SMW style which behaves similarly to the one from SMM 1 as shown in the youtube link, the sprite could also have an alternant version which is the Dry Bowser variant which is more aggressive and difficult which uses blue palette swapped fire similar to that seen in the NSMB series. this would allow for a variety of uses for players wanting some false bowser, or alternant bowser fights instead of just the one used in default SMW or the only two on SMWC (a smb1 version and an smw disassembly). I feel like this would be useful and welcomed, it could have a lot of different behavior options depending on anything extra the coder/ other SMWC users think of to add on to the already presented idea.

Hey! That’s my request you have.
Originally posted by CalHal
Name: Super Mario Maker Bowser and Bowser jr.

Type: Sprite

GFX: https://www.spriters-resource.com/download/69739/

Description: Bowser from Super Mario Maker Acts exactly like the SMB1 Bowser. He is very customizable, the size is adjustable. Bowser will walk back and forward his own way not like a Sledge Bro. and spit fire, then he chases Mario if he’s behind him. Take 40 fireballs hits until he dies. If Mario touches Bowser, he will push him back causes him knockbacks and he will hurt you. If the extra bit is set he will throw hammers or he will spit fire from above to make fireballs fall from the sky.
As for Bowser Jr., he acts like in SMM and just like Bowser, he’s very customizable including size adjustments. He will hop and spits big Reznor fireballs at Mario and attacks him with his spinning shell. If the extra bit is set, he will throw hammers.

It looks like we wanted to have the same thing, don’t we? Let’s see that SMM Bowser please.



I read through quite a few pages of the forum and apparently overlooked yours, thats unfortunate haha. I could have saved time and just added on to yours if I had noticed it. but it is good someone else also wants a bowser boss that isnt one of the only two on SMWC. I do have to say though it really could use a dry bowser variant which is tougher and more aggressive, I do also like the idea of a big version if its done properly.

something else that COULD be done, but might be too much of a pain to do, would be setting it up so that the extra property byte sets if the bowser is regular or dry bowser, and the four extra bytes in CFG editor could be used to make 4 different "era" of bowser, one could make bowser act like SMB1 bowser, two could make him act like SMB3 bowser, three could make him act like SMM SMW style bowser, and four could be giant. and if the bytes 1-4 were used and the extra property byte was set you could have something like a Giant Dry bowser or a Dry SMB1 bowser, therefore allowing 8 possibilities from one boss meaning most everyone could find some use for it.

or as thomas mentioned it could be just "you could just use one byte with multiple values" to achieve the same thing.
Originally posted by Hayashi Neru
Request Name: SMB3 Doomship Flame
Type: Sprite
Tool: Pixi
Graphics: Yes
Description: Fire comes out. The length of the fire is determined by the extra byte, and the direction is determined by the extension.

Extra byte:
02 = Short(32px)
03 = Long (48px)
Extension :
00 = Up
01 = Down
02 = Left
03 = Right



its not exactly the same, but i made some blocks for this using some graphics and frame-based damaging blocks, they go vertical up and down, and both sideways directions, you could use that if you want I would just have to gather the pieces for you, and you would need to know exanimation
Originally posted by VoxelRoguery
Originally posted by Flamesofshadow
Originally posted by Hayashi Neru
Request Name: SMB3 Doomship Flame
Type: Sprite
Tool: Pixi
Graphics: Yes
Description: Fire comes out. The length of the fire is determined by the extra byte, and the direction is determined by the extension.

Extra byte:
02 = Short(32px)
03 = Long (48px)
Extension :
00 = Up
01 = Down
02 = Left
03 = Right



its not exactly the same, but i made some blocks for this using some graphics and frame-based damaging blocks, they go vertical up and down, and both sideways directions, you could use that if you want I would just have to gather the pieces for you, and you would need to know exanimation

I need that too, where can I get it?


i have it myself i used framal blocks from smwc and set them up, but i did the graphics myself. ill get the stuff together and link it

here you go:https:https://www.dropbox.com/sh/8y2dn7hk5pn9fs8/AAC8hYqbbhDEySZWfTO7g6iWa?dl=0

its not perfect but should work for your needs
Originally posted by The Hacking Yoshi
Request Name: Losing coins when Mario is hurt.
Type: Patch
Tool: Asar
Description: Player loses coins (30 for example) every time he is hurt by an enemy.



https://www.smwcentral.net/?p=section&a=details&id=19540
thats pretty close
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Koopatrol SMW style. similar to this: [/url] https://www.google.com/url?sa=i&source=images&cd=&ved=2ahUKEwiO4ub7wfblAhXPVN8KHTJ7CTMQjRx6BAgBEAQ&url=https%3A%2F%2Fwww.spriters-resource.com%2Fcustom_edited%2Fpapermariocustoms%2Fsheet%2F99103%2F&psig=AOvVaw3jruxxXD0kCeRWvj3dEG-F&ust=1574261099739728

Type: original, rip or Modified

Purpose: Sprite

Description: Im looking to use a modified version of the Koopatrol Sprite located on this site https://www.smwcentral.net/?p=section&a=details&id=3664, however the graphics for said sprite have a few issues that i need help addressing.
One of the main issues I find is that the sprite is acutally missing details such as spikes on its metal armored shell, this is even more obvious when its spinning in its shell.
A second issue if its even possible to fix is the scaling of the sprite itself, if possible it would be nice if the sprite could be closer to the size of a regular koopa as the current scale is around 1.5 or double the size (its almost 16 pixels taller and 8 wider than a default koopa).
The third issue is some Animations or lack there of, i want to be able to use the koopatrol in a variety of castle levels, including those with cages, so i need some of the various angles the koopas have to also exist for the koopatrol, Plus a correction to the Charging graphics as the ones from Paper mario are more flat while the one from SMWC is more like a charging chuck


Style: Detailed SMW

References:https://www.smwcentral.net/?p=section&a=details&id=3664https://www.spriters-resource.com/search/?q=koopatrol
the progress is looking good, I like the butterflies. dyzen is coming along very well
Name: Grrrol/Spiked ball

Type: Sprite

Description: A Grrrol/Spiked ball sprite (perhaps dynamic but not required) which can be three different sizes 24x24, 32x32, or 48x48 based on extra bit, and can also be set to go left or right. can interact with slopes, other grrrols, and blocks to change direction.
As a bonus but not required it would be nice if a larger grrrol could kill the smaller sized grrrol (so a 48x48 kills both of the other two, a 32x32 kills 24x24) and all can kill/hurt other sprites.
The sprite is similar to Both Grrrol found in NSMBU and the NSMB spike ball/Giant spike ball

included images First:an example of the grrrol and a shooter/pipe
Second: some custom edited versions of the sprite at all three sizes (24x24, 32x32, 48x48) as they would appear on a dynamic GFX, could be split to fit into 2 GFX for non dynamic.
Third: a video showing how the spike balls AKA grrrols would work


References:
Originally posted by P-Tux7
Originally posted by Flamesofshadow
Name: Grrrol

Type: Sprite

Description: A Grrrol sprite which can be three different sizes 24x24, 32x32, or 48x48 based on extra bit, and can also be set to go left or right. can interact with slopes, other grrrols, and blocks to change direction.
As a bonus but not required it would be nice if a larger grrrol could kill the smaller sized grrrol (so a 48x48 kills both of the other two, a 32x32 kills 24x24)


References:

This has already been done by Tsutarja but he hasn't converted it to PIXI yet



I have been referred to and tried multiple variations of Grrrol made by people, Tsutarja's version is the most recent that I had tried and it functions but it was lacking a lot of the features that a Grrrol sprite would need and I had a few glitches that I had to work through, it was wasn't a bad sprite just had a lot of useful functions missing.

there are several people who have their own custom made ones for hacks or other uses but no directly public ones and none of the existing ones are 100% function, some have glitches, all lack useful features

also, I updated the details a bit further to explain the differences a bit better.
Since its been 30+ days since my last post ill make a new one.

ive also seen quite a few people interested in the idea of this sprite when I showed off the concept art I was doing for it so I'm sure many can find a use for it.

Name: charvaargh/Bone coaster mix

Type: sprite

Description: A sprite named after the Charvaargh from other mario titles which jumps our of lava/liquids in an arch pattern while following/blocking the player but can be walked on/ridden (in some cases)
if accepted and extra details wanted feel free to ask

Included isa video of the SMM2 charvaargh, and an example of the different colors the sprite would likely take depending on biome/theme used and its settings (still a WIP)

not as a coder or competitor in any way, but a boss that should be considered would the SMB1 bowser that's on SMWC im sure people could come up with ideas for it, plus it could really use some serious modification with its age
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