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New YI sprites

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smkdan, you are on a winning streak here. All these cool new sprites, keep up the good work!!
Nice work on these. Fang's especially useful with its different flight patterns, and I'm thinking the Cloud Drop could make for some nice gameplay possibilities, too.
I updated the link with a flying wiggler WIP. Instead of just following a straight line, it will chase Mario like phanto does. Until the counter in Extra Property Byte 1 expires and it just leaves the screen, or you lose it yourself.



And thanks, icegoom.
Man your doing great, all these sprites are awesome, and I got the cloud drop to work.

Oh man! I'm totally blown away with these sprites! These will be very useful for A Yoshi's hack. Good job!
CP_foothills has been canned. Therefore, this space is once again blank.
I tested the Wiggler a while ago, and his angry vertical flying is too fast, and that makes him go off-screen, disappearing.
Yeah I thought so too...

I've updated the link with a wiggler that is a better chaser. One that you won't lose so easily. I've adjusted it to what I think is reasonable...
Whoa. Now it's really hard to evade it while you are moving. Try to speed up a little.
Originally posted by icegoom
Nice work on these. Fang's especially useful with its different flight patterns, and I'm thinking the Cloud Drop could make for some nice gameplay possibilities, too.
now icegoom, delete
the bird (swooper with GFX change), and replace it to the fang sprite
(draw the GFX to be more like a bird) in the your peach cruiser level.
Kelgis: I like to think it keeps him running, it's still easy enough to avoid it's just that you have to work a bit. I put a some info on how the chase data works incase you want to mess around with it a bit.

I added a new feature to it. If the extra bit is enabled, it will be angered if you get within an X distance designated by Extra Property Byte 2, so you can force chases whether or not it gets stomped. Apart from that, I fixed a few interaction things and it will actually fly away and flash when the give up time arrives.
Can I PM you with a special request?
I'm just curious. Are you planning on making a 32x32 YI Big Boo sprite in the near future that if the extra bit is set, it will have a trail of small Boos following it?
CP_foothills has been canned. Therefore, this space is once again blank.
That would be funny. ^^
There wouldn't be an option for a trail since the way I'd imagine myself doing it would require alot more memory for each sprite than SMW has set aside.

EDIT: Damn...scratch the goonies. A goonie uses 8 or 6 tiles, which was enough to make it choke on Wiggler. I was planning to merge smaller sprites which would normally be seperate at the expense of GFX space but I realise even then it's still not going to cut it. If I do end up making it it'll be butchered a bit in the graphics department.
You know what would be cool to have? The piranha plant boss.
What Naval Piranha!? I'd like to that too! How about that blue blargg thing. Nepinut(sp)
I'm a rubberducky in the shape of a 2 ain't life grand!
Looking forward to NSMBWii, SMG2, Pokèmon HG/SS, Mario Forever 4.4 and Gran Turismo 5
Currently playing:
Mario Forever Advance, Mario Kart Wii, TSRPR
Heres a mock-up I made of a parahna battle:


Now, to explain what is going on in this picture. Mario is using throw blocks to kill a giant parahna plant, which is about the size of a big boo. And the bubble throw blocks were just thrown in there to have a logical reason for Mario to have a throw block... This isn't really a Yoshi's Island battle, it's just the character that makes it YI...
Peace!Layout by Erik557 & LDA.
Thank you!








THATS SOO COOL!! So how does yours attack?
I'm also curious on how that would attack...

Also, the boss is entirely made of sprites in YI which is something that's pretty much impossible here. You'd need to put those vine GFX on BG1/BG2 and animate them with ExAnimation or whatever it is. Doesn't sound too appealing to me.

I'm going to make the Grunt which boingboingsplat posted before and close pack 1 with 6 sprites. I'll start another bunch most likely.
I have no idea how hard that would be, but some of the "big" bosses in Brutal Mario aren't just sprites, they are objects on Layer2. But with the help of custom sprites carol was able to move them around like they should and I think it's a great trick to use custom sprites to create new layer2-moving commands.

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