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TLOZ: Mario World Trip
Forum Index - SMW Hacking - Works in Progress - TLOZ: Mario World Trip
Pages: « 1 2 » Link
dead hack

Thanks Ladida for this EPIC and Awesome layout!

You should really post some screenshots, we have no idea how it looks now.
W/ Screenshots = People gettin' interessed
W/out Screenshots = Your thread will be closed.
>=|

I don't like how Link is 8 bit while all the other Sprites and GFX are 16-bit.
More screenshots would be nice hough.

Originally posted by linkunarre

That place just looks flat and really boring.

Also I can see that you moved the item-box to the rright end of the status bar. However: The reserve Item will still drop in the middle of the screen. Also the layout of the status bar looks kinda wierd.

--------------------
Yoshiegg Powerup Expansion
It's a patch about getting powerups other than a mushroom from Yoshieggs...
It's currently fully functional, but I'm still taking suggestions and want to fix any possible bugs...


Originally posted by Snowjora
I don't like how Link is 8 bit while all the other Sprites and GFX are 16-bit.

Originally posted by linkunarre

That place just looks flat and really boring.

This. Link seems very out of place in the screenshot. And it's not really fun to just jump on a swarm of goombas on a flat bridge. Try using slopes, ledges, and messing around with map16. (though if you change the act-like setting for an object and it's hard to tell what it does, then use a help-box)
Originally posted by Snowjora
Also I can see that you moved the item-box to the rright end of the status bar. However: The reserve Item will still drop in the middle of the screen. Also the layout of the status bar looks kinda wierd.

thanks, i didn't know that!:)

Originally posted by Crobat the Grinch
This. Link seems very out of place in the screenshot. And it's not really fun to just jump on a swarm of goombas on a flat bridge. Try using slopes, ledges, and messing around with map16. (though if you change the act-like setting for an object and it's hard to tell what it does, then use a help-box)

is only one screenshot, and is the first level, i have no levels cause i worked only on GFX until now
Originally posted by Snowjora
I don't like how Link is 8 bit while all the other Sprites and GFX are 16-bit.

oh, probably is 8bit link casue is 8bit link who goes to fuck up bowser! no any other link! it's the 8 bit one!!!!!
Originally posted by Snowowaaru
You should really post some screenshots, we have no idea how it looks now.

and sorry! i forget to say that i'll post more screenshots and videos soon!!

well here you got them:




( yes, the status bar is diferent here, i had problems with the last LM, and i get the backup copy , wich don't have the new statusbar)
<embed src="http://img97.imageshack.us/flvplayer.swf?f=Mmnt" width="640" height="380" allowFullScreen="true" wmode="transparent" type="application/x-shockwave-flash"/>
(sorry again, now for bad pc screen capturing program i have)

and , leaving aside the criticisms, CAN ANYONE TELL ME IF HE/SHE CAN HELP ME ON THE HACK???

i really need help with asm things , like bosses and other

Thanks Ladida for this EPIC and Awesome layout!

Your levels seem to be short and spammed with enemies.
Space them out and dont over use a certain enemie in a certain area.
Lastly link and the horse dont look good as they dont suit the majority of the 16-bit GFX. Just rip some better GFX from a spritesheet.
Or, redraw the enemies yourself into an 8-bit style, your choice.

Like 1UPdude said, the level looks short and enemies are spammed to the extreme. That makes the levels very boring. Try extending the level, and spread out the enemies. Also, don't use the same enemies, use a small variety of enemies. (also make sure they look graphically correct)
Originally posted by Tomato
Your levels seem to be short and spammed with enemies.
Space them out and dont over use a certain enemie in a certain area.
Lastly link and the horse dont look good as they dont suit the majority of the 16-bit GFX. Just rip some better GFX from a spritesheet.

well... the FIRST levls are the ones wich i want to make like this, cause they are " intro levels"

lastly (sorry i'm not english): what means "link and the horse dont look good as they dont suit the majority of the 16-bit GFX. Just rip some better GFX from a spritesheet"?

EDIT:
Originally posted by Crobat The Grinch
Or, redraw the enemies yourself into an 8-bit style, your choice.

Like 1UPdude said, the level looks short and enemies are spammed to the extreme. That makes the levels very boring. Try extending the level, and spread out the enemies. Also, don't use the same enemies, use a small variety of enemies. (also make sure they look graphically correct)


1-good idea! redrawing enemies.
2- well... the FIRST levls are the ones wich i want to make like this, cause they are " intro levels"
3- bad idea... bowser invades hyrule with typical MARIO's enemyes

Thanks Ladida for this EPIC and Awesome layout!

I mean get rid of the 8 bit graphics. They dont look good with the orignal Super Mario World Graphics.
aaaaaaah... ok , i think so , but i didn't think about redrawing all the graphics.

and any of the critics here can help me on anything?

Thanks Ladida for this EPIC and Awesome layout!

Originally posted by linkunarre
Originally posted by Tomato
Your levels seem to be short and spammed with enemies.
Space them out and dont over use a certain enemie in a certain area.
Lastly link and the horse dont look good as they dont suit the majority of the 16-bit GFX. Just rip some better GFX from a spritesheet.

well... the FIRST levls are the ones wich i want to make like this, cause they are " intro levels"


NO.

There is no reason to make flat, boring levels that spam enemies.

Vary up the terrain and spread out the enemies, no matter where in the game the levels are.

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Good fucking bye.
Originally posted by Red Username
Originally posted by linkunarre
Originally posted by Tomato
Your levels seem to be short and spammed with enemies.
Space them out and dont over use a certain enemie in a certain area.
Lastly link and the horse dont look good as they dont suit the majority of the 16-bit GFX. Just rip some better GFX from a spritesheet.

well... the FIRST levls are the ones wich i want to make like this, cause they are " intro levels"


NO.

There is no reason to make flat, boring levels that spam enemies.

Vary up the terrain and spread out the enemies, no matter where in the game the levels are.


the terrain isn't all plain!!!! and ok, maybe i putt too enemies, but i cant do all at a time if i'm alone!!! i requested help a lot of times here and i only recieve critics!! i can accept opinions , and critics , but someone could help me!!!!!!!!!

and yes , there is a reason: hyrule field is PLAIN! AND IT HAS A LOT OF ENEMIES! i can change kokiri forest , but no hyrule field.
and yes matter , if you make an "enemy spam world" , you have to spam enemies allways!

Thanks Ladida for this EPIC and Awesome layout!

It wasn't always flat. There were hills, ledges, mountains, lakes, and some cliffs. Just because it's a field doesn't mean it's completely flat and littered with tons of enemies in groups. Try to vary up the landscape, place different kinds of Mario enemies. (guess I didn't make that clear the first time) Not many people will play a hack if it starts out in boring fields littered with large groups of enemies, (and slowdown, no doubt) even if the later levels are excellent pieces of work.
So, Epona is the new Yoshi? Does that mean it makes deep, squeaky grunts and sends out its tongue to eat things?

--------------------

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics (v2)
Bad clashing graphics.

8-bit and 16-bit do NOT go well.

Just saying.

--------------------
woag.....

(previously superdragonyoshi1. sup yall.)
Originally posted by Crobat the Grinch
It wasn't always flat. There were hills, ledges, mountains, lakes, and some cliffs. Just because it's a field doesn't mean it's completely flat and littered with tons of enemies in groups. Try to vary up the landscape, place different kinds of Mario enemies. (guess I didn't make that clear the first time) Not many people will play a hack if it starts out in boring fields littered with large groups of enemies, (and slowdown, no doubt) even if the later levels are excellent pieces of work.

I say the hyrule field , not the land of hyrule! but...
ok , ok , i'll change it.
Originally posted by Carol of Yoshis
Bad clashing graphics.

8-bit and 16-bit do NOT go well.

Just saying.
Originally posted by linkunarre
Originally posted by Crobat The Grinch

Or, redraw the enemies yourself into an 8-bit style, your choice.

Like 1UPdude said, the level looks short and enemies are spammed to the extreme. That makes the levels very boring. Try extending the level, and spread out the enemies. Also, don't use the same enemies, use a small variety of enemies. (also make sure they look graphically correct)



1-good idea! redrawing enemies.


i said that i'll redraw ALL the graphics and enemies , well , maybe not all the graphics , but yes all the enemies, i'll use a lot of ExGFX

and i repeat: CAN ANYONE HELP ME WITH ANYTHING? maybe giving ideas for next worlds, or if someone knows ASM , making (for example) some boss enemies, like Gohmma(Parasitic Armored Arachnid), or Volvagia(Subterranean Lava Dragon) if anyone is interested making bosses for my hack , i need this:



1-Gohma(Parasitic Armored
Arachnid)

1.1Gohma Larva(gohma's "son")

2- Volvagia(Subterranean Lava Dragon)

3-Bongo-Bongo(Phantom Shadow Beast)

4-Kotake and Koume / Twinrova (if can do Koume and Kotake separated from Twinrova , perfect , if not , well...)

yes , they are dificult to make , but well... if someone want to try it , please !

EDIT:
here you got some graphics i "8bitized":
(yes , the flower has got a bad pallete , but i want to remove it , so it doesn't interest)


and a screenshoot of my (working on) normal ground ExGFX


Thanks Ladida for this EPIC and Awesome layout!

8-bit images have only 4 colors in their palette: 3 RBG values and 1 transparent color. On the red koopa, I count 6 colors plus the transparency. I'm not asking you to change it; it looks pretty good the way it is. It's just something I thought I should mention.
This looks much better. Now that everything won't be clashing, this hack took a nice step into being potential.
Originally posted by ChaoticFox
8-bit images have only 4 colors in their palette: 3 RBG values and 1 transparent color. On the red koopa, I count 6 colors plus the transparency. I'm not asking you to change it; it looks pretty good the way it is. It's just something I thought I should mention.

hmmm.... that's interesting , i didn't know that , but thanks!
i also don't want to make a 8-bit game , only a "semi 8-bit graphic based" game XD

Thanks Ladida for this EPIC and Awesome layout!

Pages: « 1 2 » Link
Forum Index - SMW Hacking - Works in Progress - TLOZ: Mario World Trip

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