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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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Me on the outside:

Wow! That's really cool!


Me on the inside:

HELL, YEAH! MY SMASH MAIN (along with Ken) / FAV. MARIO CHARACTER IS GETTING THE PLATFORMER SHE NEEDS! YEEEEEAAAAHHHHHH BBBBOOOOOOOIIII... *cough* *cough*
N E V E R - L O S E - Y O U R - E D G E
Holy shit you guys, you've inspired me to do two things: Volunteer to help you guys out with graphics art, and to help me improve my own character sprites. I think I've covered everything I need to say on our Discord discussion, but to make sure you guys truly know: This is pure gold. No, seriously: It's beyond amazing.

It's cool to see you have idle, death, and other kinds of animations planned for this hack! And, if you guys ever need somebody other than Magi to help draw some stuff, give me a hollar. I'd be glad to help y'all out. #smrpg{<3}
R.I.P. eXcavator... You will always have a place in our hearts...
There's a bit of a surge in hacks nowadays that are distinct enough from the base game that they could be thought of as their own game, but this is the closest we've come to something resembling an actual retail game. Like, this is easily comparable to a GBA/ early DS game that would come out 10-15 years after the system that you're working on.
You'll have to tell us how you get so many frames of animation for every action, because single frame x-flipped climbing animations look downright amateur compared to what's on display.

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Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics
Well this just looks incredible even from what we're essentially seeing as prototype footage. The smoothness of the animations is astounding. I might actually get in touch with you about some level stuff later on if you're willing to let this ancient designer have a go at it.
I can't believe y'all downplaying how much effort and work I put in to helping with this. smh my head.

But for real I'm excited to be on the team even if I haven't done anything yet. It's cool seeing everything come together in real time.

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Damn, this hack looks like Mother 3. Also like not a hack.

This looks incredible. Be careful with this baby, it's probably the one with the biggest potential to be the most stunning hack of all time out there.
Thanks for all the great feedback! I thought I'd take this opportunity to show off some of the enemy sprites since I didn't cover them at all in the initial post.

This hack uses a myriad of enemies - from Super Mario Land sprites to Yoshi's Island, to even some New Super Mario Bros-inspired boys. You can take a sneak peek of some of their designs here:



Here's our main men! The adventurous Galoomba comes in many colors, and some say if you look hard enough you may even be able to spot a rare Blue Galoomba! Shy Guy likes to pop around to fulfill the menial jobs of the world - perhaps as a floatie-tester, or a spear-holding menace, or a very handsome NPC who will tell you to go fuck yourself. The Cheep-Cheep is a majestic fellow, an excellent swimmer, a reckless hedonist and disaffected malcontent. And then there is Snifit... bastard of our times.

But where oh where idol are the Koopas? Well do I ever have something for you:



There he is! That hunched-back naughty fuck. We decided that current Koopas wouldn't be able to be represented within the same confines as Super Mario World naturally allows, so Magi drew up the ideal Koopa and Ladida coded him into existence! He's incredibly pretty. The Koopa, I mean!

But onto something small and a bit more spooky...


Oh! Now who are these bastards? This is a small change, but we've replaced the Eeries and the Circle Boos with these little Peepas! They're incredibly cute - kind of illegally so, and to not include them would be heresy of the highest order. The horizontal facing ones will act very similar to the Eeries of old (identical even, if you catch my drift!), whereas the screen-facing ones will represent the Circle Boos. This is a smaller change, but we feel it's a nice touch to introduce an enemy not-really-seen-in-SMW into the world of Super Mario World.

Plus he's oh-so adorable!


It's the man! Now while this Rex may look special, he can have some other brethren with him!


Of course you are all familiar with how Super Mario World's enemy palette allows for some sprites to exist amongst multiple palettes - Koopas are the biggest example of this, but most other color sprites of the main four colors (red, blue, yellow and green) can as well. Well we took that... and expanded it a tiny bit!

We present to you...


Two additional colors! Our enemy palette's were shifted around heavily to allow for enemies like Koopas, Rexes, Shy Guys and so on to also be purple and black if necessary. This will just allow for some more possibilities, such as...


... but now for something else!


Something I've invested a lot of time in is organizing the sprites for this project. Not just custom sprites - but the alteration of regular vanilla sprites. Primarily the fact that every single sprite is having its graphics remapped.

Super Mario World's sprite sheets are, for lack of a better word, "messy". Enemies are kind of placed wherever on the tangible sheet, and if you want to make new sheets often times you'll have incompatibilities with the addition of certain sprites because one of their tiles gets overwritten by another sprite. Not anymore! While we don't have the tech of, say, Yoshi's Island in terms of how sprites are handled, I figured I could make things as efficient as possible in regards to the confines of this hack.

To begin with, the primary purposes of SP3 and SP4 have been switched around. Since we use Dynamic Sprites in this hack, we relegated SP4 to the file that has less free spaces. SP3 will be able to hold one 8 tile sprite, one 6 tile sprite, one 5 tile sprite, two 4 tile sprites, two 2 tile sprites, and one one tile sprite. SP4 will be able to hold one 12 tile sprite, one 3 tile sprite, and a few other normally global sprites.

Here's a small look at how SP3 is organized:



The top left is where a 6 tile sprite would go, the bottom left is where an 8 tile sprite would go, the top right is where a 5 tile sprite would go, the off-white space is where the 1 tile sprite goes, and then the white spaces and blue spaces are where the two 2 tile sprites and 4 tile sprites go.

But that's a bunch of jargon, why not take a look at two examples?







This system allows for numerous sprites to be exchanged cleanly, and that users interested in level design can design their very own sprite sets for levels without having to worry about the introduction of one sprite potentially making a few other sprites not feasible to include.

Designers can have up to 11 different kinds of unique sprites with different graphics per level just from SP3 and SP4 alone - and this doesn't even include different palette sprites with different behaviors and Dynamic Sprites. Much cleaner than Super Mario World!

And that's all for this time around. The next (and last update before C3 voting) will showcase a deeper look at some of the already-revealed tech of this hack, and will conclude with the release of a cute little Sonikku-coded sprite made for this hack.

Til next time, adieu!
Originally posted by idol


This system allows for numerous sprites to be exchanged cleanly, and that users interested in level design can design their very own sprite sets for levels without having to worry about the introduction of one sprite potentially making a few other sprites not feasible to include.

Designers can have up to 11 different kinds of unique sprites with different graphics per level just from SP3 and SP4 alone - and this doesn't even include different palette sprites with different behaviors and Dynamic Sprites. Much cleaner than Super Mario World!

And that's all for this time around. The next (and last update before C3 voting) will showcase a deeper look at some of the already-revealed tech of this hack, and will conclude with the release of a cute little Sonikku-coded sprite made for this hack.

This looks really convenient for many ASM-based hacks. It reminds me of a time when someone managed to change SP4 graphics in-game for multiple tileset-specific sprites, though I can't find the post nor user who made this ASM. As for the new graphical reveals, they look really good! I certainly like that the style remains consistent with the hack and that some of these sprites look nice and even cute- especially the replaced Eeries/ Peepas.
Originally posted by idol

Once again, great work! Hope to see the final update for this hack!
#smw{:peace:}
Man, this hack makes me feel like I should try to step my owm... The style and feel looks so unique. It doesn't even look like a SNES game. Also, those enemies look really cute!
Imagine that you make a
chocolate-flavored
hack that has a LOT of ASM and graphics potential...
Getting ready for BLDC!
This song is DOPE.
“Well, don’t think you can beat us just because we’re women.”Sheena, Tales of Symphonia
Team Frog Team has good taste in princesses.

I don't have anything novel to add, but I'll gladly throw another "this looks sublime" onto the heap. I'm curious to feel how Daisy handles, whether she'd be faster or slower than Mario on average. I suppose time will tell!

If you need help making Yoshi do something wacky, you know where to find me.
That "crawling" animation... really good.

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Working on my hack.
So for our last little journey together before the fall of C3, I wanted to just share a bit of smaller information.

First of all, this hack won't have any traditional powerups. Rather, Daisy will have her own intrinsic abilities used to navigate throughout the world. She'll also be able to utilize help from Yoshi, the eternally trusted steed.

This hack will transcend the traditional overworld level-by-level experience. In lieu of a regular overworld, this hack will play more akin to something like The Great Cave Offensive - a large world cut up into smaller atmospheric segments, bookended with castle-esque experiences. There'll also be NPC's aplenty, and big mysteries to solve. We're excited to present to you a bunch of Cool New Shit next C3, so see you then!


To finish off, here's the release of a cute little sprite Sonikku coded for the hack. We present to you...

The All-Inclusive Spiny!

Pardon much of the lack of screenies, but this is a Spiny sprite that can walk on ceilings if placed by a ceiling, can be made into a shell and kicked, and can be made into a bouncing green Spiny shell. It can also be made to fly - but not like the regular Paraspiny...


(screenie captured by Sonikku, not edited by me for lack of time)

The Spiny can be made to shoot out spikes a-la Mario Maker!

Oh, but that's not all... this pack also includes a Buzzy Beetle! This includes a regular Buzzy Beetle, one that can be placed on ceilings, and ones that can fly and you can ride on (like a Parabeetle), or stun when jumping on.

You can get it all here! It's a Giepy sprite, and may be submitted to the section at a later point in time.

That's all! Here's to the last few minutes of C3.
I hope this project can pick up some serious steam soon. It's easily the most impressive hack this C3.
♪♫♩♬
Nice. Also horrifying.

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Last minute post: It definitively will be a revolutionary hack like MKUCS or Extra Mario World, the next Brutal Mario. Period.

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Okay, my layout looks ugly.
That spiny looks horrifying. Great Job.
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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