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SMWCP2 TODO List & Signup Thread [null - See Bugs List]
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - SMWCP2 TODO List & Signup Thread [null - See Bugs List]
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The plant looks amazing. Make e sure you ask the level author if you can replace it with that before you continue. If he is ok with it, make sure to PM the files to SNN
Layout by LDA during C3.
The problem is that, unlike Cave's Story's Sandcrocs, the ones in the hack don't retreat in the sand and, instead, become a platform after trying to make Mario their lunch (correct me if I'm wrong).
Therefore, if Mario stands on the plant's edge, it will look like he's floating in midair, which, while unnoticeable in most game, would look kinda bad in this particular case.

Perhaps you can make the plant more rectangular and bulkier to solve this ?

If it doesn't end up used in Crocodilian Crossing (as having a plant instead of a crocodile would be a bit detrimential to the overall feel of the level... I mean, the island's infested with these reptiles, right ?), it could surely fit in some other places, like by replacing some ennemies in the desert or forest level.

Alternatively it would make a great attack for the Dryad boss.


EDIT : Uh, also, can someone answer my question about which Buzzy Beetle graphics to base the Buster Beetle on (as well as its number of frames and the Bute's), please ?
Oh yeah - I forgot you stand on the croc. And that is used fairly in the level.
Well then. The plant look quiet so cool here, such a nice job.


And for oblivious reason, the crocodile version would be the best. Maybe?
Yeah, got to agree that although the plant is super-neat, it's probably not a great idea to replace a crocodile in a level called "Crocodilian Crossing" with something that is not a crocodile, yet still behaves in a manner suited quite well to a crocodile (that is to say snapping its jaws), as this will likely cause the player to think..."That looks nice...but wouldn't it make more sense as a crocodile...?" 'Cause, you know, the level is based around crocodiles, so it makes sense that any enemies in it that behave like crocodiles are, in fact, crocodiles, or other members of the order Crocodilia.

Still, they are nice graphics, so if we could find a way to use them elsewhere (say, the Dryad fight, as previously suggested), that would be a fine thing indeed.
Hadn't realized that the sandcroc was only used in that one level, so yeah, I'll eventually make acrocodile.
One thing I would like to say thought, is that it van't really be used with the dryad, because of style clashes and stuff, so unless Ludus whants to redraw it/something similar, it wont have a use for that.

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Your layout has been removed.
Your plant fits in quite nicely with the rest of the hack, so if there are style clashes between your plant and the Dryad, I guess the Dryad is at fault and not your plant.

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Your layout has been removed.


I'm sure this guy could be a "final" version of mini-Porcu Puffer. I just edit the spikes and fin.
Originally posted by Lord Pokey


I'm sure this guy could be a "final" version of mini-Porcu Puffer. I just edit the spikes and fin.


Originally posted by Giant Shy Guy
Originally posted by Lord Pokey

Okay, I just updated this guy. I made it to look like a small version of Porcu Puffer.


Ahem, again:

Originally posted by Giant Shy Guy
Originally posted by Lord Pokey

Yup, I use inspiration from Magiluigi's Cheep-Cheep and old mini-Porcu Puffer. The result is; hybrid of Spiny Cheep-Cheep and old. Ugly Mini-Porcu Puffer.


Originally posted by Giant Shy Guy
Originally posted by Lightvayne
DONELEVELIn ChargeISSUE
X-OPENFix Mario?
--OPENRedraw EREPHS EHT RAEF Luigi
--OPENRedraw Grey Snifit
--OPENRedraw Butes (made to look like Samurai)
X-Ripperon-XRedraw Microgoomba
--OPENRedraw Buster Beetle
--OPENRedraw Rip van Fish
--OPENRedraw Sandcroc
--OPENRedraw Hammer Raven
--OPENRedraw Sky Pop


These are the ones that still need to be done. I left the micro-goomba since it's incorrect (check out the pile-driver micro-goombas in Jewel).


If it still doesn't make sense:

We already have Mini-Porcupuffer graphics.


Originally posted by S.N.N.
We already have like 20 different versions of the Porcupuffer graphics. It would be kind of neat if we could actually start, you know, drawing stuff that we really need and not the same thing over and over again.


Originally posted by cstutor89
I agree with SNN on the Porcupuffer. Let it be.


Mod edit: Killed table stretch.
Well, Lord Pokey's new Mini-Puffers are, IMHO, better than the current ones, even though the poor fishes need to stop being redrawn extensively...

Also, I hope I'm not too much of a bugger, but I'm still in the dark regarding the current Buzzy Beetle GFX used. Are these the SMW-ish Beetles seen in the latest base ROM, or Alessio/Dinomar's Beetles ? I also need to know how much frames the Buster Beetle uses (or at least which level uses it, so I can look by myself). Sorry for the inconvenience.
Even though it somehow failed to make it onto the list aside from a small mention in a copy-and-pasted comment from MrDeePay (for alas, everyone forgets about poor World Post-Norveg), Asteroid Antics is actually in need of quite a few extra elements. 13A, 150 and 151 still lack backgrounds, the non-looping background in 153 tends to appear cutoff when one enters some of the side rooms from 150 and 151, and the gas/electricity in 150 151 still don't have proper graphics/animations. As such, I decided to try my hand at adding the long overdue final æsthetic touches to the level, as well as scattering the pages from Doc's notebook mentioned in the script (reworded slightly to sound a little better) throughout the level, setting up the backstory for World 9.

13A:



A brown-paletted version of the World 5 mountain BG with some clouds taken from the island BG make up the background here. The brown hues suggest more of a connection with the desert which immediately neighbors this stage on the overworld, and the BG is positioned in such a way as to suggest that Mario is fairy high up, explaining the slight difference in climate in this particular area.

153:



Looks essentially identical in-game, though I sliced the BG in half and shifted things around a bit so it will display properly in the side rooms, and shifted two colors around so that messages would have the proper palettes. Speaking of messages, here you can see the first of the notebook pages (the actual graphics for which could be a little better, but drawing is not perhaps my best suit), along with a helpful (animated, blinking) message on how to read it (this was already included-yet-unused in ExGFX155, so why not use it?). The notes themselves are sign blocks, which access the level whose messages they are to use from a few lines of LevelASM code, allowing two blocks to handle all six notes.

150:



Since layer 2 was needed to avoid cutoff with the gas, this prevented a normal BG, so instead I made a Mega Man-esque pseudo-BG of pipes, girders and animated fans. That's probably not a bad thing, though, as it strikes me as suiting this area far better than any of the cavey BGs I had previously been considering, all of which (aside from the one with the water, which wouldn't work here) feels a little too enclosed and flat.

The gas itself has also been given proper graphics (based on the clouds from Tropopause Trail and Dynamic Disarray), which have both a poisonous glowing animation, plus an expand-contract effect to make them look more cloud-like. While it can be difficult to see in this small image, there are also many small, animated bubbles in the cloud, which especially congregate around the cracks in the pipes, giving the effect of the gas properly leaking out of them.

The gas itself (as well as the electricity in 151) previously used the uninserted block 334, which was intended to be a kill block which is non-solid for sprites. However, 316 (kill if Mario is inside), fulfills both of these functions, and in fact works better than the intended block, since Mario now falls slightly inside the gas-electricity before perishing, rather than dying the moment his little toesies touch the edges, which makes more sense for non-solid bringers of death. Purely personally, I think very the best choice here would actually be block 34F, the (also uninserted) non-solid hurt block, since quite frankly, there's way too much instant death in this stage (which leads to a very silly obstacle to obtain the first P-switch in 153), but I'm only making æsthetic changes/repairs here, and avoiding unilaterally making changes to the author's design which have a direct effect on gameplay, so for now, they're still all instant death block, as per the original plan.



151 has been given the BG from Reclaimed Refinery, as per its role the highly mechanized core of the asteroid. The electricity has also been given a proper animation, as have the bolts around the electrified blocks. The palette of the blocks themselves alternates between the original version and a whited-out version, in sync with the appearance of the block-surrounding bolts.

Here is a video showing both of the major animations. Unfortunately my recording software hates the gas animation, and renders it a muddy mess, with the bubbles heavily smudged and hard to see properly, but the electricity animations comes through pretty well here. This video also demonstrates the nature of of block 316.

Opinions?
----------------

Looks great RN, the animations looks perfect and the backgrounds work pretty good as well, no complaints (animations look better then anything I could have done). Love the warning sign for the poisoness gas too.

Originally posted by Rameau's Nephew
The gas itself (as well as the electricity in 151) previously used the uninserted block 334, which was intended to be a kill block which is non-solid for sprites. However, 316 (kill if Mario is inside), fulfills both of these functions, and in fact works better than the intended block, since Mario now falls slightly inside the gas-electricity before perishing, rather than dying the moment his little toesies touch the edges, which makes more sense for non-solid bringers of death. Purely personally, I think very the best choice here would actually be block 34F, the (also uninserted) non-solid hurt block, since quite frankly, there's way too much instant death in this stage (which leads to a very silly obstacle to obtain the first P-switch in 153), but I'm only making æsthetic changes/repairs here, and avoiding unilaterally making changes to the author's design which have a direct effect on gameplay, so for now, they're still all instant death block, as per the original plan.


Changing it to not be instant death would be alright with me, might cause the difficulty to go down a bit though, although instant death may be a little cheap, so it may end up being a change for the better. I'm fine with it as long as everyone else is fine with it.

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Red Tales: [Insert Subtitle here]: Hack is being worked on, will be finished who knows when
Levels Complete: 5/50+

Yup, I've decide to update some of level more than draw something. Here it is:




So yeah, I've decide to fix up the 4A-S and update the map16 for it. The new BG of this level will be came from Terrifying Timber.
Originally posted by DPhoenix29
Changing it to not be instant death would be alright with me, might cause the difficulty to go down a bit though, although instant death may be a little cheap, so it may end up being a change for the better. I'm fine with it as long as everyone else is fine with it.


Let us poll the assembled masses, then! Here's an IPS of the level with the gas/electricity set to act like 316. What say ye? Do you prefer it this way, or would they be better changed to the non-solid hurt block?


Lord Pokey, Barathrum Baritis actually had a background drawn specifically for it, found in ExGFX10F:



It merely needs to be assembled in the level itself, after which point it might itself actually be a good candidate for use in some other levels which still lack BGs. The bulk of the problems in BB, if I recall correctly, stem in a large part from the graphics files being updated, but only te graphics files, not the map16 tiles nor anything else, and the visual glitches all stem from the level still trying to access the old graphics.
Doned by Rameau's post:



Okay, the level will be take place on night as well as the BG is assembled for this level.
How many/what frames does the Buster Beetle use? I may be able to take a crack at it in my spare time tomorrow once I'm done with my statistics midterm.

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I don't have the files on this computer so I can't confirm, but I thought it was four (two running, two lifting). Someone else will need to verify that though.
If it's the Buster Beetle sprite that edit1754 made, it's 3 frames, with just 1 for lifting.




So like that?

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Extras



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

Advertising Space

The brim of the shell (or whatever the white part is called) could use some shading, but it looks good otherwise.

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Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - SMWCP2 TODO List & Signup Thread [null - See Bugs List]

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