Banner
Views: 843,193,000
Time:
15 users online: 7 up, CalHal, Dan Drigues, Ice Man, kamekku14, Kusamochi, Kusrry,  MarioFanGamer, Miets, Mirann, NewPointless, OEO6, Rykon-V73, underway, Zidan3 - Guests: 51 - Bots: 88 Users: 46,315 (2,880 active)
Latest: AmazingAlien
Tip: Don't replace the first two Map 16 FG Pages with ExGFX.Not logged in.
NPCs v3.0!
Forum Index - Sunken Ghost Ship - C3 Museum - Fall 2008 - NPCs v3.0!
Pages: « 1 2 3 »
Hi all! Happy C3!

For C3 I decided to update a sprite of mine that was very popular at release, the NPC sprite. I've seen the NPC used in a lot of hacks, and a lot of people have done neat things with them. I was never all that happy with the NPC sprite to begin with, but it turns out there are a lot of people who wanted to use it. After InvisibleCoinBlock updated the sprite, I wanted to do something to make the NPC more flexible and versatile, with many more options. So, I started on a project to make the latest version.

The new version has many improvements over my original draft. Minor things have been tweaked (to match how the sprites currently work in SMTKO) such as actually playing a sound when spoken to and having a slightly slower animation speed to match their movement.

The sprites themselves have also been upgraded as far as movement and customization. The original sprites either stood still or walked back and forth. The new version will actually stop for a duration before turning around and walking the other direction, which is fully customizable. It's also easier to control their speed and some of the other settings. They even have new options like staying on ledges, and their original spawn movement is easier to control, while the originals had a weird "always walk right" behavior which I never liked.

Of course, the biggest improvement is with the way they handle messages. The original sprites only supported two messages plus the Yoshi message (which could only be displayed once). The new version relies on X placement, the Extra Info bit, and the palette. This means that you can have 16 unique messages just with X placement, doubled with up to 32 with the Extra Info bit. Because they're based on the palette, you can even have RANDOM messages (16 per) by ExAnimating the palette, and have external factors that change the palettes so the NPCs read from different levels. And since it's tied to palette, you can just enter a pipe or door and have another 32 messages possible. The biggest advantage is you can do this with just one config file! Yes, 32 messages per level including random messages with ONE config. Plus, the NPCs can now display two messages at a time, in case you need extra long text!

But enough talking, have a video! Again, all but the one who displays two messages is done with just one config file!

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/wkwb4bbEs9k&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/wkwb4bbEs9k&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Grab it here:
http://bin.smwcentral.net/#id39
http://www.smwcentral.net/download.php?id=278&type=sprites

EDIT: Since I'm going to continue working on this sprite, feel free to suggest features you want for the next version. So far, the following things are on my to-do list. Strikethrough means "done."

* Option to have the NPC follow Mario (Showcase Link)
* Option to have the NPC walk in a straight line without stopping
* Option to have the NPC fly, hover, or hop
* Option to have the NPC give Mario power-ups
* Option to have the NPC talk to Mario without pressing a button
* Option to have the NPC warp Mario somewhere else
* Option to "wander" or walk and turn randomly (Showcase Link)

I'll probably also make a sprite that makes it easy to control the NPCs by changing their text (the palette) or other options about the NPCs.
Amazing! i wish i could use em, but looks confusing. More hacks are gunna be awesome because of this.
Nice! I'm lovin this! The random ones add a cool factor to the npc's. And just when we thought they couldnt get better...
:P

--------------------
<TLMB> I use YY-CHR to edit DNA
Originally posted by Geno_4_Ever
Amazing! i wish i could use em, but looks confusing. More hacks are gunna be awesome because of this.

There's a bit of a learning curve, but it's simple once you get the system down. Between the included text and the demo file, you should be able to figure out how to set them up. Admittedly they're more complex than the original, but that's because they're so much more flexible.
This is too cool! I thought about making an NPC that played two messages, but now I don't have to. :)

However, my second video is coming soon, and it's sort of related...

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Originally posted by InvisibleCoinBlock
This is too cool! I thought about making an NPC that played two messages, but now I don't have to. :)

However, my second video is coming soon, and it's sort of related...

I saw your other sprite, which was pretty cool. Maybe if they're too similar, we can mix them together for a v4.0. ;)
holy cow, this is amazing o_O

Originally posted by Dispari
]This means that you can have 16 unique messages just with X placement, doubled with up to 32 with the Extra Info bit. Because they're based on the palette, you can even have RANDOM messages (16 per) by ExAnimating the palette, and have external factors that change the palettes so the NPCs read from different levels. And since it's tied to palette, you can just enter a pipe or door and have another 32 messages possible.

You got me there <3
Wait...
Originally posted by Dispari Scuro

The biggest advantage is you can do this with just one config file! Yes, 32 messages per level including random messages with ONE config.

I think I got confused around this part. Do we type in the message on Lunar Magic, or do you type the message in the .cfg file? Because if you supported that many messages and you had to type the message in on Lunar Magic, we'd have no more space...
Originally posted by Count Crotchula
Wait...
Originally posted by Dispari Scuro

The biggest advantage is you can do this with just one config file! Yes, 32 messages per level including random messages with ONE config.

I think I got confused around this part. Do we type in the message on Lunar Magic, or do you type the message in the .cfg file? Because if you supported that many messages and you had to type the message in on Lunar Magic, we'd have no more space...

You're still limited to SMW's number of messages. But if you for some reason need a crazy number of messages in one level, this one supports up to 32 per level.
Woah, that's amazing! I'm definitely going to use these for a village-themed level of my hack. Again, great job DS! :D
Wow this is really cool! I like the not having to press buttons to talk to people sprites :D. Might get kind of annoying though when your walking back to get something and you run into him on accident and you get stopped for a bit. But it's really good! :D

--------------------
D:...
I do LP's
you can pm me or click on the link below
http://www.youtube.com/user/cruc1f1x21

Whoa, these are cool! I am definitely going to use these. But you know what would be funny/better? An npc you can hit, and it will open up a message like "Mario! What the heck was that for?!"

--------------------
Kawaii !!


Originally posted by Aiko
Whoa, these are cool! I am definitely going to use these. But you know what would be funny/better? An npc you can hit, and it will open up a message like "Mario! What the heck was that for?!"

I may keep that in mind for future versions. I was also considering things like some of them giving power-ups, being pick-up-able, and doing more movement options like having them hop (in case you wanted ninji NPCs or something), or even having them float/fly. This will probably be my ongoing project to make the NPC as customizable and option-filled as possible.
That's good work you did there!
Do they talk if you touch them? Or do you have to press up? Cause the second option would defenitly be better in my opinion.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
That's good work you did there!
Do they talk if you touch them? Or do you have to press up? Cause the second option would defenitly be better in my opinion.

You press a button. Which button is configurable.

I might make not having to push a button an option in the future.
You're still going to update them?

...

Well, since you're collecting ideas, how about this: When you talk to an NPC, it warps you to a level. That way, you can save some room for the Message Boxes!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I don't really plan on using (too) many NPCs in my hack, but this is awesome nonetheless. It looks a little intimidating at first, but this is surely a must-have for anyone that wants to use NPCs.

My only gripe here is that it looks that you still can't have any of them running in a straight line nonstop (as if they're panicing) without having to edit/remove any code by default.

Regardless, fantastic work.

Originally posted by MrDeePay
My only gripe here is that it looks that you still can't have any of them running in a straight line nonstop (as if they're panicing) without having to edit/remove any code by default.

Actually, at one point I had this in by accident, but took it out. I'll add that in for the next version, as well as an option to have them always follow Mario.

EDIT: In fact, let me turn this into a pseudo-request thread. For anyone who uses NPCs, what features do you want in the next version?
Since you're already looking forward to 4.0, I'd be willing to clean up my code from the two NPC sprites I have shown today to include in the next package.

--------------------
I've removed my NoFades patch until I can find the brightness code for Star Road warps.
Yes!! This is like christmas come early! Awesome job on these Dispari! I'm looking forward to use them in my hack. :)

--------------------
Creator of:
Super Mario: Buried Treasure
The Haunt
Jigsaw's Test
Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - C3 Museum - Fall 2008 - NPCs v3.0!

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy