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Graphics thread

Hey everyone. I figured we could use a thread for random graphical touch-ups that anyone wants to give the tiles in the hack. Some of them REALLY need it!

I'll start with a seemingly benign but very important graphic: the pipes.



The originals within SMWCP have simplistic shading and, for whatever reason, utilize dithering on a surface that should be conveyed as round and smooth rather than rough and...fuzzy? So, hoping to modernize this a bit, I did a quick redraw of the pipes, as seen on the right in this comparison shot:



They may at a glance look like the SMWCP2 pipes that I made back in 2011, but there are several differences if you look closely. The high similarity is to keep in line with the style of SMWCP2 while not blatantly pulling the graphic out of that game.

I'll probably work on some other graphics, as well. I'm thinking about creating my own underground tileset for Amethyst Vein, provided there's enough room in the ROM to do so, and if I do, others would be welcome to use it for revamping other underground levels, as well.

Let's see some art and hear some opinions!

Originally posted by S.N.N.
S.N.N. EDIT: Here's a link to SMWCP2's global palette file, which may be helpful: link

^ quoted for emphasis. We should use this palette as a basis here, as well, so that we can devote more colors to each object than the original did.
I didn't realize how awkward the pipes actually looked. Seeing your redrawn ones next to the original opened my eyes to that - great improvement.

I'll see if I can post some of the "sloppier" graphics here in a while and hopefully we can fix them up.
Originally posted by S.N.N.
I'll see if I can post some of the "sloppier" graphics here in a while and hopefully we can fix them up.

Are the HUB's graphics on that list? Because I'd like to redo them in that case.

Also, it'd be great if it could be established exactly what the idea is with the graphics. Is it planned to redo all the graphics to fit into one style or something, or just the "sloppier" ones? What are the guidelines on palettes? Etc.
Originally posted by S.N.N.
I didn't realize how awkward the pipes actually looked. Seeing your redrawn ones next to the original opened my eyes to that - great improvement.

Thanks. I slipped in an update just before I made this post, so now they look ever-so-slightly better than what you saw!
Originally posted by Gregor
Also, it'd be great if it could be established exactly what the idea is with the graphics. Is it planned to redo all the graphics to fit into one style or something, or just the "sloppier" ones? What are the guidelines on palettes? Etc.


We're essentially going to redraw everything, and whatever doesn't get redrawn can use SMWCP2's graphics. Basically, just shoot for the current style SMWCP2 has.

re: the hub: you can redraw it if you want, yeah. Just rip the current tiles from the game and add/redraw whatever you'd like.
Brilliant.
If we're going to be transitioning everything to SMWCP2's style, it might be a good idea to drop the global palettes we used in this thread. They're rad, but I don't have an SMWCP2 baserom handy to grab them or anything.
Added to the first post.
Let's not forget one thing...

The Reggie Banzai Bill...

Ugh. -_-
Click here to enter the world of mediocre!
Oh cool, so I don't have to work with fewer colors than SMWCP2. I'll just redraw the pipes again to reflect that...
Originally posted by Lotica
Let's not forget one thing...

The Reggie Banzai Bill...

Ugh. -_-


I'll be drawing a classic black banzai bill, and probably a black bullet bill to go with it.

I want them to not be silver like the smwcp2 ones, for whatever reason.
Originally posted by Lotica
Let's not forget one thing...

The Reggie Banzai Bill...

Ugh. -_-


Yeah, I remember my first reaction to seeing that thing while I was playing the hack and had no idea what it was.

But I think SNN's right when he says the joke is stupid. I noticed the collision error a while back as well. Let's scrap it.
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All right, since one of the things I did for SMWCP2 was contributing several of the global tiles, I thought I'd do the same here to keep things consistent:



As you can see, I've updated these blocks to a more SMWCP2-like style. What I tried to do here was not necessarily copy straight out of the sequel, though, and instead, I attempted to hybridize the original blocks found in SMWCP (whether they're vanilla or not) with what was made for SMWCP2. I think it's turning out pretty well so far.

I might get a comparison shot going here if you guys are interested.

EDIT: Also, I don't have any GIF creation software since I upgraded my computer, so if anyone knows of any that are free and easy to paste images into, I can animate stuff like the turn blocks, as well.
Originally posted by Mineyl
I might get a comparison shot going here if you guys are interested.


I don't see why not. It may also be helpful for comparing it to see if thereis anything else about it that should be changed or fixed or whatever. But so far, I think they look really great. I think SMWCP could use some more SMWCP2-esque GFX.
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Originally posted by KTBHacking
Originally posted by Mineyl
I might get a comparison shot going here if you guys are interested.


I don't see why not.



Bam! A noticeable improvement, if I do so say myself.

EDIT: And yes, the forward and backward flip of the original SMWCP turn blocks really is the same graphic.
I think that's a big improvement, Mineyl. It's more textured than the original, and is consistent with the SMWCP2 design without copying it.
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The "New SMWCP" turn blocks remind me of Newer SMBW, oddly enough. The design of it looks great, good job.
The ON/OFF switches are way too overshaded in the bottom right.
Your layout has been removed.
If they're overshaded there, they're overshaded in SMWCP2. I'm not using in-game palettes for this, so it can still look different in the ROM (though on the note, I guess I'll start actually using the provided palette).
My point stands.
Besides, SMWCP2 uses one less colour.
Your layout has been removed.