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NPCs v4.1: Newly Phixed Complaints
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2022 - NPCs v4.1: Newly Phixed Complaints
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Two C3s ago I released new NPC sprites, which were configurable via extra bytes and replaced the last incarnation of NPCs that bafflingly dated 10 years back.

Since then, people have found a few bugs in them, which I didn't have time to attend to until recently. I figured I'd make this update a C3 project because I don't have much else prepared this time.

Recap: What these NPCs are

These NPC sprites are highly customizable, and they work through extra bytes alone. (In fact, they use all 12!) You only need one entry in PIXI's sprite list, and you can customize each sprite as you place it in your level. You can make NPCs that stay in place, show a message or stay silent, show two messages one after another, and many, many more options straight from your wildest dreams. To help you handle all those extra bytes, there's even a web tool included that makes it easy to set all the options!

What's new in this update
  • the palette no longer switches back to E when a VWF message is shown.
  • the sprite no longer hurts Yoshi.
  • the configuration tool now lets you specify a custom graphic for the sprite even when it's set to be stationary.

Not much, but hey!

One feature people have requested that I didn't include is having sprite sizes other than 16x32. I couldn't have that controlled by extra bytes because I've used them all up, and it would involve changing the ASM as well as the configuration tool, which I don't think I have the time for. As always, anyone willing to implement this is free to submit an update!

Download
(plus the same screenshots and videos at last time, just to have something to look at)








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WYE coming for his second Best ASM Resource award
(In all seriousness, this is awesome. Nice job)

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Check out my WIP romhack!
Nice update WYE! I think this with the vwf dialogue patch is a great combo and has so much potential for the years to come! (Is there a reason why I cannot choose the last row on the right for the "Tiles to use for custom walking frame"? and does the teleport function work via screen exit?) thank you and gg!
Massive thank you for fixing that palette bug! It was a real thorn in my side a few times haha.

Seriously tho, this sprite is genuinely really damn awesome and im glad to see it get some patches ^^

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Profile Pic by @TheChubshi on Twitter!
...with what I wrote above may I also point out two things that I noticed: Is it intentional that the npc-message can be triggered on different y-pos (above/below) the sprite? ..and sometimes the jump sound of the sprite is cut or changed in pitch or sound depending on players jump in between or music (vanilla and custom)...just wanted to let you know, thank you!
Originally posted by simon.caio
(Is there a reason why I cannot choose the last row on the right for the "Tiles to use for custom walking frame"? and does the teleport function work via screen exit?)

The graphics are the tile you click on plus the one below (both should be highlighted), and there's nothing below the bottom row so you can't select tiles there. (And yep, it's the screen exit.)

Originally posted by simon.caio
...with what I wrote above may I also point out two things that I noticed: Is it intentional that the npc-message can be triggered on different y-pos (above/below) the sprite? ..and sometimes the jump sound of the sprite is cut or changed in pitch or sound depending on players jump in between or music (vanilla and custom)

Could you give me an example of where those happen? I can't reproduce either of them, and in the case of the jump sound, I'm not sure if it's the sprite's fault because all I'm doing is playing a sound effect.

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This may just be a minor release with mostly bug fixes, but it's very welcome to see nevertheless, because without your NPC sprites, there wouldn't be any way to use my VWF patch effectively. 😁

Definitely a funny coincidence that you worked on this just as I am working on VWF v1.3, though.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I dare to say, along with the b4vwf messages, this is easily one of my favorite resources. Great job at fixing these bugs. I would love to see anyone doing 16x32, 32x32 and other sizes of NPCs.

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Will have to look into this later on

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You are challenged by Champion Daisy!

LAYOUT FOOTER:
I'll admit I chuckled pretty loudly at 00:40. Nicely Done.

These are truly fantastic and such a handy dandy resource for people to have and use. People can breath a lotta life into hacks now with NPC's that feel a lot more lively and useful.
All the different variants are fantastic. I can see a lot of hackers getting so much use out of these.

Great Work as always WYE. #smrpg{mlem}
Originally posted by WhiteYoshiEgg
Originally posted by simon.caio
(Is there a reason why I cannot choose the last row on the right for the "Tiles to use for custom walking frame"? and does the teleport function work via screen exit?)

The graphics are the tile you click on plus the one below (both should be highlighted), and there's nothing below the bottom row so you can't select tiles there. (And yep, it's the screen exit.)

I meant the vertical row like on the screenshot - but I figured it is a browser size thing (when make the window smaller it works on some sizes, otherwise it is not clickable)



Originally posted by simon.caio
...with what I wrote above may I also point out two things that I noticed: Is it intentional that the npc-message can be triggered on different y-pos (above/below) the sprite? ..and sometimes the jump sound of the sprite is cut or changed in pitch or sound depending on players jump in between or music (vanilla and custom)

Could you give me an example of where those happen? I can't reproduce either of them, and in the case of the jump sound, I'm not sure if it's the sprite's fault because all I'm doing is playing a sound effect.


here other screenshots about what I get when above or below the sprite and push the button for the message trigger:





about the jumping sound messing up it is probably caused by 2 jumping sounds overlapping, I guess...

thank you!
alright alright, another update.



Originally posted by simon.caio
I meant the vertical row like on the screenshot

Oh the columns, I see. You're right, that's now fixed. In the process I also had to swap the two walking frames, so please reinsert the graphics.

Originally posted by simon.caio
here other screenshots about what I get when above or below the sprite and push the button for the message trigger

Your sprite must have been solid? Turns out I forgot to check for the Y position when talking to a solid sprite. That's now fixed.

Originally posted by simon.caio
about the jumping sound messing up it is probably caused by 2 jumping sounds overlapping, I guess...

Turns out AddmusicK remaps the jump sound, so playing SMW's default sound caused issues. The sprite now uses whatever the regular jump sound uses (has to be re-inserted after running AddmusicK to work).

Originally posted by simon.caio
thank you!

Could you test if all these things are fixed now, and no other problems have been introduced?

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Quote

Could you test if all these things are fixed now, and no other problems have been introduced?


Everthing seems to work fine now! (They indeed were set to solid)
Thank you for your time
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2022 - NPCs v4.1: Newly Phixed Complaints

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