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team frog warehouse presents: a sneak peek at the sneakest peekest (last update! new sprite!)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - team frog warehouse presents: a sneak peek at the sneakest peekest (last update! new sprite!)
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Oh! Is it that time of the year again? That time for big, fun reveals? That time for idol to show something off that inevitably won't ever see the light of day? It sure seems so! Prior C3s I mostly showed off graphics and ambitious solo-endeavors that rarely got anywhere past the first three levels, but this time things are pretty different! So let's get to it...

A few months ago, I started a hack project with my boys, thus dubbed "Team Frog Warehouse". We are named as such for our frogs, and our exceptionally big warehouse in which they're stored. Over the months we've begun pre-production on our team hack (of which is currently unnamed!). This effectively means a lot of the skeleton of this hack is in far planning and has been tangibly applied, but we don't have anything to show off in terms of level design. We still have a lot of work to do regarding ASM and graphics, and we want to bring on some new faces to come help out! But to ignite the public interest, we should show you our concept...

Without further ado,,,

















Woah! That's right... this project stars the one and only Daisy! Daisy is a distinct playable character - drawn by Magi and coded by Sonikku, Daisy displays a much more advanced set of animations than Mario does. Much of her is already coded, but a few of her specific abilities are not yet put into fruition. Daisy will always be 32x tall, and the position of "small" Daisy will instead be fulfilled by a crown-less Daisy. She'll also function differently than Mario in quite a few aspects - she plays a bit heavier than Mario does, but has better forms of movement regarding floating and sliding.

Here's some .gif examples to display the ways in which she functions:



Daisy has a whole ten unique walking and running frames, giving her a much more fluid form of movement.


A magnificent classic all-American bum stomp, one of which even Nostradamus could be proud of! Daisy will be able to crush blocks, bomp in posts, and look stylish-as-all-hell while doing so!


Daisy will carry sprites over her head as any self-respecting member of society should, akin to SMB2 and Super Princess Peach!


Crawling like a little tiny baby! She can do so simply by ducking then moving in a direction, and this can let her climb into one tile gaps. You can see an in-game example here:




Daisy will have the ability to slide-kill certain enemies (enemies she could normally jump on), and perhaps even stun others! We want the player to feel like they have a lot of mobility and ways to tackle the levels.


Let's see a few more in-hack examples of her movement~:


One pet peeve of mine has always been how Mario simply was never meant to tackle floating water in Super Mario World, hence the awkwardness of his ability to exit water from the sides and below in our hacks. Since Sonikku is coding our player character from scratch, I figured this was as good a time as any to change the viability of the dreaded-SMW bubble. In this hack, bubble-water has a stickiness on the sides and bottom - Daisy can comfortably float in this gif without me continuously having to press the swim button. When I want to exit a bubble, I just press in the direction of the wall and swim towards hit / hit jump. She'll jump right out in a decent arc (though we are experimenting with giving her a bigger jump in general if you think it's too small in the gif). Also - the bubble gfx and PercentN tileset are not final, they were just for the sake of showing off Daisy (and not revealing all of our drawn foregrounds yet... that being said PercentN's stuff looks real good in the Magi-drawn sprite world...).



I wanted to show off two things here - the sliding and the vines. The sliding mechanics are a bit different - Daisy will automatically slide down a hill when down is pressed, rather than Mario being able to slide up hills a bit. However, she gains a lot more speed from sliding, and with the advent of Big Lunar Magic levels we can make some pretty fun sliding sections where you gonk out 400 enemies in a sheer display of mortal power.

A big pet-peeve for vines in Super Mario World for me has always been when you crawl too far to the edge of a vine and try to go down - simply to fall off into the infinite aether. Daisy will stick to the middle of vines, and while she isn't able to jump quite as far when leaving them she feels a lot more firmly planted.

This hack utilizes the treasure system from A2MT, along with the RPG-style dialogue systems (with dialogue and descriptions from Mr. Rameau's Nephew himself!), and various other patches such as LX5's powerup patch, SA-1, sprites on platforms, and everything else under the rising sun. Telinc1 has also coded a menu system based off of this design by Magi, which I'll show in action at a later point during this week:



The background dots scroll in a different direction when the player presses select, and displays numerous forms of data for this hack. The top right has rows for different menus - but I'll explain those some other time. Each level has 1 treasure and 3 "star" coins (flowers in this hack), which can be checked within the menu.


And that's for it for now! In the upcoming week I'll show off some various sprites Magi has drawn for this project, along with a few other cool ASM-secrets and information regarding this hack. We're looking for a lot of helpers from ASMers interested in minor sprite edits to add more spice to the hack, along with interested graphics artists to help around with some other things. More music boys are also so very welcome here. And fuck it, level design folks too even though we're not at that stage yet! We want the best of the very best here in the Frog Warehouse. If you're interested, give me a shout!

And I have to give the most special of thanks to Magi, Sonikku and Telinc1 for helping me envision this project to such great lengths, and I hope we can impress you in the future with everything we have planned.

Have a great C3, y'all!


[update two - includes a look at enemy graphics!]

[update three - includes a sprite release!]
This is literally amazing and I'm not even the biggest fan of Daisy... this may change my mind haha.

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Are you an ASM coder and want a boost on your Steam, Switch, PS4, or Xbox One accounts? Private Message me for details.
(I also offer SMW Custom Songs in exchange for ASM! I don't do ports though unless it's to remix.)

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 or boosting in exchange. 6 more left.

I dunno who's working on this but they seem like huge weenies.

Looking great though. Can't wait to see more.

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I'm speechless. Even if this project is still quite in its beginning the gif already look amazing. Daisy is definitely well drawn and her animations are very fluid.

The changes regarding her behaviour seem also reasonable and this certainly adds a few new possibilities in level design.

The graphics of the few ingame screenshots are also outstading and they fit the general style of this hack very well so far.

I also like the menu system. Wasn't this planned for the vldcx collab as well? Anyway, this is certainly a rather unique way to select the levels and Magi again did an excellent job, doing the graphics for this.

So in conclusion, aesthetically there's absolutely no reason to complain and the idea behind this hack seems decent as well. I already noticed this Team Frog Warehouse and i wondered, what its purpose might be. Now you revealed it and i'm amazed by it. I assume only the best level designers known on smwc will create levels for this hack so it will be an outright awesome game-experience?

Either way, this hack has incredibly much potential and i'm looking forward to more reveals / teasers about this! #smw{:peace:}

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I don't usually care for Daisy but her animations here made me love her. She's adorable!
Good luck with the project, looking forward to see more
What timing, I was thinking of taking a look into how to play Daisy in Smash #smrpg{:D}

Everything here looks amazing! I like those little changes with things like the vine restriction, crawling, etc.

It's also great to see my gfx already getting put to use (even if it's temporary).
theres some pass under the table i can feel it

I love this. The design, the aspect... everythinhg. Theres nothing better to say about this i mean just

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What-A-Blast! - My WIP Super Mario World hack
**Layout by Erik557


For a hack of "Super Mario World"- a game not very complex- this is very impressive! The custom playable Daisy looks very detailed and fluid in movement, and- as a result- appears very lively and even cute in these gifs. But somehow, I really like the new slide-kick move she now has here; it reminds me well of the Mega Man series. But seriously, though, that smile on her running animation is just a really nice touch. #tb{^V^}
Originally posted by idol

To add here, the graphical sytle of the hack overall is really pretty. It reminds me of games like Super Princess Peach and Yoshi's Island DS. And besides this one city-based scene being a bit off, the style appears consistent here. Really like it!
Originally posted by idol

Though, if I did have to nitpick on one thing in this hack, it simply this:
Originally posted by idol

r/badlevelname
Seriously, though, this is a questionable title for a level. And since this community endures to be as child-friendly as possible, this would certainly need to be changed before the final product releases. But besides that, I do have to say that this level select is really nice. And once again, it keeps the artstyle of the hack here as well- making the experience look really fluent.

Anyways, a really nice job here! Hope to see more of this hack soon! #smw{:peace:}
oh of course this is a continuation of what began my legacy, no worries about it.

glad you guys are enjoying it!
Idol, how do you manage to team up with such skilled people to create an aweseme hack?

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Okay, my layout looks ugly.
This looks very nice so far, graphically at least. I hope that it plays just as well. I might be willing to compose some music for it, depending on what you're looking for.
This is well done, changes a lot than the Mario world.
Originally posted by MarioFanGamer
Idol, how do you manage to team up with such skilled people to create an aweseme hack?


Bribes as well as promises of Infinite Power. #smrpg{sick}

I myself have not contributed much yet as I really am more of a level design/ideas sorta person when it comes to the project.
With how fun it is to control Daisy I have some levels planned out that really showcase what she can do as well as making it not feel just like normal SMW.
Originally posted by MarioFanGamer
Idol, how do you manage to team up with such skilled people to create an aweseme hack?

Also I was there.

Originally posted by imamelia
This looks very nice so far, graphically at least. I hope that it plays just as well. I might be willing to compose some music for it, depending on what you're looking for.

Original music would be cool...

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Are you gonna show off the (many) enemy graphics too? #smrpg{:3}

Side note: when I drew the tileset you guys see in some of those gifs and when I made the menu mock-up, I actually had no idea Luigi's Body Meadow was a yellow flowery grassland lmao.

I'm really glad you guys like the current results of our hard work, thank you!! #smrpg{<3}

Originally posted by MarioFanGamer
Idol, how do you manage to team up with such skilled people to create an aweseme hack?


Because she's cool and awesome #smrpg{y}

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Whoa, this is coming out of the blue! (for me at least.)

There are all the right people working on this, too - Magi's animations, Sonikku's coding and Rameau's Nephew's writing pretty much ensure this won't be bad.

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And I'm the guy that did literally nothing

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Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!

Not difficult. Learn ASM.
Wow! This has a GBA feel to it with those menus. I can tell by looking at the screenshots that this will be a real treat.

Also, lol at the reference to your Magl3 level.
Layout by Erik557
Hi.
my job is to be an assistant keeper of the frogs, making sure they have good hygiene and brush daily (it can get gross and moldy in The Warehouse)

while I was doing that, amazingly talented people worked really hard to get the hack where it is today. The ASM, graphics, everything are so fantastic and I am really looking forward to even be able to participate a bit in the level design portion of this hack when the time comes. You guys are doing an awesome job coming up with great ideas for this hack, and daisy's animations are really superb. I'm usually a vanilla-aesthetics guy, but the aesthetics in this hack are so cohesive and consistent, and I am a huge fan. This wasn't shown, but as Magi mentioned, the enemy graphics are super great and fit the hack perfectly. Also, I'm excited to see the A2MT treasure system used!

(I'm allowed to say great things about this hack because I have done absolutely nothing so far btw)

Should have shown this last year—the year of the Daisy. Having reached Smash bros, we thought her power level could not rise any further...

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Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - team frog warehouse presents: a sneak peek at the sneakest peekest (last update! new sprite!)

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