I think I'll just go with "It works for me, it should work for you" and be done with it.
Here's a somewhat boring release.
Stretch fills the void of remaining 16x16 tiles. With more animation than the YI one, actually. Makes use of an unused frame.
Next round is SP4. I'm going to start with pirhana plant that shoots needlenose bombs.
The shyguy looks funny. Can you make a YI piranha plant with use of the Super FX Chip?
Originally posted by Buu-Huu
The shyguy looks funny. Can you make a YI piranha plant with use of the Super FX Chip?
SuperFX isnt even neccecary if we use the right method.We can simply make it use the same frames as the noodlenose pirahnah(in order to save tilespace) except it open and closes its mouth at a rapid rate(It might look odd, but meh) and copy the routine from the venus to make it look the direction your facing, then we need to make a routine so that if you go near it, you get sucked closer to it and and get stunned for one or two seconds and you get damaged.
That wasent so hard without superfx, was it?Your layout has been removed.
... Maybe. ^^
I realized that most of the sprites won't work right.
Stretch:When I stomp on a strech, he falls straight down and die.
BVZ: If it has a shyguy, it looks right until it drop the shyguy. Then it looks like the face of a thwomp and falls straight down too.
BVZ with needlenose: When the BVZ comes on screen, needlenose is completely garbled and when he drops him, needlenose fly like a bullet bill to the left side.
And how can I change which sprite Egg-Plant spawns, because I everytime get a blue, shelless koopa.
I hope you can help.
Stretch: That ctually comes as a surpirse. I didn't realise they get squished like that when you step on them. One stomp and I wouldn't have made it. There's no room for squish GFX, and it happens to use SFX for the squishing. I'll put a note on it.
BVZ's: You didn't set it up. See asm file.
I already replied in that other thread for the egg plant...
Sorry. Where must I type in the Extra Properly?
In the .cfg editor ofcourse.
Is it done because I don't see it on the first post?
Wow, I definately have to use that! Just a gfx change to look completely different, then boom. I did it!Just back here to browse a bit.
Omg Smkdan That Pirahna Looks Great! Could you also make an upsidedown one too? Because in the yoshi island there are also upsidedown ones. I've got to say, you are really good man!
I have a 'moderen' idea for the stretch. You could make him squish into a regular shy guy then die. Almost like a rex.
Originally posted by THE HUNTER!
Omg Smkdan That Pirahna Looks Great! Could you also make an upsidedown one too? Because in the yoshi island there are also upsidedown ones. I've got to say, you are really good man!
Um, yeah. Last time I checked they only had upside down REGULAR piranhas...
BTW are you going to make regular YI piranha plants?
Originally posted by TLMB
BTW are you going to make regular YI piranha plants?
Originally posted by Troopa Pride
The shyguy looks funny. Can you make a YI piranha plant with use of the Super FX Chip?
SuperFX isnt even neccecary if we use the right method.We can simply make it use the same frames as the noodlenose pirahnah(in order to save tilespace) except it open and closes its mouth at a rapid rate(It might look odd, but meh) and copy the routine from the venus to make it look the direction your facing, then we need to make a routine so that if you go near it, you get sucked closer to it and and get stunned for one or two seconds and you get damaged.
That wasent so hard without superfx, was it?</div></div>
Shouldent be too hard.Your layout has been removed.
Troopa Pride: I'll speak for that. It's not hard, it'll just look crap. If someone had a SFX sprite system (I know that's not an easy task, but definitely possible), I'd be making use of it. Facing Mario takes 3 instructions, BTW.
Here's the current tilemap. I have no patience for GFX work so if someone can do better for the default, please go right ahead.
Should be done sometime soon.
Have you ever considered making sprites from other games, like Donkey Kong?
yeah, that would be cool! all i would really like is
this: and the barrel
Originally posted by smkdan
Seems to take a small enough amount of space. Even though I don't like pre-rendered GFX, I guess it can't be helped unless we you can successfully work out Bio's SuperFX assembler.
I am also glad you made the needlenose generate clouds of smoke like in YI, but that seems like it'd eat up sprite memory. Maybe make that optional?
Originally posted by Troopa Pride
Originally posted by TLMB
BTW are you going to make regular YI piranha plants?
Originally posted by Troopa Pride
The shyguy looks funny. Can you make a YI piranha plant with use of the Super FX Chip?
SuperFX isnt even neccecary if we use the right method.We can simply make it use the same frames as the noodlenose pirahnah(in order to save tilespace) except it open and closes its mouth at a rapid rate(It might look odd, but meh) and copy the routine from the venus to make it look the direction your facing, then we need to make a routine so that if you go near it, you get sucked closer to it and and get stunned for one or two seconds and you get damaged.
That wasent so hard without superfx, was it?
Shouldent be too hard.</div></div>
Hrmm, The YI pirahna I can see is very different from the one from YI DS, In YI(snes) It Doesnt have a full head spin and when your in contact with it, it sucks you in then stuns you for a sec or two.
The one in YI DS has a full head spin and when your in contact it, it just stuns you without sucking you in, and BTW it doesnt have priority over yoshi either. I reckon making a YI DS vesion of a Pirhna would be better, but the same size as the original YI one.
darkbrandflake11: Not really...There's still some YI stuff I want to do first.
Aiyo: MiOr's already done both, but I don't see them on his site yet.
Boing: I know how to code SFX (a bit anyway. I can rotate stuff), but SMW itself needs alot of tweaking to get it to work with it. The smoke is an extended sprite so it has it's own resources seperate from normal sprites.