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Bits and Pieces - Play some of it now! (See page 4!)
Forum Index - SMW Hacking - Works in Progress - Bits and Pieces - Play some of it now! (See page 4!)
Pages: « 1 2 3 4 » Link
The reason I started Bits and Pieces was to do something I had not yet done, plus I figured this could lead to some sort of new challenge.

As mentioned earlier, there are plenty upon plenty of blocks and sprites I have never touched. However, I'll put back the list of what I've already used since Colossus, By the Harvest Moon, Shelf Life, and that bacon level.

Sprites
- rocket barrel sprite
- Phanto sprites (small and big)
- sideways piranha plants + venus fire traps (any direction)
- better creating/eating blocks (thanks a fuckton leod)
- vertical/horizontal wrap levels
- Elite Koopas
- missile bills
- Iceguy's n00b boss sprite
- Fire Magikoopa
- Flatbed Ferry platforms (YI)
- homing bullet bill
- big bullet bills
- Skull Kart
- on/off switch controlled by spin jump
Blocks
- basic on/off ctrl'ed devices (blocks, conveyors, etc.)
- tar blocks
- shattering ice blocks
- bounce blocks
- framal blocks
- teleport blocks (both by Mario and by sprite)
- Heavy water
- key blocks

The main idea will be to build a short hack (10-20 levels), with blocks/sprites hosted on the site chosen by you/others of this community that you would think I would be able to use my head to make a cool level with. Essentially, this hack should be a bunch of bits and pieces thrown together in the end, and you guys supply me the bits and pieces.
I'm not going out of my way to ask for graphics/music suggestions, as these won't lead to new level design choices.

And to prove I'm not bullshitting and have something to show to you:
This sounds rather exciting, I suppose! Though, personally I often find that graphics and music are a strong foundation to build on, since it gets a theme in your head.

Anyway, I'm immediately thinking of using MikeyK's air meter sprite to create an underground water level with an oxygen gimmick. The level design would have to be fairly easy, but maybe with some other sprites it could make some good fun.

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I've become very grumpy these last few years, and have been biting my tongue here in SMWC's forums quite a bit. I just want to let you all know that if ever I come off as harsh, I still care about you all. You guys are great.

(Avatar by http://reyleias.tumblr.com/, butchered by me)
It's an interesting idea. Although part of me wants to deliberately suggest the most awkward, unfair combinations of sprites and blocks possible to see if you can actually do something good with them.

Then again, has anyone got a really complex random number generator that can pick between a few thousand options? Cause I'd love to suggest a combination that's literally chosen by a machine. You'd accept that, right?

--------------------
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by CM30
Then again, has anyone got a really complex random number generator that can pick between a few thousand options? Cause I'd love to suggest a combination that's literally chosen by a machine. You'd accept that, right?


I'll take it, and hope for the best. I said I was going in for the challenge.
Seeing as this hack is going to be made through user suggestions of blocks/sprites, I would like to know if you want to use this custom enemy: http://www.smwcentral.net/?p=section&a=details&id=5690

Also this?: http://www.smwcentral.net/?p=section&a=details&id=3615

--------------------
On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.




Sprites:
Thwinji
Propellor Block
Throwing Moles
Robo-Eject
64x64 Mega Mole
LX5's C3 Winter 2014 Sprites

Blocks:
Quicksand
Swim in Lava if Invincible
Disappearing Block
Disappearing Boost Block

A couple of suggestions. Some are fairly generic, some a bit more gimmicky. Have fun!
Hm...how about...

Blocks:
- Screen-scrolling pipes
- Screen-scrolling doors
- Sticky blocks
- Horizontal vine
- Hidden tunnel blocks

Sprites:
- Any of these Japanese sprites (these are okay to link, right?), but especially the spinning red platforms
- Pretty much any of the dynamic sprites (or really, most of the Yoshi's Island sprites; there are quite a few of them that don't seem to be very commonly used)
- SMB3 directional elevator (included with Sprite Tool)
- smkdan's Kuribo Shoe sprite (in one of his sprite packs)
- SMB3 Lava Lotus
Blocks:
Tightrope
Poison Water
Freeze Mario Ice Block

Sprites:
Bonus Toad
Kirby Boss
Metroid

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( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

i suggest you to make a level with this and this sprites and this and this blocks. seems challenging, huh?
Layout by x-treme
YouTube
Why not make a P-Switch appearing/disappearing blocks level. Like, in an underground. Ex. if you press a p-switch, the grey cement like blocks stay the same, while every visible block disappears and every invisible block appears. I couldn't find a block for that, but maybe it can be done with EX-animation.
Originally posted by Trollope
Why not make a P-Switch appearing/disappearing blocks level. Like, in an underground. Ex. if you press a p-switch, the grey cement like blocks stay the same, while every visible block disappears and every invisible block appears. I couldn't find a block for that, but maybe it can be done with EX-animation.



That can be done with Exanimation.
I wish I would have posted these screens sooner but it took a while to get a sprite inserted and factored into this other level.

I've already tried these other sprites as suggested, though they weren't incorporated just yet:
Robo-Eject: It seems to cause sprite memory error; however I still want to use this guy.
Secret of Mana Crab: Also causes sprite memory error; not sure what index will fix it.
Fire Killer Bullet: This one seems to crash the game whenever it loads. The generator is likely fine though.

I spent an hour or two more than I had hoped for trying to pick a sprite to go with the second half of a desert level.


The first half has those throwing moles; these guys hid behind the background when I used custom HDMA, so I had to exclude it from the first half. And yes, the rock color has to be changed.


This took a while to think of: a somewhat challenging propeller block section as I have never used it, though it'll be very useful in making something brand new. Also, I was looking at the lava lotuses to see if there was a way to make them shoot fire faster.

This is honestly pretty damn tough, guys. If you have any other requests for blocks/sprites, send them in.
I was working on Colossus's last level over the past week as well, so that explains why I've only got half of a new level.

Since I have it however, let's display it:

I took the Metroid sprite; at first draining coins seemed pointless if there was a spot in the game where players could get infinite 1-Ups, but remembered that it also hindered the player's jump. For example, you have to shake this Metroid off of your head you can jump off the timed platform to safer ground.


Much like the first screenshot, dealing with this Metroid is important so you can dodge the Snifit fire. I'll likely add a tiny ledge to the top left of Mario's position.

I hadn't gotten any of those Japanese sprites to work correctly with SpriteTool; maybe I was using the wrong tool?
Now this is a cool idea... Now then. I challenge you to make a level using the Anti Coin and the Anti Moon blocks. The restriction (if you allow those for at least one level) is to not use regular coins or regular moons, but still making it fair.

As for your progress, I like where you're going with this...

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Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




I currently have the Anti Coin and Anti Moon in the hack. I've also got a plan for a level involving each, and more usage of Metroids.

Originally posted by AlwaysANoob
Blocks:
Poison Water


I never really stated that I'd strictly adhere to how a block or sprite was coded. I changed the poison water to constantly decrease time as opposed to every few frames; in fact, it's not even water!


The burning red rocks (that glow in game) subtract time quicker while you're touching them, to symbolize pain from extreme heat. I also picked a few sprites at random to use for this hack: Boom Guys (Shy Guys with Bullet Bill launchers) and jumping grinders.

Any other sprites and blocks I should try using?
"Any other sprites and blocks I should try using?" - levelengine

More suggestions made by me:

Try this: http://www.smwcentral.net/?p=section&a=details&id=3385
And this: http://www.smwcentral.net/?p=section&a=details&id=8860

--------------------
On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.




Some suggestions:

http://www.smwcentral.net/?p=section&a=details&id=3341

Custom Tweaked sprites

http://www.smwcentral.net/?p=section&a=details&id=3440

Wendy v 1.2

http://www.smwcentral.net/?p=section&a=details&id=4920

Thwimp Trio

http://www.smwcentral.net/?p=section&a=details&id=9022

Better timer passable block

http://www.smwcentral.net/?p=section&a=details&id=4068

Bouncer + map16 change

http://www.smwcentral.net/?p=section&a=details&id=2489

Castlevania Aria of Sorrow Chapel

All of those things, in one level. I literally had my eyes closed and randomly clicked links to come up with that combination.

Are you a good enough designer to come up with a level that logically includes all of them?

--------------------
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
Originally posted by cheat-master30
Are you a good enough designer to come up with a level that logically includes all of them?


Challenge taken. But meanwhile, I've been working on the earlier levels of the hack (the grass world to be specific), and picking out more sprites at random to use.


I randomly picked the hammer and boomerang powerups, and changed the hammer graphics to axes. However, when you try to shoot one, sometimes it shoots and other times it takes too long for you to be able to shoot a hammer before you get hit.
Link
Does anyone know how to make ICB's hammers be thrown at a faster rate?
Otherwise, I might just use only the boomerang since it can be used more frequently than the hammer.
Here are some X-shaped boomerangs (almost identical to those in Castlevania 3):

These also suffer from the same problem of sometimes shooting, and other times not. It may be based on the number of sprites on screen at once, as I inserted the hammer and boomerang Mario throws as standard sprites.


On an unrelated note, I took the air meter suggestion from MelodicCodes and made this so far. Considering this whole level is water, I had to add some other way to refill the air meter. That's where the blue mushrooms come in. This too is somewhere in the grass world.

I'm hoping to push this thing further for the C3 that's two weeks away. There won't be a release, but given suggestions, there will be more levels to showcase as they get built.
You should try out a few of romi's sprites. I haven't seen them in many hacks (the only one I know which uses them is Super Mario World: The Secret of the 7 Golden Statues even if I can say, I don't play many hacks - there might be more hacks out there with romi's sprites) but they're (most of the time) pretty well made (some are even better then in the sprites section like the dragon coin which cares for item memory).

And the best thing is, they use shared subroutines leading and doesn't copy big routines at all sprites!

Edit: About the hammer problem: I think I can fix it. It requires some modifications and also a patch - I'll change the hammers to an extended sprite (similar to those the hammer bros throw them) and not a normal sprite. I'll even try to use them the last two Slots - for the fire balls. Similar is it to the boomerangs - they become extended too. I'll PM you if I fixed the problem.
Pages: « 1 2 3 4 » Link
Forum Index - SMW Hacking - Works in Progress - Bits and Pieces - Play some of it now! (See page 4!)

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