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Super Mario: Daisy's Kidnapping - new warp because the sewer was bad
Forum Index - SMW Hacking - Works in Progress - Super Mario: Daisy's Kidnapping - new warp because the sewer was bad
Pages: « 1 2 3 4 5 »
Originally posted by jona255
Hello again where I can find the Star coin counter for ow

Here but you've made a habit of hijacking people's hack threads with hacking questions. You should probably stop doing that.
Originally posted by jona255
Hello again where I can find the Star coin counter for ow

It's a custom one.

Originally posted by Plasmodium00
Here but you've made a habit of hijacking people's hack threads with hacking questions. You should probably stop doing that.

Although that one only has got a a marker for SMW's Dragon Coins, not LX5 or Tehixam's star coins. Also, backseat modding.

--------------------
Okay, my layout looks ugly.


Nice OW Border, Tahixham. I assume you used OW Border Plus to make this one? Also, I see your work with ASM is extremely well polished; the idea of compacting the status bar whenever possible is ingenious in its own way, and you see that it works. Congrats!

@jona255: This is a WIP thread. We expect feedback for others' work, not only questions about where you find a particular resources. I believe there's a specific thread for this in the SMW Hacking Help Section.

@Plasmodium00: I know you're trying to help, I really do... but I'll say this once, and only this once: backseat moderating just won't cut it. I suggest you start PMing staff when this happens instead.

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


Signed Major Flare, a.k.a Br OW Hacker.


Originally posted by MarioFanGamer
Tehixam

idk who tehixam is but i wanna meet him
(also points for the best spelling of my username since its birth #tb{:]})

@Major Flare: idk what the ow border plus patch is lol, i just cut out some holes in the layer 3 and filled it with sprite tiles. glad you like where i compacted the status bar too. i didnt wanna cause any confusion with blank star coin slots being in the hub levels, plus if the timer is 000 theres no point showing it #tb{^V^}


another small thing i did: i changed the goal block to the smb1 flag pole from the sprite section but made some modifications

the flagpole now awards a 1-up if you hit the top, as not actually demo'd by this gif as im lolshit at playing
custom goal walk becuase i didnt want the smw one (ive pretty much replaced everything else so why not that + layer 3 bugs it would cause)
the jump looks weird on the gif but it's actually in sync with the smb3 course clear jingle and looks better ingame i promise
oh and ignore the weird bottom left corner tile dissapearing that's not me that's an issue with the powerup patch so ive read

implementing that flagpole was a bit of a pain as i had to go back and redo the exit screens of all the levels so far #tb{D'X}
i made a level

introducing grrrols. proper grrrols that spawn from their pipe things, if they crash into a wall, they slow down. If they hit each other, they dont slow down because momentum and physics and stuff. as you'll also see i even went to the effort to implement a "spawning phase" where they appear slowly from their pipes.

the level starts like this to introduce the player to what they actually do


these grrrols have bashed against the wall and slowed down (also wall kick up to a secret room where you race the grrrols)


level layout was designed specifically around these grrrols and as such it works in a way where they're really the only type of enemy in the level.

this is the world 2 desert tower, so it will lead onto a boss. probably lemmy.




I also implemented the disable screen barrier and level extend patches/blocks - and with some further ASM trickery made a level entrance where Mario walks in for a few frames, mainly used around the hub. I also used the warp blocks for the OW transition levels.


and finally, I got rid of that weird jump on the goal walk and made it simple (mainly due to implementing the above patches!)



e: to clarify on roberto's post below because effort to make a new post, the grrrrrrrrrrrols are custom and not Tsutarja's - i dont actually think i used any code from them in the end though i did look at them
Are these Grrols made by Tsutarja or made by yourself?
Originally posted by CalHal
Originally posted by Roberto zampari
Originally posted by Flamesofshadow
Request name: Grrrol/Spiked ball combination + spawner for them

Type: sprite

Short description: A sprite which can either be a Spiked ball (small and large) or a Grrrol (small and large)


Resources: an example of the GFX and what they would look like. https://www.dropbox.com/sh/nwh8e0et5iz9tu4/AABfG8vxMLYPO6u9aMZ67MQYa?dl=0


Links: https://www.mariowiki.com/Grrrol, and https://www.mariowiki.com/Spiked_Ball#New_Super_Mario_Bros._U (specifically the top and the NSMB section)


Long description: A sprite which can be either a small or large Grrrol (a round rolling type of twomp found in newer games which can only be destroyed by a star or by hitting a block below them) or a large or small Spiked ball (similar to a grrrol except are completely invulnerable to everything, even a star cannot harm them).

this could be accomplished by using the 4 extra bits and the extra bytes, where the byts could effect the size, the bits could effect the type (Grrrol or spiked ball)

one main thing with the sprite is it would need to be set up so that when two of them of the same size hit each other, they bounce off of each other instead of passing through, but they kill any other sprites they contact (goombas, koopas ect.) and larger Grrrols/Spiked balls can actually destroy smaller ones if they collide as this is accurate to the newer games.

also as the name suggests a shooter/generator could be created to go with them so that they come out of pipes as the links above state for Grrrols "Grrrols are spawned by specific pipe-like walls, which can make infinite units."

Usefulness by others: anyone wanting a tough castle section, or even a tough section in a regular level would enjoy having these as they could allow of a lot of aesthetic and useful obstacles to the game.

i tried to stay as unspecific as possible while still describing them to the best of my ability.


Tsutarja made this.
MarioE. made these dynamic spike ball sprites that you will try. There is 1, 2, 3, videos for you to watch. Of course they can break blocks and kill enemies. Make sure you PM him.
Obviously Flamesofshadow just requested that he want a rolling spiky ball and a giant 64 x 64 one. I was wondering, can the grrrols kill enemies and destroy blocks? Are you sure you are going to make giant ones out of these?
That tower is giving me serious NSMB DS vibes. The rest of the hack looks really nice as well. I just hope the difficulty stays reasonable.

--------------------
"Fortunately, I have a delicate lock-picking technique" *blasts doors open*
-Optimus Prime - G1 - Day of the Machines
Never heard of grrrols before, but they're looking great, and I like what you're doing with them! #tb{:)} It definitely is those little details like the slow spawning that make them work. Their animation is also perfectly smooth enough for what I assume is a non-dynamic sprite.

One random thing I just noticed is the star coin animation, which looks a little janky (not sure if the coin is supposed to be a perfect circle or not, and the star shape on it animates pretty wobbly).

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


 
Originally posted by CalHal
Originally posted by CalHal
Originally posted by Roberto zampari
Originally posted by Flamesofshadow
Request name: Grrrol/Spiked ball combination + spawner for them

Type: sprite

Short description: A sprite which can either be a Spiked ball (small and large) or a Grrrol (small and large)


Resources: an example of the GFX and what they would look like. https://www.dropbox.com/sh/nwh8e0et5iz9tu4/AABfG8vxMLYPO6u9aMZ67MQYa?dl=0


Links: https://www.mariowiki.com/Grrrol, and https://www.mariowiki.com/Spiked_Ball#New_Super_Mario_Bros._U (specifically the top and the NSMB section)


Long description: A sprite which can be either a small or large Grrrol (a round rolling type of twomp found in newer games which can only be destroyed by a star or by hitting a block below them) or a large or small Spiked ball (similar to a grrrol except are completely invulnerable to everything, even a star cannot harm them).

this could be accomplished by using the 4 extra bits and the extra bytes, where the byts could effect the size, the bits could effect the type (Grrrol or spiked ball)

one main thing with the sprite is it would need to be set up so that when two of them of the same size hit each other, they bounce off of each other instead of passing through, but they kill any other sprites they contact (goombas, koopas ect.) and larger Grrrols/Spiked balls can actually destroy smaller ones if they collide as this is accurate to the newer games.

also as the name suggests a shooter/generator could be created to go with them so that they come out of pipes as the links above state for Grrrols "Grrrols are spawned by specific pipe-like walls, which can make infinite units."

Usefulness by others: anyone wanting a tough castle section, or even a tough section in a regular level would enjoy having these as they could allow of a lot of aesthetic and useful obstacles to the game.

i tried to stay as unspecific as possible while still describing them to the best of my ability.


Tsutarja made this.
MarioE. made these dynamic spike ball sprites that you will try. There is 1, 2, 3, videos for you to watch. Of course they can break blocks and kill enemies. Make sure you PM him.
Obviously Flamesofshadow just requested that he want a rolling spiky ball and a giant 64 x 64 one. I was wondering, can the grrrols kill enemies and destroy blocks? Are you sure you are going to make giant ones out of these?


Actually i never quite said the grrrols needed to be 64x64, that actually would make them a bit too big to use for very much (plus the graphics wouldnt fit because you would need 2 GFX just for the 64x64 sized sprite, not to mention extra space for small ones), but something 48x48 (about the size of the big steely AKA bowser bowling ball) works quite well, the grrrols ive seen on this post are very good for the small sized ones and i actually liked the stuff i saw in the gifs/videos of them coming out of pipes and being used in a level, thats a lot of what i was looking for in the first place, but yea there are a few things i still wish they could do.

like i stated in the post that was linked if they are ever made bigger the big ones should be able to kill the small ones, because otherwise they would get stuck if the smaller ones were in the area with them, but in general, the progress for grrrols, in general, is really good.

also Tahixham, the hack looks absolutely amazing, good work!
everyhing about this is so goooood
Finished Hacks





Works in progress


New Vaporwave Album Archaia Chronia
Demo...?
Any progress?


Originally posted by videogamefan65
Any progress?


Please, do not pester the author like you're doing. They'll post updates when they have them; therefore, I ask you to be patient.

@Tahixham: Nice level featuring the Grrrols. Also, your new level transitions are real smooth, nice work.

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


Signed Major Flare, a.k.a Br OW Hacker.


Sorry...
I love the Grrrol shooter and the tree foreground added in your grassland levels.

Keep it up!
Recent Hacks:
- Hazardous Halloween
- Sweet Land
- Super Mario Colors
Other SMW Playlists
remember me?


Originally posted by Roberto zampari

me.

Originally posted by CalHal
I was wondering, can the grrrols kill enemies and destroy blocks? Are you sure you are going to make giant ones out of these?

not sure if this question was directed at me or someone from the egyptian quote pyramid but i'll answer. they can destroy enemies (from what I can remember) but not blocks, though i did look at the latter idea but couldn't get it to work how i wanted.

Originally posted by Stiviboy
everyhing about this is so goooood

Thanks :)

Originally posted by videogamefan65
Any progress?

no progress whatsoever none

Originally posted by Major Flare
@Tahixham: Nice level featuring the Grrrols. Also, your new level transitions are real smooth, nice work.

Thanks Major Flare! The level transitions were something I wanted to implemement for ages but kept being bumped down the todo list.

Originally posted by chineesmw
I love the Grrrol shooter and the tree foreground added in your grassland levels.

Keep it up!


tanks


--

anway. It's been a while and I've been refamiliarising myself with how to hack and the hack itself. I've started working on the beach world (I'll get to the boom boom boss and world 2 boss when I remember how to asm again). Not really much progress but I more wanted to check so you know i'm alive lol, as I kinda got motm for the hack and ran away so i felt bad. Anyway:



Tileset by SquishyRex which I've had to make a couple of minor changes to to make it work for SMW. Got some ideas pencilled out for the beach so sit tight and I'll probs post an update again soon.


Nice beach tileset; however, I have one tiny concern: that blue landmass... I found it a bit strange. Maybe the saturation is too high?

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


Signed Major Flare, a.k.a Br OW Hacker.


firstly, wye and gamma v i didnt ignore your replies i promise i just missed them when going back over them in a new reply soz, here goes.

@WYE: Yeah they're not dyanmic - not ventured that far into sprite making yet they kinda scare me #tb{^V^} glad you like the little touches etc. With the star coins - there side on view isn't actually of an even pixel width so they're sort of off center as they spin... if you know what I mean? Going to look at it though as I've noticed it too.

@Gamma V: NSMB -vibes is the idea! Glad you like it. I hope they difficulty stays reasonable too tbf, as I have zero experience in making a hack on this scale (like, i've tried many times but ughh). Becuase what seems easy to me may be like mega-difficult for someone else. Tho I guess that's what beta testing is for sorta, and demos.

@Major Flare: Thanks. I toned down the blueness and there's a small but noticeable difference now :)


----

Anyway, I actually kinda had a lot of the first beach level done last night when I posted but polished it off this morning.


Transition into world 3 - go!


porcupuffer chase in the first part


rocky area in second part. The tileset is actually quite versatile and I want to make sure I get the most out of it.


Coming up in this world, I have an interesting take on lakitu coming, different dolphins and maybe huck-it crabs
Ugh, this looks so phenomenal. The atmosphere looks amazing and vibrant. I can't wait to see the underwater portion -- if you plan on making any.



Also, is this teleport block (bonus area) only accessible by climbing the vine? Mario seemed to teleport immediately when off-screen, so I'd assume that the teleport block isn't that far from off-screen.
Recent Hacks:
- Hazardous Halloween
- Sweet Land
- Super Mario Colors
Other SMW Playlists
Pages: « 1 2 3 4 5 »
Forum Index - SMW Hacking - Works in Progress - Super Mario: Daisy's Kidnapping - new warp because the sewer was bad

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