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Ending Credits and Music

another test

link

small (lol) reference to the smwcp credits. it wont stay like this the entire way, obviously. the text prolly needs to be more readable, i'm aware (maybe a different font would help?). no sprites yet either; want to do the bg stuff first.


?
I believe Barker Duck got renamed Hartfowl.
Looking good. Pretty amazed at what you managed to squeeze out of 2bpp graphics there.

But...not gonna lie, and maybe it's just me, but the flickering effect for the projection kinda bugs my eyes. Maybe tone it down just a tiny bit? Or maybe making it random instead of repeating or somthing. Dunno.

Oh, also, I don't remember if the "alternate colors on each line" thing was in the last version, but it's a really nice touch.
I should get a new layout.

Probably won't, though.
Originally posted by HuFlungDu
I believe Barker Duck got renamed Hartfowl.

i might as well leave his name as duckman or something lol
i swear i'll work on norveg now


Originally posted by Kipernal
But...not gonna lie, and maybe it's just me, but the flickering effect for the projection kinda bugs my eyes. Maybe tone it down just a tiny bit? Or maybe making it random instead of repeating or somthing. Dunno.

Oh, also, I don't remember if the "alternate colors on each line" thing was in the last version, but it's a really nice touch.

yeah... looking at it again and the flickering looks lulzy. will change

the colors are new; old one was all white.



im starting to think wye's song may not fit what i have planned for the rest... but we'll see. might provide nice contrast

Everything is looking great so far. I do agree that the text needs to be more readable. As for the frame itself, I think something that actually resembles a theater would work best for the boarder.

I also have a question, how hard would it be for that scrolling background to be changed midway through or at other various times?
Layout by LDA during C3.
Looking great so far, although I'm concerned the scrolling scene kind of overshadows the silhouettes on the bottom with its colors and relative detailedness.

Might turn out to be a non-issue once the silhouettes become more than just front row seats, though.


 
Originally posted by Lightvayne
I also have a question, how hard would it be for that scrolling background to be changed midway through or at other various times?

well, like i said, it wont stay as a smwcp-copy. everything minus the silhouettes/text will change. so, to answer the question: don't worry about it ;)

Originally posted by WhiteYoshiEgg
Looking great so far, although I'm concerned the scrolling scene kind of overshadows the silhouettes on the bottom with its colors and relative detailedness.

was afraid of this. might dull the colors in that case (would also fit the old-movie feeling)


edit: updated. same link. text should be more readable due to blurring of bg and dulling of colors
Originally posted by Ladida
edit: updated

Way to go on the coloring, but at least on my end the blur looks irritatingly much like a stutter.

Originally posted by Ladida
im starting to think wye's song may not fit what i have planned for the rest... but we'll see. might provide nice contrast

I'll have no problem with us not using that one. (more original material to use for my own hack then, yay) I'm sure the actually skilled musicians can come up with a something more fitting.


 
yeah, it heavily relies on your emulator's ability to run and refresh at a smooth rate. for me, that means it looks ok in zsnes, bad in s9x, and lol on bsnes (since it runs at 12fps).

if it looks bad for too many people, then i'll definitely have to change/remove it (i was fond of the effect too :< )


progress so the boss doesnt get angry:



ignore glitchy stuff at bottom, it's mario at 4bpp

Everything is looking pretty awesome so far. Excellent job (as usual :P) Thank you for keeping us updated . ^_^
Layout by LDA during C3.
no real visual progress, mainly because it's mostly behind-the-scenes stuff (like coming up with a good alternative stripe image format that can be uploaded outside of a blank, and making a self-modifying decompressor for it, and then actually getting the decompressor to work x_x).

for lulz, have this: link

wait until after Nimono's name
due to me not having worked on the credits for over a month or two, i was unable to read the clusterfsck that was the source code (not even joking). so im redoing the whole thing from scratch. so far im up to the point where i was before going on hiatus (aka the post above me):

link

one obvious difference is that the first part of the credits are closer to their smwcp counterpart. also, im throwing the previous idea i had posted into the garbage. please understand

Sounds good. I like how its turning out so far. Great job. ^_^
Layout by LDA during C3.
It runs a little fast though. Also after they roll, what's with the weird screen that looks like a silent movie's speech card\ at the end? It's empty.
Originally posted by MercuryPenny
It runs a little fast though.

slower would make the credits as a whole take too long, like SMWCP's. (just become a faster reader)

Originally posted by MercuryPenny
Also after they roll, what's with the weird screen that looks like a silent movie's speech card\ at the end? It's empty.

intermission. will have text. there will be several intermissions (apparently 5 or 6). after every intermission comes a change in the presentation of the credits
Just wanted to point out that Ladida put an actual ROM file (.sfc) in the recent credits update. That should be fixed.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
Just wanted to point out that Ladida put an actual ROM file (.sfc) in the recent credits update. That should be fixed.

Ladida made an homebrew ROM for some reason (and it's 64KB anyway).
homebrew because too lazy to mess with smw. when its done, bank 0 (minus snes header) will go into levelasm and bank 1 will go into an exgfx file so that it can be decompressed to ram (the code already runs in ram, but there's no decompression). this essentially makes the credits self-contained from the rest of the game, though it doesnt matter since they are literally the last thing that runs

exgfx file because, although the 16kb of code/tilemaps might not be compressable, the 16kb of graphics should be.



also i wanted to see who would be the first to go "ladida posted a rom!"
slight update to calm weathervane down

there is actually a mario now. also other stuff

i'd say 25% completion. a lot of core stuff is done so the rest is just hax (and hoping i dont run out of space)


this may be the last update i post. next time will be completion

Subarashī shigoto wakai batta. Saishū seihin o miru tame ni matsu koto ga dekimasen
Layout by LDA during C3.