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ASM Projects show-off thread

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http://www.youtube.com/watch?v=SndPl8Ulam8

I made some "perfect" power-up blocks that display the power-up animation when they are touched. Fire Mario (and Cape Mario!) can't activate the Mushroom block because technically that would be a power down.

Edit: Here's the download.
Just a reminder:
NO VIDEO EMBEDS!
Originally posted by Ersanio
Just a reminder:
NO VIDEO EMBEDS!

Oh, whoops. Sorry. Wasn't around when that rule was made.
  
  
 




Most likely the last version of the selection screen for the Break the Targets minigame, aside from maybe a few small improvements to the code/graphics. It shows the best time for your currently-highlighted stage as well as the basic layout of it. If you haven't gotten far enough to unlock a stage, it doesn't show either (and the cursor changes to an X).
I'm probably putting too much effort into this small part of the game, but it's not really that hard. Besides, I know some people who will probably play this more than the main game...


 
 
       

Fluffy video games by me and Raibys!
 
 
   
 
 
I finally got fully working 32x32 custom blocks!
No, this is not from Ersanio's code. It took me about 12 ASM files to do this and the code is all my own.

(I also did not use Blocktool or BTSD, just xkas and .asm files)

Link
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Interested in MushROMs? View its progress, source code, and make contributions here.

HAHA! That is COOL! Are you going to submit these?
The thing i really like aobut them is you added your own personal touch, like the earthquake, and being able to activate giant "!" switches from the bottom when they're pressed. Definetly awesome. :)
<TLMB> I use YY-CHR to edit DNA
Thanks, I made a regular thread about it here if you want to see more.
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Interested in MushROMs? View its progress, source code, and make contributions here.

It's about time that I did something.

Here's some of my updated custom sprites:

Exploding Block Sprite 1.1</font>
Missile Bill Pack</font>
Alternative Piranha Plants 1.1</font>
Timed Lift 1.1</font>

And here's a sneak preview into the Dry Bones and Bony Beetle (SMW versions included):



Dry Bones and Bony Beetle

This should keep you busy until I finish the flying versions.

NOTE: Don't submit this to the custom sprite section and send the direct link, since there's a chance that it will be updated in the future. Linking to this post it's just fine.
Unexpected end tag (</font>) at 182, expected </a>
Unexpected end tag (</font>) at 275, expected </a>
Unexpected end tag (</font>) at 381, expected </a>
Unexpected end tag (</font>) at 471, expected </a>
Oh dear, Davros is at it again!

In all seriousness, the dry bones look neat. Will the 'big one' act like the SMB3 one? (No cape spin kill and so on)
Originally posted by im a xmas music
Will the 'big one' act like the SMB3 one? (No cape spin kill and so on)


It's almost similar to the SMB3 one, it can be killed by a cape spin, but you can use the cfg editor to make it inmune to cape attacks.

I forgot to mention that the graphics for the SMB3 Bony Beetle are from Icegoom. So the credit goes for him.

A little custom block I made today.
Nothing really special though, as always.

EDIT: Download.


 
Seeing that the other thread does not allow SPC show-offs anymore I will post them here.

Link</a>

I uploaded them to a folder on my site instead of listing every single song of the 55 songs here. Listen, comment on them, if you like and enjoy them.

NOTE: Not all songs have a proper intro yet.
A bunch of original songs my next hack will use. These are my first original songs, so I'm still getting used to composing.

Winding Cave
A generic cave theme. This one is already submitted.

Forboding Fortress
For tower or fortress levels. I really liked the sound of a low piano, so I used that to my advantage. The increasing volume at the end builds tension before it loops again.

Aquatic Blossom
Underwater song, but meant for side areas since it is so short. Starts quiet and slowly gets faster (no really, there is a channel just for the tempo changes).

Past Generations
The theme for ruins. I worked hard on the SML part, it is recognizable without being exactly the same. I know the flute is kinda hard to hear when it hits low notes :P

Tell me what you think, and if they're are good enough to be submitted.
I really wanted to show this off. I've made a port of the Yoshi's Island Ending music. I've added samples from Yoshi's Island to make it sound like the original. I think this is probably the best port I've ever made, and I'd really like to hear your opinions on this:

Link.

Oh, and Merry Christmas everybody! ^_^
The victory theme from Jazz Jackrabbit 1:
http://bin.smwcentral.net/314

Too bad i coulden't get the echo at the end. Oh well.
@Iceman: Those are some awesome songs you've composed. I liked the YI Star Music the best =)

@Jimmy: Awesome! That song would be great for credits. I can tell how much effort you put into it judging by its large size =)

@Lucas: Those are some neat songs you composed! I like Winding Cave the most, and am using it in my hack :D

As for me, I made a small ASM Hack

And it turned out quite successful =) It replaces the unused bonus stars with a red coin counter. The keyhole event is triggered when you get 8 red coins. Pieguy1372 gave me the code to reset the coin status when you re-enter the level so thanks to him as well =)
Check this out, guys.

It's the Rotodisc code mikeyk made. It's unchanged code-wise, but... well, take a look. The main sprite routine is now almost COMPLETELY tagged with comments, allowing myself and others to understand how Sprite Circle Rotation functions are processed, and plus, the code is now much more asthetically pleasing and organized. Some spots are still shady, and I would like to ask someone else with experience to fill in the gaps if possible.

This took ages. Hoo.
It's me!!

High on life is the best high.
Wait.

Is that Schwa!?

Are you back now?
Yay!


Oh yeah, and nice job! When I finally get to spriting (if ever,) I'll look to that.
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