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Extra Mario World - Miscellaneous Updates

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That smoke effect works surprisingly well. I'd maybe make Mario bounce away a bit when you kill the plant heads.
Originally posted by Gregor
That smoke effect works surprisingly well. I'd maybe make Mario bounce away a bit when you kill the plant heads.


Von Fahrenheit forgot to specify it, but Mario won't be able to kill the final version of this sprite by simply jumping on it. This was a test version where the main point was to show that the vine destruction code works, lol. The player will be able to kill that sprite with anything that's non-jump: fireballs, projectiles (shells etc), and physical attacks for Kadaal and Leeway.



Also hey here's an update! You guys probably noticed that, given the direction we're taking our hack in, it's leaning more and more towards the action-adventure genre. And you know what an action-adventure game has? Unique characters to interact with, which have different personalities also! (npc for short)


The survivor (working name)



This is the first NPC the player is gonna meet in the game. As his title implies, he's survived from a series of tragic events. He's overall very polite and humble.

The tinkerer (working name)



You save this guy after beating the first boss of the game. If you guys remember, our hack is going to have an upgrades system, and the tinkerer's role is precisely to handle that system. He'll sell upgrades and possibly other goodies to the player. Personality-wise he's very snarky and he likes money.




I'm not sure what to call those two yet. One idea I had was to just take the first letter of their roles and mix them with "Yoshi". So they'd be called Soshi and Toshi, respectively. I think it's kinda silly though, I don't know



Remember this guy? This is him now:



Feel old yet? (yes this is a walk cycle of 10 frames for a 48x64 sprite)


He has a dialogue portrait now too

GRRRR WORTHLESS NON-REX DO NOT BELONG TO THIS LAND

Seriously, yes we're giving Kingking, the King of the Rex, a royal overhaul. I wasn't too fond of his old sprite that I made back in 2016, so I redrew and revamped it not too long ago. This boss is also gonna have an all-new attack you've never seen before, so look forward to that too!
> (yes this is a walk cycle of 10 frames for a 48x64 sprite)
Mad men.
Hey all! Got a small update for ya on the graphics side of things.

Edit: pics show up properly now.

Here's a BG I've been working on for the past week. Rocks are hard(#smw{;)}) to draw.


Also got some layer 3 rain and water. More info will come out about that soon. We got something p cool planned for this #smw{:TUP:}



So that's it for me. We should be having another update by the end of this week/beginning of next week so stay tuned.
Originally posted by PercentN
Rocks are hard(#smw{;)}) to draw.

#smw{-_-2}

Pun aside, it's sadly true. You did well with the rock formations and the rough texture, very inspiring for poor me who's pretty much clueless about how to draw rocks.

Quote
Also got some layer 3 rain and water.

Looks pretty cool with the transparency, and the animation is also very smooth and that's quite something considering how tedious it is to animate Layer 3.
They both look wonderful, specially the layer 3 rain/water, which is looking sexy AF.
GJ! #smw{<3}
I've been working a bit on the code for the NPCs. I added 2 new modes for the message boxes: one that pauses movement but not animation and one that doesn't pause anything. With this we can have NPCs perform animations at specific points in their dialogue. Note how the green yoshi laughs while saying "YOSHI COINS".


I've also improved the vine code a bit and I'm starting to be pretty happy with it. Maybe you'll see more of the level with them soon ;)

allow shy guy emojis in post footers you cowards!
PercentN here with another update. The update to the rocky bg and layer 3 rain and water is here!

Level: Path of Thunder
As the name suggests, this level is going to be introducing a cool mechanic: actual lightning!

Once the player reaches a certain screen, lightning will start to come down onto the players x position at that moment.
The lightning will not only interact with the player, but other sprites as well as water! So you can use this to your advantage to use your enemies as cover ;)
Do note that only enemies that can be killed normally will die but enemies like fuzzies will still be around to mess with you.
This also means sprites like brown platforms won't get blown up when hit by lightning. These platforms will be important for another part of the level so stay tuned for that #smw{:TUP:}

Also, thanks to Von Fahrenheit we got a cool thing going on here with the layer 3 rain and water.
The water is pseudo 3D with the part of the water that the player actually interacts with has priority while the "further behind" part of the water and rain are behind everything.



In addition to that, the Path of Thunder wouldn't be complete without lightning and thunder!
As you can see the lightning will actually interact with the water, electrifying it. It will instantly kill sprites that can be normally killed.
That means you're safe on those brown platforms.



It's still a little buggy as you can see the screen flicker at the beginning of the second clip and the electricity animation on the water cuts off. (also i needa change those gfx, im not good at drawing electricity l0l)
But functionality wise, they're good to go!
There will be a good amount of cover and openings so don't worry about the level being too hard.

That's about it for now, we'll have another update for you guys next week! #smw{:peace:}
That level looks great! I love the Donkey Kong Country 3 gimmick that looks like it should be very interesting as I've never seen that before. I think you and I both know, what the music for that level should be #smw{;)} If someone has ported it yet..
Looks gorgeous! Though the rain drops directed to the right kind of bothers me, perhaps I'm too used to seeing it to the left.

Btw your koopa wings look funny
Look out, it's Lightning Look-Out. Now with smaller hitboxes.

I actually did that gimmick for the first room of my SMWCP2 level. (If you're checking the forum for it and noticing that SMWCP2 doesn't contain any levels that I made, that's because it sucked.) Instead of having water, though, mine was a silhouette level that lit up whenever the lightning flashed.

By the way, how did you do the priority thing on the water and rain? Is the front part Layer 3 and the back Layer 1? Or is it all on Layer 1 or 2 with the background as Layer 3?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by imamelia
Look out, it's Lightning Look-Out. Now with smaller hitboxes.


Yup! Von Fahrenheit has been wanting to do this for a while haha i finally got around to drawing everything for it.

Originally posted by imamelia
By the way, how did you do the priority thing on the water and rain? Is the front part Layer 3 and the back Layer 1? Or is it all on Layer 1 or 2 with the background as Layer 3?


Uhh idk the exact specifics of it, Von Fahrenheit would have to answer that.
But I can tell you that the rain and water are both on layer 3.
Other then that, damn, I wasn't the first wanting to recreate Lightning Look-Out.

Originally posted by imamelia
By the way, how did you do the priority thing on the water and rain? Is the front part Layer 3 and the back Layer 1? Or is it all on Layer 1 or 2 with the background as Layer 3?

I assume, it's either HDMA or IRQ and I tend to the latter. IIRC, you used some priority tricks on your layer 3 showcase where part of layer 3 is water and another part for the background.
In that case, an IRQ was added which part is in the sub and which part is in the mainscreen.
Originally posted by imamelia
By the way, how did you do the priority thing on the water and rain? Is the front part Layer 3 and the back Layer 1? Or is it all on Layer 1 or 2 with the background as Layer 3?

Originally posted by MarioFanGamer
I assume, it's either HDMA or IRQ and I tend to the latter. IIRC, you used some priority tricks on your layer 3 showcase where part of layer 3 is water and another part for the background.
In that case, an IRQ was added which part is in the sub and which part is in the mainscreen.


I'm actually pretty proud of how simple the way I figurud out how to do this was lol. Like PercentN said, the rain and water are all BG3. The priority tiles simply have priority set on them in the tilemap. To get the translucency to co-operate, I placed BG1 and OBJ on both mainscreen and subscreen and enabled absolute layer 3 priority (bit 3 in $2105). That way BG1 and sprites are in front of the low priority part, behind the high priority part, and they are valid for color math since they're part of the subscreen! The water itself uses the SMW tides code (without the push). It's put in place with a double-buffered HDMA to $2112, which will also let us mess with the water level. So, uh, yeah, just simple stuff. Way easier than priority HDMA anyway.

Thanks everyone for the comments, it's been really encouraging :)

allow shy guy emojis in post footers you cowards!
We have a neat little update today! We finally decided on a more SMB3-esque look for the basic blocks and made changes accordingly. Here's the question block and used block, as drawn by PercentN:



We replaced the turn block with a classic brick. It's actually not a custom block but a straight-up replacement patch. It took more effort than I'd like to admit to get the animation right after all the changes Lunar Magic makes to animated tiles.



And a little tie-in to the level we've been working on. THE LIGHTNING BOLT CAN DESTROY BRICKS



That's it for now! Depending on how much time we have this week, the next update might just be a bit more exciting! Stay tuned ;)

allow shy guy emojis in post footers you cowards!
Hey guys, I'm here with another update! I'm gonna show you a couple sprites today
The first one isn't actually that recent, we just somehow forgot to show it..


Goomba Slave

When the Rex took over Yoshi's Island, it altered the life of not only the Yoshi, but the goombas as well. Some hid away, while others got reduced to slavery. Just take a look at this poor boy


As you can see, despite being just a slave, this sprite is pretty interesting because of the tray it's carrying. We're planning to make it able to carry any sprite on that tray, including enemies. So yeah we'll be able to come up with a bunch of cool combinations


Buster

Speaking of combining, do you guys like mechas? Because we do! That one doesn't really combine with anything though, except you (you can ride it)


There's actually a bit of a backstory with this one. This was back when I was redrawing Kingking's sprite.

I don't really know what happened, but I made this, telling Von Fahrenheit "hey check out my new mecha gfx"


But then he was like "dude could you make this into an actual mecha" and I was like okay and then this happened


Crazy right! I just thought it was funny that the Buster came to exist because of a joke. So yeah that was the little behind the scenes story for today, maybe we could make this a thing if we come upon stuff worth telling you guys about.
This isn't the first mecha Von Fahrenheit ever implemented, by the way. This is a bit out of date, but in case you haven't seen, he recreated the ride armor from Mega Man X, a couple years ago.


And last, here's a teaser of what the Realm 2 boss is going to be!


Maybe you guys can try to guess what it is? General feedback is appreciated as well and gives us strength #smrpg{y}
Looks nice and I really like the background in the town area.

Also calling it now, the boss is a Lakitu wearing a top hat and his girlfriend/wife, and they share a cloud.
That poor Goomba, dude. But the mecha suit is really cool! Makes me think of Kirby's mecha suits in Planet Robobot that take on the properties of the enemies it sees. Looking forward to playing around with that.
Helllooooooo guys! Back again with some cool stuff! A long time ago we previewed the Realm 1 boss and it was... a little janky to say the least. But do not fret, my friends, for the King of the Rex is back in never-before-seen amounts of glory! No, really, we put a lot of effort into him this time. And I have the gifs to prove it!

Here's a fight with him on Easy
...and here's one on Insane


The fight is played in mode2 to create the wave effects and the boss uses a stupidly complicated tilemap system to make sure the body, head, crown, and scepter all play along. In addition to that, the torso and legs of all the frames are dynamic so that also has to be taken into account... overall the graphics probably took the longest for me to code, heh.

Anyway, as you can tell, the difficulty selection will matter a lot during the boss fights in our hack. Here's the boss' basic attack cycle on Easy, Normal, and Insane (as well as Insane phase 2 just to show off)


Here's another example of how difficulty affects his attacks:


(please note how he tracks the scepter with his eyes in the second gif!)

So yeah, this is what I've been working on recently. Eminus finished the new GFX for this guy ages ago but it took me this long to actually get on reworking him. PercentN and Eminus have been up to some pretty cool stuff on their own as well. Maybe you'll get to see some of that next week ;)

allow shy guy emojis in post footers you cowards!

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