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[?][?][?] SMB-TWSS (SS)
Forum Index - SMW Hacking - Works in Progress - [?][?][?] SMB-TWSS (SS)
Pages: « 1 2 3 412 13 » Link - Thread Closed
Liking the look of this plot twist, and the level appears quite good as well. I've mentioned this before, but I just feel like the graphics fit very well. It's rare to see rips consistent in style not only for a level's FG and BG, but also between different levels. Keep up the great work.
"Summertime, and the living is easy..."



...or is it?!?



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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Andy, you have some of the most tasteful graphical choices I've seen. It's quite remarkable how you're able to blend graphics from many games into a very consistent style. ^_^

As for the bandit screen, it definitely looks very creative. I'm assuming that's a boss battle of sorts. And poor Yoshi. :\
Poor trampled Yoshi :o :3
I agree with Steven, your graphic choices are very nice and I love how you blend everything in to make it look the same. (IK, kinda copied Steven's message a tad....Sorry Steven)
Something I noticed that's very minor indeed is that Yoshi has no pupils, small, but looks odd.

A comment about the YI BG is that it would be better to have the surface waterfall tiles at the top of the waterfall. It's very ok like it is, just wanted to say that. I really like the palettes aswell, your screenshots rarly have any bad palettes, gotta hand it to ya. ;D
meh
Your hack looks really nice Andy! I also like the graphic choices you picked.

One thing though, in some pictures theres a Yoshi head floating, is that supposed to be a Yoshi Coin?
Originally posted by reghrhre
One thing though, in some pictures theres a Yoshi head floating, is that supposed to be a Yoshi Coin?


Indeed it is. ;)
meh
Ehi! Nice pictures you got here!

The first screen is cool! a good work!
The second screen is too! I like how you replaced chucks with bandits!

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Originally posted by Steven
Andy, you have some of the most tasteful graphical choices I've seen. It's quite remarkable how you're able to blend graphics from many games into a very consistent style. ^_^ As for the bandit screen, it definitely looks very creative. I'm assuming that's a boss battle of sorts. And poor Yoshi. :\

Originally posted by Dinomar
Ehi! Nice pictures you got here! The first screen is cool! a good work! The second screen is too! I like how you replaced chucks with bandits!

Thanks! I really try - that's probably why it's taking me so long. Right now I'm in the process of "reskinning" several stages, if that makes sense. And yeah - those Bandits took some time, but I wasn't really ever into Chargin' Chucks anyway, and they behave a little similar.
Originally posted by SonicBlue77
Something I noticed that's very minor indeed is that Yoshi has no pupils, small, but looks odd. A comment about the YI BG is that it would be better to have the surface waterfall tiles at the top of the waterfall. It's very ok like it is, just wanted to say that.

It's probably hard to tell at that size, but he's blindfolded. I might work on that a bit, though, to make it clearer. And I thought about doing a waterfall top - I should fit that in later.
Originally posted by SonicBlue77
Originally posted by reghrhre
One thing though, in some pictures theres a Yoshi head floating, is that supposed to be a Yoshi Coin?

Indeed it is. ;)

ACTUALLY, it's supposed to be a Yoshi Cookie. Maybe I should use one of the other ones. None of them really look very cookie-ish, though. Hmmm.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Woejc7nGpiE&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Woejc7nGpiE&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

The Mario Bros. once again battle Bowser in his Koopa Clown Car. Here, Mario is chasing Bowser through the Grassy Kingdom while Bowser makes a quick getaway in an early part of the game. Mario can defeat Bowser by tossing things at him, like Koopa Shells. In this video, though, I wanted to show the concept for what happens if you don't defeat him in time. If you fail, you will either die or restart the level - I'm not sure which yet.

This boss was achieved using a scrolling level. The ground is on Layer 1. Bowser's Clown Car and body are on Layer 2. His head is a sprite that stays locked onscreen in the same place at all times. The gauge at the bottom slowly changes color from green to yellow to red as you near the cliff.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Suggestions: Make layer 2 and the sprite move up and down or maybe in some other motion (SINE dcb $etc.)
Give the level a more fitting atmosphere. The palette and sky colour isn't terribly fitting for a bowser chase. What about a lightning generator?
Thats an awsome idea for a boss, but Hach is right; the atmosphere isnt very fitting. Also, it seems easy, make Bowser throw something at Mario.
Cool idea there, Andy. Although, I have to say, Bowser seems to be a bit of a pushover, as all he does is sit in his Clown Car. I think the arch-nemesis of Mario should put in some more effort into defeating him.

I understand there's not much you can do considering the boss is all on layer 2. I would suggest having Bowser "drop" enemies on Mario from time to time, meaning, every few screens, and certain dangerous enemy is dropped from high up to give the illusion Bowser is throwing it.
I noticed Bowsers clown car goes behind the FG. Enable Layer 2 priority on his clown car to make it show up in front of the FG. But that will only work if you are using 'Layer 2 Level'.
Originally posted by Lio
I noticed Bowsers clown car goes behind the FG. Enable Layer 2 priority on his clown car to make it show up in front of the FG. But that will only work if you are using 'Layer 2 Level'.

Unless there is some special header setting I don't know about, I know of no way to make Layer 2 appear over Layer 1. Enabling layer priority in my experience only handles layer priority in regard to sprites.
Originally posted by Hach
Suggestions: Make layer 2 and the sprite move up and down or maybe in some other motion (SINE dcb $etc.)

Cool idea, but it would only work well if Layer 2 could appear over layer.
Originally posted by Hach
Give the level a more fitting atmosphere. The palette and sky colour isn't terribly fitting for a bowser chase. What about a lightning generator?

Originally posted by Lynnes
Thats an awsome idea for a boss, but Hach is right; the atmosphere isnt very fitting.

Done - it's now in a night-ish level with clouds at the top and lightning. That was a good suggestion - thanks!
Originally posted by Lynnes
Also, it seems easy, make Bowser throw something at Mario.

Originally posted by Steven
Cool idea there, Andy. Although, I have to say, Bowser seems to be a bit of a pushover, as all he does is sit in his Clown Car. I think the arch-nemesis of Mario should put in some more effort into defeating him. I understand there's not much you can do considering the boss is all on layer 2. I would suggest having Bowser "drop" enemies on Mario from time to time, meaning, every few screens, and certain dangerous enemy is dropped from high up to give the illusion Bowser is throwing it.

Yeah - I'll be working on this next. Hammers would be great, but he's so close to the top of the screen. So far, I've not had much luck, but I'll get something going.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Originally posted by andy_k_250
Enabling layer priority in my experience only handles layer priority in regard to sprites.

Actually, that's not correct. Putting a tile with layer priority enabled on Layer 2 will make it show up in front of Layer 1, unless of course the Layer 1 tiles also have layer priority.

Oh, and I love the idea of that Bowser battle. Though I am kind of curious how you made a sprite follow the scrolling of the screen...

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The Bowser battle looks cool, but it would seem a lot better if it was at nighttime with lightning.

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Originally posted by SpikyRat
The Bowser battle looks cool, but it would seem a lot better if it was at nighttime with lightning.

Originally posted by andy_k_250
Originally posted by Hach
Give the level a more fitting atmosphere. The palette and sky colour isn't terribly fitting for a bowser chase. What about a lightning generator?

Originally posted by Lynnes
Thats an awsome idea for a boss, but Hach is right; the atmosphere isnt very fitting.

Done - it's now in a night-ish level with clouds at the top and lightning. That was a good suggestion - thanks!

;)
Originally posted by yoshicookiezeus
Originally posted by andy_k_250
Enabling layer priority in my experience only handles layer priority in regard to sprites.

Actually, that's not correct. Putting a tile with layer priority enabled on Layer 2 will make it show up in front of Layer 1, unless of course the Layer 1 tiles also have layer priority.

Does it require some sort of special level setting? I'm using Level Mode 01 for this and it doesn't behave in that manner.
Originally posted by yoshicookiezeus
Oh, and I love the idea of that Bowser battle. Though I am kind of curious how you made a sprite follow the scrolling of the screen...

I noticed that smkd's Angry Sun stays stationary even in a scrolling level. I looked into the asm and saw that it's screen position is locked using some clever on smkd's part. So I really have to give credit to smkd for this.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
If you're using level mode 01 for this, try changing [30] at x286B8 to [20]. If it already is, then I dunno. :S

But otherwise, nice idea. Like it. :)
Originally posted by andy_k_250
Does it require some sort of special level setting? I'm using Level Mode 01 for this and it doesn't behave in that manner.

Well, I do know that it works with level mode 02, as I am using Layer 2 with layer priority in one of my levels that uses that level mode.

Originally posted by andy_k_250
I noticed that smkd's Angry Sun stays stationary even in a scrolling level. I looked into the asm and saw that it's screen position is locked using some clever on smkd's part. So I really have to give credit to smkd for this.

I guess I will check that sprite then, as I have some ideas for bosses that behave in a similar manner.

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My YouTube channel
Get the official ASMT resource pack here!

Originally posted by Buu-Huu
If you're using level mode 01 for this, try changing [30] at x286B8 to [20]. If it already is, then I dunno. :S But otherwise, nice idea. Like it. :)

Thanks, but this seems to only handle layer priority in regard to sprites. Thanks for trying though, Buu.
Originally posted by yoshicookiezeus
Originally posted by andy_k_250
Does it require some sort of special level setting? I'm using Level Mode 01 for this and it doesn't behave in that manner.

Well, I do know that it works with level mode 02, as I am using Layer 2 with layer priority in one of my levels that uses that level mode.

BINGO! That did it. Thanks so much - now my level won't have a giant empty strip through the middle!
Originally posted by yoshicookiezeus
Originally posted by andy_k_250
I noticed that smkd's Angry Sun stays stationary even in a scrolling level. I looked into the asm and saw that it's screen position is locked using some clever on smkd's part. So I really have to give credit to smkd for this.

I guess I will check that sprite then, as I have some ideas for bosses that behave in a similar manner.

Let me know if you need any help - it was pretty simple to transfer though.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Pages: « 1 2 3 412 13 » Link - Thread Closed
Forum Index - SMW Hacking - Works in Progress - [?][?][?] SMB-TWSS (SS)

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