Sprite 110 isn't the evil flower if I recall, it's just another copy of the regular collectible flower that uses bitmap graphics. If I recall, the fake flower is called "Dizzy Dandy" in GE or something similar to that.
Just as a heads up (though I'm sure people have already noticed), my focus is almost entirely on the VLDC until it's assembled/ready to go. I won't be active in testing levels or providing feedback for at least a couple more weeks, so I guess this could be considered a "break" for anyone still designing.
Question for raiden. For this project, would it be possible to change one of the spritesets to have Kamek AND falling icicles? Right now, I'm using spriteset 59 for this level, and I'd love to have the icicles added to it, but...is that even possible? Both in terms of sprite conflict and in terms of having any unused spritesets.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
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...is that even possible? Both in terms of sprite conflict...
Well, it is possible to have icicles and kamek in the same spriteset, you just need to put sprite graphic 6A(kamek), THEN 6C(hookbill koopa legs and kamek), icicles can be put in any place of the spriteset. example
I definitely want to play this when it comes out. Though I have 100%ed the original YI, I am definitely no pro. I've played a few YI hacks such as Kamek's revenge (which was pretty hard for me). How hard will this hack be, on a scale from 1-10 where 3 is the original YI and 10 a Kaizo difficulty?
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Exits done: 45, Overworld: 85% Play through Taomb Demo 3
Well, Taomb may have finally died. Thanks guys.
The dead fucking end.
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Re: spritesets - I've been making a list of which GFX files are in each spriteset (or is that information already around somewhere?), and there's something I've noticed: Quite a few of them seem to have unused slots. In fact, I'm only up to spriteset 0x26 so far, and I've already seen 16 sets that have at least one empty slot; in fact, set 08 has five. At least, judging by the fact that some slots use GFX file 1A, which is the first sprite GFX file and contains Hookbill the Koopa's mountain background. The only spriteset that should actually need file 1A is 61, the one actually used in Hookbill's room. It seems to me that we could modify quite a few sets even without editing the slots that are actually used.
No progress, unfortunately, but I do have something to say...
I'm definitely going to need some help. If icons are the biggest priority, I would appreciate some help from another artist to help me out. Yes, while you do want a consistent style with them, it's too much for a single artist to handle. Besides, the sooner we get these done, the better.
Have we learned nothing from the disaster of which was SMWCP2?
R.I.P. eXcavator... You will always have a place in our hearts...
Icons are still kind of the biggest thing right now. Once they're done, this can be wrapped out and released (with or without the additional level).
If this is possible, I would also like to be an artist. Sure I have my own hack to deal it, but I think it can wait. University is in my way, but I hope it will help. You should know I can't draw 3D enemies, especially on an icon, but still I'll try. Is there a graphics file required to start?
Edit: I drew only 3 icons. Not sure if the last one is good, due to the amount of the spikes the green platforms have. Check it out: