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Bosses and general sprites.

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I haven't even looked in this forum for over a month, but I was wondering if I could make some bosses for this hack. Level design is not my strong point (at least I don't think it is since I never really tried) so I wanted to help out in any way I could. I could also help with making general sprites, or editing existing ones (such as redoing graphic routines to save space on SP slots). I recognize now that there are few leaders and I, like SNN, thought this was always under supervision. So if one of the now leaders of this production could inform me on this, I'd appreciate it.

1.) Will this even use custom bosses?
2.) If yes, can I make some?
3.) Can I redo custom sprite grpahic routines atleast?
4.) If yes to 1/2, can I make cluster/dynamic sprites?

Same here. I'd be willing to make a boss or two, combine some sprites to save sprite slots, whatever. I have to wonder about dynamic sprites, though...I like dynamic sprites a lot, but some of them require manual GFX insertion, and last time I tried to put dynamic sprites in a team hack, it didn't work out so well. (I'm more referring to inserting than making, but whatever.) We really should have a plan for the layout of our sprite graphics, too. I'd be willing to help with that, since I am extremely anal about sprite graphics space and have dealt with that before.

Actually, now that I think of it...wasn't there a rule somewhere that we weren't going to use any custom sprites at all? (Which sucks since it's a non-vanilla hack, but I remember hearing something about that.)

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
1: Unknown atm, but i strongly doubt that
2: Ask the mods.
3: That would be making a new sprite, right? I think the mods said we aren't allowed to put them in. Or did i miss anything vital?
4: See above.
aran - Graces of Heaven
Originally posted by GN

3: That would be making a new sprite, right? I think the mods said we aren't allowed to put them in. Or did i miss anything vital?

I am going to push to change this now. I've noticed how much it annoyed others, so I'm wanting to have a signup thread for sprites, giving a few slots to each person, but not counting off their slots if they need/want a sprite that someone else wants, too. It's not instated yet, I'm waiting to hear back from Hach.

In any case, if he agrees with this idea, then we'll all brainstorm some boss ideas, and then Ixtab or whoever wants it can code the sprites needed for the bosses. Make them INTERESTING, okay? I don't want to see a generic this-boss-walks-back-and-forth-while-throwing-objects-randomly boss, I'd like to see something CREATIVE. :D
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Yeah, like a Roy Koopa-like boss that bounces, at least.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Eh, don't think I'd use any sprites, for I have pretty much set my level around those (custom and regular) available. Of course, having a boss for my castle would be good, I don't want it to be anti-climatic...

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Yea, I'll be more than glad to code sprites for ASMWCP. Also, any music you want ported I can try and port.
All right! Now here is the part where I hammer you with questions.

1) May we use dynamic sprites, including those that require manual GFX insertion? (Examples: YI Ball 'n' Chain, YI Piranha Plant, YI Piranha Fish.)
2) May I modify some of the sprites already in the list to make them more efficient in the list? For example, I can easily combine the two Ninjis into one sprite, and I can combine the Hammer Bro with a Boomerang Bro, both via the extra bit. I can also make the Birdo Egg use SMB2 veggie GFX when set to do so, if anyone wants to use the SMB2 veggie blocks.
3) What kind of bosses do we want? It is a Mario game, after all...are we just using the standard seven Koopa Kids (custom boss versions of them), or are we just making/finding any boss that comes to mind, as long as it wouldn't look too out of place?
4) What happens if we want to make a sprite, but we don't have graphics for it? (For example...a dragon with a pumpkin head.)
5) Who will set up the ExGFX files for the sprites?
6) Which Sprite Tool are we using? Romi's, right? So we can code in xkas format if we want?
7) Who will make the .ssc file for the sprites so that they will show up correctly in Lunar Magic? (Or are we just going to forget about that?...)
8) Are we using Romi's cutscene tool? (This isn't quite related to sprites, but...) We should have signups for that as well if we are.

And yes, I would be willing to make a couple of sprites for this, too. In fact, since one of the levels I claimed is a castle, I will definitely code the boss for that.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I am not authority, but I offer opinion.

I think that dynamic sprites would simply increase the possibility of an obscure problem that only arises later, as well as being unnecessary, only complicating manners, as well as that many levels are already complete...

I don't think efficiency is too much of a requirement, and some levels with sprites already inserted may get that sprite replaced with another.

I believe the ExGFX files are simply provided separate with each level. I realize that efficiency could be increased if users used the same ones, but it doesn't appear to be a concern.

And I believe we are using Romi's SpriteTool.

I also think that Romi's VWF is way too "custom" and unneeded for a project that really should be kept simple.



To sum up, I think you are going overboard on custom stuff.

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Hmm...not being able to use dynamic sprites could really put a damper on at least one of my levels...I can deal with not having the VWF, though. But what about the ExGFX files? I really think we should be able to know exactly what is in each sprite ExGFX file so we know which sprites we can safely use in the same level. And what about the .ssc file?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
dynamic sprites


The won't even let me use levelASM.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by Fakescaper
dynamic sprites


The won't even let me use levelASM.


You're joking, right? Whose hack is this anyway? The community or Hach's?


The community's. It would be absurd to not allow spriting in this.

...although I am going to agree with the VWF tool. I really think we can live without that. We're not going for a story-heavy hack. We just want something fun which the entire community has played a part in.

Think the VIPs, I suppose.
Yeah, at this point, custom sprites seem to be perfectly fine as long as we sign up for them. The question, however, is whether we can use dynamic sprites or not (and if so, whether that includes ones that require manual GFX insertion). I don't know about levelASM. Although I'd like to be allowed to use LevelASM, I can do without it. I probably wouldn't do all that much with it...maybe add some HDMA, but not a lot else.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I personally wish they'd let us go all out with asm if we wanted to.
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by Fakescaper
I personally wish they'd let us go all out with asm if we wanted to.


I have to agree with you on that. The ASM powers of this entire forum combined would surely be a force to be reckoned with.

Anyways, I'm not entirely sure why we would not be allowed to use dynamic sprites, it's not really all that much different from regular sprites. The only problem I would see is DSX pooping things up or possibly contradicting RAM addresses.
The more complex coding allowed, the more likely the hack fall due to an unknown error. Many team hacks have been cancelled due to "unfixable" bugs.

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Originally posted by Ultimaximus
The more complex coding allowed, the more likely the hack fall due to an unknown error. Many team hacks have been cancelled due to "unfixable" bugs.

true. though i think it will be nice if we'd just hex-edit the standard koopa kid battles to make them more interesting.

offtopic: at the moment, exactly 8000 people are inactive(9832-1832=8000)



I might put some sort of signature here once. I guess.
Originally posted by Ultimaximus
The more complex coding allowed, the more likely the hack fall due to an unknown error. Many team hacks have been cancelled due to "unfixable" bugs.

If you have one person in charge of compiling all the patches that are going to be used into a single one, combining hijacks where needed, this gets very doable. That is how we were able to allow people to use all sorts of different self-coded patches for ASMT.
My YouTube channel
Get the official ASMT resource pack here!

Exactly, we just need one person who is exceptional in the ASM department to look over all the patches that different people apply, combine them as needed, and then apply them all at once to see if there are any problems. It really wouldn't be that big of an ordeal, and it would really help the game play I think. Also, we would have to do very thorough testing, but that is the same in every game.

All in all, I think we should have this thing live up to it's fullest potential, and for that to be possible, we need to let people use all of their creative idea's, or else it becomes a hindrance to the flow of the game. I for one am terrible at designing levels without ASM, so if I wasn't allowed to use ASM, my levels would be very similar to other peoples, creating very little diversity (duh). I would think that we would want most levels to be different so that the game doesn't get old. Of course, it has to be tasteful, so nothing too crazy, but I really do think it could help quite a lot.
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