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Sprite Ideas
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - Sprite Ideas
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Hi! It's me, Darolac again.

As some of you will already be aware, I created some custom sprites for this C3. I plan to do the same for the next C3, and I though that it would be great to ask the community for ideas before cooking the next batch of sprites.

Rules:

-You can post ideas for all types of sprites: original, from other games... Try to specify as much as you can from the sprite: size, characteristics, movement, Mario, sprite and block interaction, etc. You should also post the graphics, specially if it is an original enemy.

-You can post as many ideas as you want: there is no limit , so if you already requested something at the ASM request threads, but you have still more ideas, you can post those here.

-This is not a request thread. This should be clear: I'm only going to do the sprites that I found most interesting and helpful for the community. If none of the ideas posted here appeals enough to me, then I'm not going to do any of them.

-This is sprites only. No patches and blocks, sorry.

-If you are going to propose a boss, your idea should be really well documented for me to take it into consideration.

The sprites will hopefully be ready for next C3. With that said, let the brainstorming start! #tb{:D}
Cool, here's some of my ideas:

-A Bowser Fist sprite like the one you did but it goes up and down slower automatically instead of a trap block placed on the level.

- Thwomps that act like in Mario kart games(automatically)

- A sphere that flips the on/off status when touched, see this level with the buttons on the walls on DKC Returns and you will understand(https://www.youtube.com/watch?v=PxYxSsRMB_8)

- A Geyser that lifts the player like the ones in nsmb and the whales in smb2 ice levels.

- shells that can't be carried and can only be kicked like in smb1 and super mario 3d land/world
I always felt like there could be more atmospheric sprites that help enhance an environment (as opposed to being something harmful or helpful to the player). Maybe you can fill this void in my soul?

Drips: a generator that creates drops of water (likely one tile of the dust clouds in the first page of SMW's graphics). The drops jiggle around shortly after spawning, and then fall, creating the "walk on level tile" noise when they land and terminate.

Birds: something kind of like the birds on Yoshi's House, but when you get close to them, they fly away - perhaps in a parabola up and away, but the math behind 'diagonally up' would be way easier.

Rising Ash: a cluster sprite that creates particles that zig-zag while rising upwards.

Fireflies: Little dots that shift from invisible to bright, green globes. They wander around aimlessly, but move left and right faster than they do up or down. Making them a cluster sprite could also work very well to really make the scene filled with them without performance issues.

Fishes: Little fishes that look just like the layer 3 ones, they swim around in water tiles. Getting close will make them swim quickly away from you, likely in a straight line. They can terminate when they reach anything other than a water or air tile.

--------------------

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics (v2)
This is pretty complicated and may involve tinkering with how the camera works so continue at your own peril.

I'd like to request camera stopping sprites similar to the NSMB series. With Lunar Magic now allowing more square level shapes, a way to have more control over the camera is needed.

How they work in NSMB:

  • There are four camera stopping sprites: Horizontal Left, Horizontal Right, Vertical Top, Vertical Bottom. The names refer to how you place them in a level; Horizontal Left/Right stop the camera from going up or down, Vertical Top/Bottom prevents the camera from moving left or right.
  • Both sprites must be placed as a set in the same row (Horizontal) or column (Vertical), or they do nothing. The sprites must be placed correctly (e.g. Left on the left of the set), or they do nothing.
  • The sprites prevent the camera from scrolling if Mario is within the x- or y-axis boundaries the sprites set. For example, if Mario is above and between a set of horizontal limit sprites that prevent the camera from scrolling down, the camera will not scroll down.
  • If the camera is outside of the boundaries the sprites set when Mario moves between them, the camera will attempt to scroll so that it's inside of the boundaries. If Mario is on the wrong side of the boundary, horizontal camera scrolling will push him just like in an autoscroll level, and may crush him against a block, killing him instantly. Using the above example, if Mario is underneath and between the two horizontal limit sprites, the camera will scroll up so that it's inside the boundaries, most likely killing Mario in the process (who is now underneath the screen).
  • In the event that camera sprites would cause the camera to cover an area smaller than the standard camera area (either vertically or horizontally), it zooms in. Since this isn't possible in SMW, instead in this case the sprites should just not work. Or crash. I'm not picky.
  • All camera limit sprites include a setting that make the boundary they set permeable, meaning that they only work when Mario is on one side of them. Moving next to the boundary lets the camera scroll again. Using the above example, if Mario is above and between a set of horizontal limit sprites that prevent the camera from scrolling down, the camera will not scroll down. But if Mario moves to the very bottom of the screen against the boundary, the sprites allow the camera to scroll down. The sprites continue to allow the camera to scroll down when Mario is below them.
  • If only one of the two sprites in a set is set to be permeable, they do nothing.
  • When camera limits make the screen scroll, either to force the screen into the set boundary or because they're allowing the screen to scroll due to touching a permeable boundary, the screen scrolls faster until Mario is in the center of the screen.

I'll make some diagrams if need be, but hopefully this is clear enough to work with.
Fanatical like a Demon
1:1 ports of the SMB2 bosses like Roy's Wart boss (I'm sure the community would love these).
Major thanks to Suika Ibuki for layout!
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
There ought to be plenty of sprites from Yoshi's Island that haven't been done yet. Perhaps you could make a Bandit (or one of its variants), a Stilt Guy, the pinball flipper thing, the flipping spike platforms, the double arrow platform, the weight-activated platform group, the wall-following ravens, the Spear Guys, the pushable pot, the Cloud Drops (going both directions), the bouncy arrow, the snowman, or the tulip?
Originally in SMB3, Thwomps fall down super fast. So I would love to see some super fast falling Thwomps.

Also a giant Thwomps, the fall super fast too. When the extra bit is set, the giant Thwomp will make an earthquake causing Mario to stunt.

I also want to see a Super Mario Maker Bowser. It acts exactly like the SMB1 Bowser. If the extra bit is set, he will throw hammers.

And a SMM Bowser Jr. he will spit fire or throw hammers depending on the extra bit.
How about a carriable lamp or torch that lights dark places?

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Have a frost day~


Some Giant Sprites would be good, like: a giant Thwomp, like NSMB's (I have seen two versions, Sonikku's and imamelia's), a giant Buzzy Beetle (should be like a SMB3 Koopa, no surprises here), a giant Spike Top, a giant Swooper, the likes. Also, a horizontal Wooden Spike (I tried it once).

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Dream team (feed them, please):






Originally posted by Darolac
"...and I thought that it would be great to ask the community for ideas before cooking the next batch of sprites."

Well, as someone who has been experimenting with the "Yoshi's Island" hacking scene for a while, I do feel that some of the sprites form this game could translate well for Super Mario World. Though they're a lot of ported sprites, a good contender for new YI-based sprite would be the firebars. Unlike those from other games, these firebars move in and out of the playable layer- making it very useful for Layer 2-based custom stages in the "Super Mario World" hacking scene.



Another possible YI-based sprite would be the Mace Guy. These shy guys swing around spiked balls around a certain radius, and could potentially be interesting obstacles in castle stages or kaizo stages. Alternatively, though, a character other than a shy guy could be used for this custom sprite.

Now, besides these sprites, I do have some ideas for true custom sprites. One sprite idea is an Amanitas Mushroom. Based off an entity form Super Mario RPG, these shrooms chase and hurt Mario if he gets near them or dislodges one from a question block. They look similar to a normal mushroom, but with large white eyes, and can be killed with a projectile. Probably a unique substitute for the poison mushroom. Another idea is a Propeller Piranha, a downward-facing piranha plant that floats in midair and rains down fireballs. Could be killed with a jump attack or with a projectile.
Originally posted by bandicoot

-A Bowser Fist sprite like the one you did but it goes up and down slower automatically instead of a trap block placed on the level.


I can update the Bowser Fist to add that option, sure.

Originally posted by Flippn'Fences
One sprite idea is an Amanitas Mushroom. Based off an entity form Super Mario RPG, these shrooms chase and hurt Mario if he gets near them or dislodges one from a question block. They look similar to a normal mushroom, but with large white eyes, and can be killed with a projectile. Probably a unique substitute for the poison mushroom. Another idea is a Propeller Piranha, a downward-facing piranha plant that floats in midair and rains down fireballs. Could be killed with a jump attack or with a projectile.


Those ideas seem very cool. Do you think you can provide gfx of some sort for those? Anyway, I'm probably going to do that propeller piranha.

Originally posted by imamelia
There ought to be plenty of sprites from Yoshi's Island that haven't been done yet. Perhaps you could make a Bandit (or one of its variants), a Stilt Guy, the pinball flipper thing, the flipping spike platforms, the double arrow platform, the weight-activated platform group, the wall-following ravens, the Spear Guys, the pushable pot, the Cloud Drops (going both directions), the bouncy arrow, the snowman, or the tulip?


Originally posted by LadiesMan217
1:1 ports of the SMB2 bosses like Roy's Wart boss (I'm sure the community would love these).


I guess I should have said that I suck at accuracy-porting exact copies of sprites from other games lol. I guess I can try but I don't really see myself putting in that kind of pain.

Originally posted by Deeke
I always felt like there could be more atmospheric sprites that help enhance an environment (as opposed to being something harmful or helpful to the player). Maybe you can fill this void in my soul?

Drips: a generator that creates drops of water (likely one tile of the dust clouds in the first page of SMW's graphics). The drops jiggle around shortly after spawning, and then fall, creating the "walk on level tile" noise when they land and terminate.

Birds: something kind of like the birds on Yoshi's House, but when you get close to them, they fly away - perhaps in a parabola up and away, but the math behind 'diagonally up' would be way easier.

Rising Ash: a cluster sprite that creates particles that zig-zag while rising upwards.

Fireflies: Little dots that shift from invisible to bright, green globes. They wander around aimlessly, but move left and right faster than they do up or down. Making them a cluster sprite could also work very well to really make the scene filled with them without performance issues.

Fishes: Little fishes that look just like the layer 3 ones, they swim around in water tiles. Getting close will make them swim quickly away from you, likely in a straight line. They can terminate when they reach anything other than a water or air tile.


The idea of the atmospheric sprites appeals a lot to me. If you think you can draw/you find some gfx for some of those, I will gladly take my time to try to do them.

Originally posted by Noivern
This is pretty complicated and may involve tinkering with how the camera works so continue at your own peril.


Yeah, this seems really hard. Never touched the SMW camera amd the related adresses but I will give it a try and see if it doesn't explode in my face lol.

Originally posted by Blizzard Buffalo

How about a carriable lamp or torch that lights dark places?


That seems cool. Do you think you can provide GFX?

Originally posted by Major Flare

Also, a horizontal Wooden Spike (I tried it once).


This shoukd be easy enough. I'll take a look.

I also take note of those giant sprites which some of you are talking about. Remember that a good way to position better your idea is to include gfx in your post!
A volcano plant that shoots 2 hammer at once (one to the left, the other one to the right side)
Originally posted by Fullcannon
A volcano plant that shoots 2 hammer at once (one to the left, the other one to the right side)

It seems a little weird for a volcano plant to spawn hammers, no? Maybe I can make some hammer bro style enemy that does that though?
How about "Smash Ultimate Quickplay Camper"? It spams projectiles at you, and as soon as you get close it becomes invincible and rolls away. The only way to beat it is to trick it into rolling into a pit.

you're mom bannd
Originally posted by Von Fahrenheit
How about "Smash Ultimate Quickplay Camper"? It spams projectiles at you, and as soon as you get close it becomes invincible and rolls away. The only way to beat it is to trick it into rolling into a pit.

This could be a great idea for the pattern of an endgame enemy or even a boss. Thanks Von Fahrenheit!
I don't actually know how hard this would be to implement, but I'm having trouble figuring out how to set up the graphics routine myself.

Basically I'm trying to make a Lemmy/Wendy where there are four graphics states. One is for Lemmy/Wendy, one is for the dummies, and the other two are for LW/Dummies' "hurt" states respectively. Each of them are 32x32 and aren't animated.


I don't think this is too specific because it'd free up a lot of space in SP3 for people to actually use other sprites in the Lemmy/Wendy fight if they're into that sort of thing.
Originally posted by Darolac

The idea of the atmospheric sprites appeals a lot to me. If you think you can draw/you find some gfx for some of those, I will gladly take my time to try to do them.


I think all of these could be made with assets that already exist, with maybe the sole exception of the fireflies and the birds.

Drips can use the dust graphics on the first page of gfx - there's one that consists of a single mote of dust with no extra particles that would be perfect.

Birds can have the same graphics as the ones at Yoshi's House. They don't flap, so I could provide some graphics there.

Edit: Erik has already made a sprite just like this.

Rising "ash" could probably use the lava particles - different means to the same end.

Fish use fish - the layer 3 ones are about as simple as they need to be.

If you're serious about this and start making them, let me know!

--------------------

Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics (v2)
Vanilla Inspired Ideas
Above Launched Torpedo Ted
A torpedo ted that instead of being launched downward (then left of right), gets launched from above (and goes left or right).

Alternate Fishin' Boo
A regular fishin' boo that has a grinder/hothead/sparky/grey platform hook instead of a flame (or a palette swapped flame that can be spin jumped on). If it hangs a platform, whichever side mario is closer to is the direction fishin' boo flies.

Pipe Dwelling Pokey
As the name suggests, perhaps with the extension bytes indicating how many segments to rise out of the pipe.

Chasing Swooper (extra bit: Fire Swooper)
A hanging swooper that activates when you get close, seems to fly away, but then chases you (extra bit for palette swap + spits fire)

Guard Stomp Sumo Bro
A sumo bro that guards, and as mario approaches, stomps the ground sending fire toward mario (instead of down with lightening). If mario is jumping when approaching the bro, he will jump and lunge at Mario.


Yoshi's Island Inspired Ideas
Boo Balloon
Like the boo balloon in YI, it chases you. But when hit by a fireball/shell/carryable galoomba it puffs up for a short time and becomes a platform before going small again (extra bit could have it disappear in a puff of smoke). Small balloon hurts you, large one doesn't.

Puffer Fish
Just a puffer fish that, when small, has similar wall collision to the urchin (fixed distance, or until a wall is met; horizontal and vertical) but puffs up when Mario gets near and starts to chase him.

Fuzzy
Touch fuzzy, get dizzy! If a similar HDMA mechanic to YI isn't practical, perhaps the extension bytes could determine the palette rows to rotate (using ExAnimation) and a slippery level flag could be activated. A short timer based on frames that is stackable when another fuzzy is touched.

Bouncy Milde
An unkillable Milde that acts similar to the large mole in vanilla. Walks right or left. Bounces Mario in the opposite direction when touched and can not be directly stood on. Bounce height, sprite speed, and fall off ledge controls would make this enemy more versatile.

GFX: https://bin.smwcentral.net/u/32624/yigfxsprites.bin
PAL: https://bin.smwcentral.net/u/32624/yigfxsprites.pal
One idea:
A barrel cannon that teleports between two locations (its spawn and an offset), when you touch it, it teleports again, then it stops teleporting briefly so it can launch you before going back to its normal routine.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by hash
Alternate Fishin' Boo
A regular fishin' boo that has a grinder/hothead/sparky/grey platform hook instead of a flame (or a palette swapped flame that can be spin jumped on). If it hangs a platform, whichever side mario is closer to is the direction fishin' boo flies.

Chasing Swooper (extra bit: Fire Swooper)
A hanging swooper that activates when you get close, seems to fly away, but then chases you (extra bit for palette swap + spits fire)

The chasing swooper would be easy to make even from scratch without the dissasembly and would be fun. The fishin' boo + platform could also be a great idea, surely a little bit more difficult to code. I will see what I can do #tb{:]}.

Originally posted by Wiimeiser
One idea:
A barrel cannon that teleports between two locations (its spawn and an offset), when you touch it, it teleports again, then it stops teleporting briefly so it can launch you before going back to its normal routine.


I don't think I'm going to mess with the dkc barrel canon at least for now, but will take note for the future.

Originally posted by Darkbloom
I don't actually know how hard this would be to implement, but I'm having trouble figuring out how to set up the graphics routine myself.

Basically I'm trying to make a Lemmy/Wendy where there are four graphics states. One is for Lemmy/Wendy, one is for the dummies, and the other two are for LW/Dummies' "hurt" states respectively. Each of them are 32x32 and aren't animated.


I don't think that would be hard to implement. I have a "standard" 32x32 gfx routine documented so I will go and try to do it.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - Sprite Ideas

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