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World 5 Boss: Madame Mau - MarioE, andy_k_250
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 5 - World 5 Boss: Madame Mau - MarioE, andy_k_250
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Pages: « 1 2 » Link
I talked to andy on IRC the other day, and he said he was still interested in drawing this (coding is entirely done for it and it's already in the base ROM, in case people didn't know that). Something tells me he's not going to find time to get around to it though, so if anyone else wants to take it up (unless he suddenly produces something), now would be a good time to do so.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Code
!SandSpriteNumber = $B6	;	sand block sprite number
!YarnSpriteNumber = $B5	;	ball of yarn sprite number


Those should be the correct values to use for the boss.


- Too much trial/error necessary to deal with even the first phase of Madame.
- The crumbling rock that's supposed to be picked up and thrown at the boss (almost) never spawns.

Mod edit: Nuked some table stretch.

Originally posted by S.N.N.
unless he suddenly produces something




The original version is on the left, mine is on the right. The intention is for it to look sort of heiroglyphic. I'm going to futz with the palettes a bit and see if I can get some more range for better shading and the like.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.


i like the slimmer face and rod but the circled area looked better on the first. also, i liked the finer details with the shading (bottom arrow).

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I agree with Ixtab.

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osu! | Super Mario World Nyaa :3



Formerly known as MetalJo
Furthermore, the pyramid hat looks a little bulky and oversized on the slimmer version; it might be worth making just a touch smaller, which would also have the side effect of allowing Madam Mau to be a few pixels taller.
Originally posted by Ixtab




Wow, I haven't seen mine in a while. Andy, I really like what you turned it into. It doesn't look like an Egyptian Garfield now! :D

Also, I enjoy how some people actually like a few things with the one that I made. It makes me feel less like a failure. ;)

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Just back here to browse a bit.


I'm taking the previous comments into consideration, but how is this movement looking?

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

That's looking pretty good so far from what I can tell. Hopefully we'll see more progress on this.
Layout by LDA during C3.
You should have the arm and staff swing a bit.

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Pattern at the bottom doesn't move forward/backwards, witch looks a tad weird...

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Your layout has been removed.
zelda

This needs a tweak or two, but I think it's mostly ready.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Hmm. The animation frames used strike me as somewhat unfitting for the actual movements the boss performs. You seem to have given the boss what would likely well as a walking animation, yet she doesn't actually do any walking--whenever she's above ground, she's always standing in place, which, combined with the aforementioned animation, gives the curious impression that she's grooving to the beat. The blinking, furthermore, is probably not a great idea with the current graphics routine; it occurs far too rapidly, making it look something like a muscular tic. Admittedly, I could always rescript our proud pyramid guardian to be a tweaker dancing fiend, but I suspect such a reinterpretation may meet with some opposition among the general public.

Also, I think it might be a good idea to see if the pallete could be altered someone to provide a little more contrast in the shading; some of the tones used seem a little too similar to me, giving the impression of flatness. Alternatively or in addition, might it not be possible to tweak the sprite to use different palette say for the head (or snake staff head) and body? That might help to circumvent the insufficient number of colors issue...
I'm going to agree with RN. The movements just don't seem to match well with what's going on attacks wise and they are a little bit too rapid. The walking in place is awkward probably should just be standing still would suffice the problem. Madam Mau's movement before throwing the ball and dropping the ceiling blocks seem to be about the same and it's a little bit hard to distinguish between. Would having Madam Mau raising her staff and having it blink colors for dropping blocks look better than just blinking colors?

The color of Madam Mau looks fine for me.
Per the comments, I fixed up the animations and put the blinking in the right spot - if it makes sense, I thought the animation was 1-blink-3-1-blink-3 when in reality it was 1-blink-3-blink-1-blink-3-blink-1, etc. I've also minimized her running in place and darkened her palette. I might change the staff animations yet, based on the last suggestion, but I want to see what SNN thinks, too.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.

Looking pretty good so far andy, but I also agree with the comments about the staff.

Keep up the good work
Layout by LDA during C3.
SNN is in possession of the appropriate ExGFX files now. Should any further changes or updates be needed or suggested, just PM me.

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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 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 5 - World 5 Boss: Madame Mau - MarioE, andy_k_250

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