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ASM Projects show-off thread

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Nice patch,MarioEdit.
I have two questions:

1)Which button is for the inventory?
2)The Inventory GFX is a Sprite or Layer?
1) You press select to open the inventory.
2) The actual inventory is layer 1. The items, arrows, and numbers are sprites.
It uses an IRQ to do that.
Interesting, interesting. Was it complicated to do? I think what mostly surprises me here is just how seemingless the item box scrolls into the screen over layer 3 without any weird graphical glitches.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
When the player opens the inventory, part of some un-seen layer 1 tilemap will be modified. Then, in IRQ, I set the layer 1 scrolling registers:
Code
		STZ $210D			; set layer 1 x to 0,
		STZ $210D
		LDY $0DD6
		LDX $1F1A,y
		LDA.l layer_1_offsets,x
		SEC
		SBC !inv_y
		STA $210E			; set layer 1 y to show the inventory,
		LDA #$01
		STA $2105			; disable layer 3 priority,
		STA $210E
		STZ $212E			; and disable windowing.


It's a little hackish, admittedly, but it works quite well.

EDIT: Some SMB3 treasure chests: Video
http://youtu.be/FEuBpJ9MMYQ

This is a pretty crude prototype of what I've been working on lately after getting the idea out of my head. It already works pretty well, but it still lacks quite a lot of stuff before it will be finished. What's so ASM show-off about this? Well spinning, spin-dash, spin-jump, shield, and so on. (Not all of them is my ASM though - check the video's description)
Originally posted by MarioEdit
Some SMB3 treasure chests: Video


The treasure chests are quite nice already, but what I really, really like about this video is the Mario face HDMA. Best custom level fade-in I've seen in SMW so far. Good job on that!

Originally posted by CosmoConsole


Hey, that's not bad, either! With some touched up graphics this could be quite awesome! And maybe you should also try making Sonic spawn sprite coins when getting hit, even if only a few (due to sprite limitations).
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker

Hey, that's not bad, either! With some touched up graphics this could be quite awesome! And maybe you should also try making Sonic spawn sprite coins when getting hit, even if only a few (due to sprite limitations).

It's originally your powerdown patch. ;)

I could try modifying the patch to spawn the sprites.
Originally posted by CosmoConsole
It's originally your powerdown patch. ;)

Ha ha! Somehow I actually even thought of that when seeing that Sonic picture on top. #w{=D}
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
So genial.
BTW: Who has made this gimmick?
Holy Jesus, this is epic, anominxwz.
I have some questions about this:

1)What happens if you miss one of puppies?
2)Why don't include bombs?
3)This is a minigame or a boss?
4)How many minigames/gimmicks will you have in your hack?
Quote
Holy Jesus, this is epic, anominxwz.
I have some questions about this:

1)What happens if you miss one of puppies?
2)Why don't include bombs?
3)This is a minigame or a boss?
4)How many minigames/gimmicks will you have in your hack?


1) if you miss a puppy, the puppy die on the floor and you can't pass the level because the total number of puppies is 50 and if pacman don't eat 50 puppys the ghost kill you, but it is only because is a kaizo level, it can be regulate on the asm easyly.

2) because I didn't think about it

3) its a minigame or special level.

4) for the moment, 2 custom boss and 1 minigame but in the future will have 20 or more bosses, and 10 or more minigames or special levels.

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Youtube
Twitter
SMWControlLibX GitHub
My Discord Server
Snestorage where you can download my resources
@anonimixwz
That is a very nice gimmick, but the sound is really annoying. It may be calling back to an 8-bit style with those Pacman stuff, but please don't replicate the annoying con that came with it...
Your layout has been removed.
Quote
That is a very nice gimmick, but the sound is really annoying. It may be calling back to an 8-bit style with those Pacman stuff, but please don't replicate the annoying con that came with it...


The sound won't be replaced but I will decrease the volume to make it less annoying.

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

Youtube
Twitter
SMWControlLibX GitHub
My Discord Server
Snestorage where you can download my resources
wrap blocks.
Its pretty based on the jhonwil blocks, Horizontal Level Wrap and the vertical level wrap generators. But a few differences:

johnwil:
-johnwil's wrap blocks require vertical level to have two screen wide and it doesn't work for sprites, mine however use 1 screen wide and and works with the sprites (only for those who interact objects). It also has a horizontal level wrap that connects the top and bottom.

sprite generators:
-vertical level generator
-- this block does not cancel mario's x speed after he warp when he hit the screen. And the warp boundaries and one block closer than the generator. Also fix a bug that if you are crouching and drop the carryable item somewere on the left side of the screen, it wouldn't be far enough to wrap and mario can't grab the item because the boundry to mario is closer than the sprite.
-horizontal level wrap
-- doesn't require mario to be far off screen in order to be warp, meaning the warp boundries are closer and easier to get to the bottom of the screen from the top, It also fix the glitch that mario can go into the wall (leftwards) and die if mario is above the screen and goes into it as small mario/big croutching mario.

Neat thing; If you set the horizontal level to "no vertical or horizontal scroll" and use both vertical and horizontal wrap blocks on the first screen, you can make a "pacman" parody couple with some enemies and a sprite generator that ends the level with certain coins collected.
Give thanks to RPG hacker for working on Asar.
I made 3 custom sprites a few days ago for a level in a spanish collab hack.

- Kamikaze Snowman & Jumping Snowman

Video

This (tiny) collection of snowmens with black hats always face to Mario. The Kamikaze one will hop to Mario when he is at a certain distance, after determined number of frames (only if you activated the snowman) it explodes like a bob-omb, after that, the snowman will die. The Jumping Snowman only appears at the end of the video, this sprite will jump constantly if you are near and it will show an angry face, if you go far away from the sprite, it will return to the normal face and stops jumping.

- Ice Shell

Video

This 16x16 sprite will freeze Mario if both collide horizontally, but, if Mario is small the sprite will not hurt the Player. When you jump on it (normal jump or spinjump, both cause the same effect), the shell breaks and "shoots" an iceball to Mario. The projectile will not hurt small mario, same as the ice shell. Also, I already balanced the X speeds of the shell.
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