Page 2 of 3

Posted: 6 Apr 2016, 19:56
by Lx Xzit
h2643 wrote:I think the sprites look great, let's hope 5438A38A will see this.
THX

ILikeWoods wrote:Wow, how did you do that anyway? I always wondered, how to do these kind of sprites.

BTW: from NSMB onwards Mario also can use these horizontal ropes and can move hand over hand along them (pretty sure that`s one of these gamefeatures). Looks like in the Donkey Kong Country games. Say, can you do these kind of sprites as well, that is, if you approve of that suggestion/request/idea ...

Actually it was a bit complex process. I took the SMB1 SNES sprite (When Mario when low over the flag) and I converted it into SMB3 style (basing of the original SMBX graphics of course). Once I had my model, I started to build other power-ups. I do not remember how long it took me to do this, I think one or two hours. :P

Posted: 6 Apr 2016, 21:27
by ILikeWoods
Ok, I was 'afraid' you were able to do that from 'scratch'. :mrgreen:

Posted: 10 Apr 2016, 0:24
by Yoshi021
Part 1
Part 2

Super Mario Land 2
Spoiler
Bunny Mario
Spoiler
Image
Suggested by andreepika1336

Bomb Bomb
Spoiler
Image
Suggested by andreepika1336

Bopping Toady
Spoiler
Image
Suggested by andreepika1336

Super Mario World 2: Yoshi's Island
Spoiler
Flippers
Spoiler
Image
Suggested by Dark Mecha

New Super Mario Bros. Wii
Spoiler
Ice Bro.
Spoiler
Image
Suggested by Goku

Rope
Spoiler
Image
Suggested by ILikeWoods

Super Mario 3D World
Spoiler
Super Bell
Spoiler
ImageImage Image by SuperMarioTM
Suggested by DaveDaCat101
Lucky Bell
Spoiler
Image
Suggested by DaveDaCat101

Super Mario Maker
Spoiler
One-Way Wall
Spoiler
Image
Suggested by Dark Mecha

Bumpers
Spoiler
Image
Suggested by Mushroom King

Fire Koopa Clown Car
Spoiler
Image
Suggested by Mushroom King

Arrow Signs
Spoiler
ImageImage
Original direction sign from "Super Mario Maker'' To select the direction the arrow is supposed to point, you need to choose the direction within the "Advanced NPC Settings" (see NPC-304).
Suggested by ILikeWoods

New NPCs
Spoiler
Twhomp Shoe
Spoiler
A new usable shoe for Mario, Luigi, Peach and Toad, do a ground-pound by pressing DOWN (It's like a Thwomp's shoe, and is colored yellow.)
Image
image by SuperMarioTM
Suggested by TryLouBliss

Wall-jump Mushroom
Spoiler
A Power-up that gives Players Wall-Jump Abilities (It can be used to make wall-jump sequences.)
Image
image by SuperMarioTM
Suggested by TryLouBliss

Freezie's shoe
Spoiler
Can freeze munchers on land and spit out two ice balls when it stomps a npc. (ice variant of the podoboo's shoe)
Image
image by SuperMarioTM
Suggested by andreepika1336

Mario(npc)
Spoiler
We got Luigi as a npc, but what about Mario, this npc should be used in episodes where Mario is not a playable character so that way we don't have to use custom gfx (also custom playable character gfxs that replaces Mario will work)
Suggested by andreepika1336

Big and small No Mount Sign
Spoiler
Small no mount signs disables the use of a certain type of mount when the player touches the sign's area which can be changed via "Advanced NPC Settings" (Example: no red yoshi small sign) and big no mount signs disables the use of mount classes when a player touches the sign's area (if it shows a "no Yoshi" sign this means that the mount class yoshi will be disabled).
How it should work: when the player goes the no mount sign the mount will be released into the sign's area and makes the mount into "waiting for player" state, to exit the area the player must to go back were the sign originally came from and then ride into the mount that the player was originally on, this can work on multiplayer for example, player 1 is in the area of the sign player 1's mount is in "waiting for player 1" state so when player 2 comes into the sign its mount is in "waiting for player 2" state when player 1 goes back to the sign it will turn the player 1's mount back to normal state, same with player 2, when the player exits with the mount in "waiting for player" state, the mount will return into its normal state to the player.
Suggested by andreepika1336

Posted: 10 Apr 2016, 10:23
by ILikeWoods
@Yoshi021: Do you think you can manage (While you're at it^^) the allocation of the sound effects? Also several already existing npcs don`t have sound effects (for instance whatever npc you put in that SMW world brick/turn block).
It is a little bit difficult to find most of the sound effects and at least I don`t have a clue how to rip them, unless there is some kind of gameshark code to disable the background music completly in the corresponding games (SMB allstars, SMW etc.).

Posted: 10 Apr 2016, 18:20
by andreepika1336
My requests
Spoiler
Freezie's shoe (new): can freeze munchers on land and spit out two ice balls when it stomps a npc. (ice variant of the podoboo's shoe).

P-balloons (smw): works like they did in smw, link will transform into a fairy instead of fat when using the p-balloon.

Carrot and bunny mario (sml2): works like it did in sml2.

Mario (npc): We got Luigi as a npc, but what about Mario, this npc should be used in episodes where Mario is not a playable character so that way we don't have to use custom gfx (also custom playable character gfxs that replaces Mario will work).

Bomb Bombs (sml2): Works like they did in sml2.

Bopping Toadies (sml2) Works like they did in sml2.

ILikeWoods wrote:@Yoshi021: Do you think you can manage (While you're at it^^) the allocation of the sound effects? Also several already existing npcs don`t have sound effects (for instance whatever npc you put in that SMW world brick/turn block).
It is a little bit difficult to find most of the sound effects and at least I don`t have a clue how to rip them, unless there is some kind of gameshark code to disable the background music completly in the corresponding games (SMB allstars, SMW etc.).

You can find them hereand there.

Posted: 10 Apr 2016, 19:07
by ILikeWoods
I already know these sites. Not every sound effect is covered through.

Posted: 15 Apr 2016, 19:16
by ILikeWoods
I mean this BTW

Posted: 24 Apr 2016, 1:41
by andreepika1336
Big and small No Mount Sign:
Spoiler
Small no mount signs disables the use of a certain type of mount when the player touches the sign's area which can be changed via "Advanced NPC Settings" (Example: no red yoshi small sign) and big no mount signs disables the use of mount classes when a player touches the sign's area (if it shows a "no Yoshi" sign this means that the mount class yoshi will be disabled).
How it should work: when the player goes the no mount sign the mount will be released into the sign's area and makes the mount into "waiting for player" state, to exit the area the player must to go back were the sign originally came from and then ride into the mount that the player was originally on, this can work on multiplayer for example, player 1 is in the area of the sign player 1's mount is in "waiting for player 1" state so when player 2 comes into the sign its mount is in "waiting for player 2" state when player 1 goes back to the sign it will turn the player 1's mount back to normal state, same with player 2, when the player exits with the mount in "waiting for player" state, the mount will return into its normal state to the player.

Posted: 24 Apr 2016, 10:12
by ILikeWoods
Image


like these no animal signs from DKC series?

Posted: 24 Apr 2016, 15:30
by andreepika1336
ILikeWoods wrote:Image


like these no animal signs from DKC series?
Kind of, but they mostly look like this.
Image

Posted: 18 May 2016, 6:28
by OveralldPlumber
I made a graphic for the Super Bell powerup.
And, uh, stuff.

npc-349.png
npc-349.png (909 Bytes) Viewed 2952 times


You can put it in the Super Bell Powerup section if ye want to.

Posted: 18 May 2016, 6:33
by Yoshi021
That Super Bell look so well done. I kinda want the power-up, but it will take so long to implement such a complex power-up.

Posted: 18 May 2016, 8:22
by OveralldPlumber
Yoshi021 wrote:That Super Bell looks so well done.

Thanks! I took a long time making it.

Yoshi021 wrote:It will take so long to implement such a complex power-up.

True. Just thinking about the dive, swipe, and climbing walls makes you think of how much time would take to implement those actions.

Posted: 18 May 2016, 18:25
by ILikeWoods
SuperMarioTM wrote:I made a graphic for the Super Bell powerup.
And, uh, stuff.

SuperMarioLand2.jpg
SuperMarioLand2.jpg (17.41 KiB) Viewed 2940 times


You can put it in the Super Bell Powerup section if ye want to.
Ok, at first I thought it was just a recoloured checkpoint bell, but in fact it isn`t. But I guess you used the mario land 2 bell as a template.

Posted: 18 May 2016, 21:07
by OveralldPlumber
ILikeWoods wrote:
SuperMarioTM wrote:I made a graphic for the Super Bell powerup.
And, uh, stuff.

npc-349.png


You can put it in the Super Bell Powerup section if ye want to.
Ok, at first I thought it was just a recoloured checkpoint bell, but in fact it isn`t. But I guess you used the mario land 2 bell as a template.

Not really. I actually did it from scratch, looking at a Super Bell picture as a reference.

Posted: 21 May 2016, 22:45
by OveralldPlumber
I decided that I'll make custom graphics for All the suggestions on the "New NPCs" tab. Besides Mario and the No Yoshi sign, since ye just gotta use SMB3 Mario and the SMW Yoshi Sign.
Graphics
Thwomp's Shoe.png
Thwomp's Shoe.png (751 Bytes) Viewed 2901 times

Freezie's Shoe.png
Freezie's Shoe.png (733 Bytes) Viewed 2901 times

Walljump Mushroom.png
Walljump Mushroom.png (468 Bytes) Viewed 2901 times

Posted: 22 May 2016, 9:33
by ILikeWoods
I still think the Walljump Mushroom should be implemented in the first place. How are you supposed to design your level with "fear" in mind the player might use such item at any place then? Either you can walljump "naturally" everywhere or you just can`t IMHO.

Posted: 22 May 2016, 19:56
by Yoshi021
ILikeWoods wrote:I still think the Walljump Mushroom should be implemented in the first place. How are you supposed to design your level with "fear" in mind the player might use such item at any place then? Either you can walljump "naturally" everywhere or you just can`t IMHO.
In the NSMB games you can wall-jump anywhere, so you will just have to design your levels diffrently.

SuperMarioTM wrote:I decided that I'll make custom graphics for All the suggestions on the "New NPCs" tab. Besides Mario and the No Yoshi sign, since ye just gotta use SMB3 Mario and the SMW Yoshi Sign.
Graphics
Thwomp's Shoe.png

Freezie's Shoe.png

Walljump Mushroom.png

They look cool. Good job on doing these.

Posted: 22 May 2016, 19:58
by OveralldPlumber
Yoshi021 wrote:
ILikeWoods wrote:I still think the Walljump Mushroom should be implemented in the first place. How are you supposed to design your level with "fear" in mind the player might use such item at any place then? Either you can walljump "naturally" everywhere or you just can`t IMHO.
In the NSMB games you can wall-jump anywhere, so you will just have to design your levels diffrently.

SuperMarioTM wrote:I decided that I'll make custom graphics for All the suggestions on the "New NPCs" tab. Besides Mario and the No Yoshi sign, since ye just gotta use SMB3 Mario and the SMW Yoshi Sign.
Graphics
Thwomp's Shoe.png

Freezie's Shoe.png

Walljump Mushroom.png

They look cool. Good job on doing these.
Thanks!

Posted: 4 Jul 2016, 2:49
by kitkat
It would also be cool if we had the Lucky Bell as an item also (if the Super Bell is added) with the statue also.