The graphics for the story screen have been entered into the rom. Well at least the map 16 graphics.
Now I have to insert the shutters and stained glass window as sprite tiles since I'm out of color pallets.
I do have a conflict though. The sprite tiles such as the shutters overlap kamke so that he is behind them. Does anyone know how to chance sprite priority?
I also inserted this exact screen onto the credits screen. There was a few things that went astray though. First, the way I'm doing the letter tiles for the credits was that I just switched color pallets on the letters to get different colors. However I didn't make the black outline or the black color used for it the same color as in a vertical column of black colors in the color pallet editor. I hope you know what I mean.
This meant that I had to change some colors to get a black vertical column so I could switch pallets on the fly for the letter text.
Also in the castle screen I used all the exgfx slots except one that was reserved for the credits screen. However I had on the credits screen the letter graphics in slot 5, but when I created the castle I left slot 6 blank.
This means that I have to basically redo the credits of all the people again. Its not that bad, but still extra work. But I have an backup copy of my rom and this allows me to recreate it as a reference picture perfectly.
Its getting there!

I also have some flag animation for the castle, but I don't know if I'm happy with it or not. Also I would need some to teach me exanimation because I dont know how to do it.


Even though I've said this before I want to say it again. I will be making a very similar game after this one. It won't be called Super Mario Logic 2, but it will be a totally new game.
It will have a new main character and I have allowed myself to use any of the resources here for the puzzles and level. For Super Mario Logic I purposely restricted myself to only using the vanilla resources already in the original smw game. Now I ended up using tons of custom stuff to make this whole game work, but at its core its just a vanilla rule based game.
For the next installment there will be custom music, custom graphics, custom everything. Almost nothing will look or sound like smw in anyway. It will probably be much harder to make as well. This is kind of why I tried to make a more simple game first. So I could learn all the basics an order to make an even bigger and crazier game.
As far as completing the Super Mario Logic game here are my remaining tasks:
-Insert sprite graphics for story/credits screens Finished!
- Fix sprite graphics and kamek priority (overlaps strange)
- Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics
- Get credits screen's music to work properly.
- Insert the "the end" graphics of mario, peach and luigi on the final screen.
- loop the game back to the title screen once completed.
- make sure mario can't move on the story/credits screen.
- redo the credits name list and text since since I messed it up and have to redo it.Done!
- maybe learn exanimation.
- Maybe a few sprite priority overlaps to fix in the levels.
Now I have to insert the shutters and stained glass window as sprite tiles since I'm out of color pallets.
I do have a conflict though. The sprite tiles such as the shutters overlap kamke so that he is behind them. Does anyone know how to chance sprite priority?
I also inserted this exact screen onto the credits screen. There was a few things that went astray though. First, the way I'm doing the letter tiles for the credits was that I just switched color pallets on the letters to get different colors. However I didn't make the black outline or the black color used for it the same color as in a vertical column of black colors in the color pallet editor. I hope you know what I mean.
This meant that I had to change some colors to get a black vertical column so I could switch pallets on the fly for the letter text.
Also in the castle screen I used all the exgfx slots except one that was reserved for the credits screen. However I had on the credits screen the letter graphics in slot 5, but when I created the castle I left slot 6 blank.
This means that I have to basically redo the credits of all the people again. Its not that bad, but still extra work. But I have an backup copy of my rom and this allows me to recreate it as a reference picture perfectly.
Its getting there!

I also have some flag animation for the castle, but I don't know if I'm happy with it or not. Also I would need some to teach me exanimation because I dont know how to do it.


Even though I've said this before I want to say it again. I will be making a very similar game after this one. It won't be called Super Mario Logic 2, but it will be a totally new game.
It will have a new main character and I have allowed myself to use any of the resources here for the puzzles and level. For Super Mario Logic I purposely restricted myself to only using the vanilla resources already in the original smw game. Now I ended up using tons of custom stuff to make this whole game work, but at its core its just a vanilla rule based game.
For the next installment there will be custom music, custom graphics, custom everything. Almost nothing will look or sound like smw in anyway. It will probably be much harder to make as well. This is kind of why I tried to make a more simple game first. So I could learn all the basics an order to make an even bigger and crazier game.
As far as completing the Super Mario Logic game here are my remaining tasks:
-
- Fix sprite graphics and kamek priority (overlaps strange)
- Get a pixel artist to draw my name where the Nintendo presents is and insert the graphics
- Get credits screen's music to work properly.
- Insert the "the end" graphics of mario, peach and luigi on the final screen.
- loop the game back to the title screen once completed.
- make sure mario can't move on the story/credits screen.
-
- maybe learn exanimation.
- Maybe a few sprite priority overlaps to fix in the levels.