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Paper Mario > Super Mario World Sprites

Hey, I've been a long-time viewer of SMW romhacks, though I daresay I'm not very good at actually playing the game. Paper Mario was my favourite game in the series, so for no reason whatsoever, I started on this:


Would there be a demand for this sort of thing? The Gulpits were my favourite design of any Mario enemies, and I'd like to make the Sky Guy, as well, but I wouldn't waste my time if nobody would find any use for them.

Also, I haven't done any modding, but are there concerns about palette, when sprite editing?
Hey, Paper Mario was my favourite game in the series too. :)

Unfortunately there aren't many Paper Mario sprites around here but I'm assuming one reason is because good graphics (which don't clash with the SMW style) are pretty hard to find. Another one could be that the sprites use several frames, making them slightly harder to code. I think you did a fantastic job with this sprite set, for any future sets you may want to show off your work in this thread (though it's for ExGFX).

There are a few people who are coding PM sprites, but yeah it's probably tough coding them. I think you'll have better chances if you rip sprites that are simple (and small), people might find them more useful.
Originally posted by Iceguy
There are a few people who are coding PM sprites, but yeah it's probably tough coding them. I think you'll have better chances if you rip sprites that are simple (and small), people might find them more useful.

Okay, so Sky Guy would go better than Gulpit. I've also been considering learning ASM, so I could code these myself, but I haven't gotten there, yet.

Edit:

Might be a little big (I put a Koopa next to it for reference), though. Also, edited out the slingshot, since this would functionally be a Shy Guy equivalent to a Parakoopa.

I'll work on it some more later. Also, yes, the balloons would be animating, slightly.
Sorry for double-posting, but editing my previous post wouldn't have bumped the thread, and the update probably would've been overlooked.

I tried editing the current Sky Guy to look smaller, but it never looked right. I kept it, but added a version done with Yoshi's Island's Fly Guy (with slightly edited shape and color):


Generally, I like the look of the Paper Mario version better, but it's still a bit too big.

Also, did this, too, for some reason. Any comments on it, or suggestions as to what I should do next?
It's really awesome of you to work on these sprite sheets - I was really interested in making Paper Mario sprites a long time ago but the graphics kept holding me back. I just have 2 minor problems with them:

1) Try to get them in the right clipping size, for example some of those Goomba frames are 17 pixels high, but you're normally restricted to 16x16 for them. While one could modify the Goomba's graphics routine to increase their size (to say, 24x24), it'd be more convenient if the graphics are in the right size. I've noticed this problem for me with many, many spritesheets on mfgg.net. So you should try to make your sprites fit an appropriate size (for example 16x32, 32x32, 48x48, 64x32, etc). This will also make coding the sprites less of a hassle.

2) I don't think this is a problem with the graphics you showed here but just keep in mind if you are ripping/drawing PM graphics then make sure they fit in the SMW style.

Good luck if you are up for learning ASM and coding these sprites - there's a tutorial by me in the tutorials section if you're willing to learn how to code sprites (I'd recommend working with the basic stuff, e.g. blocks first though). Making these graphics may also motivate me (and maybe a few others here) to make Paper Mario sprites. You're doing a pretty good job so far and like I said, if you plan on converting these to the 4bpp SNES format, then you could show them off in the thread I linked in my first post (you'll probably get more attention there).
i do not see any reason people wouldn't use paper mario-esque gfx. regardless, i really like your artwork, and the fact that you are creating sprites.
My layout has removed you.
Originally posted by Iceguy
1) Try to get them in the right clipping size, for example some of those Goomba frames are 17 pixels high, but you're normally restricted to 16x16 for them. While one could modify the Goomba's graphics routine to increase their size (to say, 24x24), it'd be more convenient if the graphics are in the right size. I've noticed this problem for me with many, many spritesheets on mfgg.net. So you should try to make your sprites fit an appropriate size (for example 16x32, 32x32, 48x48, 64x32, etc). This will also make coding the sprites less of a hassle.

Is this defined in the ASM or with the sprite itself? It's the Goomba's eyebrows that go above 16 pixels, so that would probably be excusable, if the ASM sets its hitbox to 16x16.

Not sure what I'd do about the spike on the Goomba, though.
It'd still be a problem though. While the hit-box could remain as it is (i.e. 16x16), the graphics routine would have to be modified to the new size (16x24 for your Goomba sprite since it's bigger than 16x16). The Goomba's graphics routine is shared by a ton of other sprites so expanding it like that is going to be a big pain. That's why I would recommend you to stick to the 16x16 space SMW provides. I hope you understand what I'm trying to say here.

Quote
Not sure what I'd do about the spike on the Goomba, though.

The spiked Goomba? That one can be 16x24 seeing as how the sprite would probably look bad when squeezed into a 16x16 space.
Okay. Should be a simple matter of cutting the eyebrow down. I'll also work on cutting down the Gulpit to 32x32 (it was more 32x36, before).

Edit:

Strangely, I think it looks better, shorter. :P

Originally posted by Iceguy
if you plan on converting these to the 4bpp SNES format, then you could show them off in the thread I linked in my first post

That thread looked more like it was for in-game graphical achievements, from what I saw of it.
Heh, I do agree that it looks better when it's shortened to 32x32. Nice work. :P

Quote
That thread looked more like it was for in-game graphical achievements, from what I saw of it.

Yes, they are. They're basically converted to use 4bpp graphics and palettes using the LM palette editor. It isn't really necessary to convert those though, I guess anyone could just rip these graphics themselves.

If you could draw the remaining frames of the Gulpit (doesn't it have some spitting frame), I may attempt to code the sprite if you don't mind.
Originally posted by Iceguy
If you could draw the remaining frames of the Gulpit (doesn't it have some spitting frame), I may attempt to code the sprite if you don't mind.

Finished the spitting sprites and added a 32x24 pain sprite, if you want to make it behave like the football guys when hit.


I'd love to see it in action! :D

I might do the Cleft next. It's another of my favourite designs, and the behavior would be similar to the Bloodthirsty Rexes in SMW - YEAHH!!, only you can't jump on them.
Alright, so I haven't played Paper Mario in almost 2 years so I have no idea how exactly the Gulpit works. If you don't mind telling me what he does and which frames it should use when it does whatever action, I'll try to code it. First I'll have to port the graphics to LM, although that isn't really a problem (just time-consuming). Never mind, I saw a video of one on YouTube. It seems like you forgot the frame where he actually sticks out his tongue to swallow the rock but I guess I could just skip that part. I'm currently working on the sprite.
Originally posted by Iceguy
It seems like you forgot the frame where he actually sticks out his tongue to swallow the rock but I guess I could just skip that part.

I could still make that, if you want. I didn't include it because I wasn't sure how it would word, but it could just be part of the animation. Do you want just the sprite of his tongue sticking out/touching the ground?

Also, I realize I should probably add a rock sprite, too. :P
I'm not even sure myself, lol. There might have to be one animation for him sticking his tongue out to swallow the rock and then another for putting it back in, that'd be 2 animations. I'm not sure if that would make a smooth animation though.

As for the rock, yeah I guess you should add that. By the way, does the rock have a specific pattern or does it just move straight? It will probably be another custom sprite which the Gulpit will spit out.
Gulpits Rocks just go straight.
I change my layout every 4-5 months

The rocks are more gravity-affected, though I might be thinking of the Monty Moles. I included an 8x8, and a 16x16 (I think the 16x16 might look better).

Also, if possible, it should hold the mouth-full frame longer than the others, in the attack animation, like it's aiming or something.

Edit:

Made some changes to the foot and tail in the attack animation, so it's a bit more constant between frames. I hope the changes I had to make to keep it within 32x32 doesn't mess up the animation.

Edit2:
16x16 Cleft. Not exactly sure about the size. Maybe 24x24 would look better, or does this look fine?
(Bump'd, to show some progress)

And while waiting for feedback on the Cleft, I started playing Thousand-Year Door again, and made this.

Since Paper Mario 2's sprites aren't as editable (Spriter's Resouce has very little and from the looks of things, they're pieced together from multiple sprites, rather than single images), I drew it from scratch, though it isn't something to brag about, on something like this. :P

Then I found this: http://www.youtube.com/watch?v=MVokvCtM1I8, so not only is my Spinia redundant, but kind of sucks in comparison. XD
Heh, I never realized you made a Cleft. I think it looks okay in its current size, though it might look better in a 24x24 form.

By the way, sorry I haven't been able to work much on the Gulpit recently. I've been kind of busy (but lazy too :|) but I do hope to get it done soon.