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Tip: You can use Lunar Magic's Overworld Layer 3 Editing system to edit or create your own layer 3 images (castle bricks, fish, rocks) and apply unique effects per level via the Layer 3 Bypass in the main editor.Not logged in.
A Plumber For All Seasons (igloo time)
Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (igloo time)
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In love with these graphics, and even more with this solid platform and big Cheep-Cheep. Personally, I've been wanting to do something like this platform for ages but never got into it (a 32x32 crate, in fact).

Anyway, this hack is promising in many, many aspects. I hope to see this finished one day!

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MK2TDS
This is some impressive artistry at work with these graphics, no doubt. I really like most of the screenshots I'm seeing here.

I do think though, you could pull back some of the heavier detail for the open landscape type levels. I bet those levels' aesthetics would look really good with some atmospheric perspective applied to them. Plus, I feel like they don't fit too well with cartoony SMW sprites. That's my only nitpick really.

Regardless, I look forward to this.

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My layout has removed you.
personally i feel like the floating platform should have some form of "give". if it can float in water, it should probably not be so... immovable? maybe even just floating down & up a few pixels in a floating-like motion, if you don't want smw's floating platform that falls down a bit when you jump on it mechanic.

loving the overworld though - few hacks make alternatives to super mario world's original overworld setup.

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Thanks, I appreciate the feedback!

Originally posted by Face
I do think though, you could pull back some of the heavier detail for the open landscape type levels. I bet those levels' aesthetics would look really good with some atmospheric perspective applied to them. Plus, I feel like they don't fit too well with cartoony SMW sprites. That's my only nitpick really.

You mean like slight blurriness and less detail in the distance? I can definitely experiment with that in the future, since there's still more than half the hack left. I don't think the current amount of detail is excessive, though.

Originally posted by idol
personally i feel like the floating platform should have some form of "give". if it can float in water, it should probably not be so... immovable? maybe even just floating down & up a few pixels in a floating-like motion, if you don't want smw's floating platform that falls down a bit when you jump on it mechanic.

Great point! I actually tried to add a bit of bobbing, but the sprite fought back and only gave me janky movement, and I was happy when I got it to stay completely still. I can definitely try and tackle it again sometime.

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Can't you just crib the code from the orange platform disassembly?

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I know you're working really hard on this, but when will a demo come out? I'm guessing Summer C3...
Originally posted by videogamefan64
I know you're working really hard on this, but when will a demo come out? I'm guessing Summer C3...

Sorry, there's not going to be a demo. I'm planning to show a gameplay footage video this C3 though.

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I got the platform to bob up and down (thanks for that suggestion!), added water level indicators to the switches, and brought in the corals from world 2-3. This is starting to feel a lot livelier!

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Your aesthetics are truly something.
The small detail of the platforming bobbing really adds to the immersion as well as just been a small detail.

Great work as always WYE.
This is shockingly good and I'm glad to hear that it's still in development.

One thing: Are you going to change Mario's graphics ever? With how drastically everything else has changed he looks slightly out of place.
Glad y'all like it!

I don't plan on changing the player graphics , but I do have an easter egg planned that involves changing them slightly under certain circumstances.

In other news, working on this level has been a little harder than expected because the layer 2 gimmick and all the custom sprites are causing so much slowdown. I might need to port the hack over to SA-1 now, instead of at the very end like I'd planned. uh oh

(and it also doesn't help that I've been super sick the past week and still am, yay~)

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There's been progress again! I actually finished building the level, but imagine that "finished" comes with a large asterisk.

  • It's neither an exciting platformer nor a puzzle level, but more of a "showcase of setups you can do with this gimmick" thing, which is perhaps not ideal. (A lot of the setups I'm really satisfied with, though.)
  • It still lacks a bit of polish and fine-tuning.
  • I can't test the level as thoroughly due to the massive slowdown (partly because of my shenanigans, partly because SMW really doesn't handle layer 2 levels well).
  • Another reason I can't do much testing is that a lot of sprites just flat out won't spawn. Either that's some oversight on my end, or something only SA-1 can fix.
  • I still have to make the boss, as well as a handful of side rooms.

Here's a couple of screenshots of the polished-enough parts:



All in all, this one was rather arduous to make. #tb{''} Maybe for future levels I should tone down the ASM gimmickiness just a bit.

But when all that is over with, the entirety of world 2 will be finished! I'm really looking forward to that because that'll be the first time ever that I'll make it as far as finishing two worlds in a hack. Wow.

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From the pics provided, I do think that these level portions are cleverly designed. About slowdowns and stuff, I'm facing the same thing with my own project, and, actually, it's kinda frustrating because it ends up limiting our ideas. I'm not a fan of SA-1 just to overcome slowdown and come up with way more fanciness than already done. This is a personal taste, I know, but I find it much more interesting to work around normal ROM limitations, despite the huge amount of challenges packed up with going this route.

Anyway, great stuff. Hope to see more from you.

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MK2TDS
Thanks! I'd like to avoid SA-1 too, but I'm afraid that's just not feasible given all my special effects and custom sprites. I can only hope the switch to SA-1 will be relatively painless. #tb{''}

I got one step closer to finishing world 2 today, by which I mean I began coding the boss. All I have so far is the "powering up" intro animation:



It might be cool to have the powerup fall from the ceiling and make the flashing smoother, but overall I'm happy with how this turned out.

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Interesting level you have, WYE. I personally like the aesthetics and the whole gimmick concept you're using.

About the boss... I can see it's promising. The flashing could be a bit quicker, and smoother at the end... but aside of that, nice work. I'm looking forward to see more of this.

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Dream team (feed them, please):






I've made quite a bit of progress since that last post! The boss is done (I made the flashing smoother by the way), the level is complete, and it turns out the sprite spawning issues were happening because I forgot to put a SubOffScreen call in the switch sprites (whoops). I spent the weekend gathering footage and putting together a bit of a trailer-y thing for C3.

Which means... world 2 is now done, and I can move right on to world 3? This is a milestone indeed. Hopefully I'll be a bit quicker making the second half of the hack than I was making the first. #ab{^^;;;}

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It's fall already? Wow, time flies.



I have a lot of stuff to keep me busy in real life right now, but for some reason I really needed to get this overworld out of the way first, and could absolutely not bring myself to work on anything else before that was done. (Which it is now, so phew.)

Unlike world 2's map which was just a minor edit of world 1's, this one was redrawn from scratch, so it took quite a bit more work and doesn't match their style perfectly. (The colors were especially challenging to get right - not even in the sense of graphics ripping, I just had a lot of trouble finding colors that go well together.) At the end, though, I'm really happy with how this turned out.

Time to place some levels on there! (After real-life duties are done, that is.) I've come up with a few ideas for gimmicks and settings over the past few days, so world 3 is already coming together pretty nicely.

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Still not able to work on this full-time (probably won't be until August), but I did whip up a palette and started drawing new sprite graphics!





Chucks are something I knew for years I'd have to redraw eventually, and I half-dreaded it because their anatomy was never really clear to me. (doesn't help that I know nothign about football either I guess.) Drawing these two head frames was surprisingly painless though, so maybe the rest is not gonna be as bad as I thought!

Apart from introducing Chucks, 3-1 doesn't have an elaborate gimmick planned for it, so once the graphics are drawn there's not much more to do there.

Feedback on the Chuck graphics is more than welcome!

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The Chuck sprites look pretty good. One thing that kinda bothers me is that the Mario Sprite doesn't really fit with the art style. Maybe modify it a bit or use the sprites from the Redrawn hack? (You don't have to do this, it's just a suggestion)
Mamma mia... this looks so cool! I love it a lot!

Originally posted by videogamefan65
Maybe modify it a bit or use the sprites from the Redrawn hack?


Nah. Original SMW Mario works perfectly fine IMO.
If you're questioning your gender or sexuality, if you need a place to vent, or if you simply need someone to talk to, feel free to PM me.
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Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (igloo time)

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