![]() Compromised with orange and honestly the sprite pops a lot more. Bertha gave me some trouble because I felt really uncomfortable with giving a fish that's supposed to resemble a black woman from the film big giant lips, and white like the original enemy didn't look right. I didn't give them arms in their main poses cause I though their necklaces were more important to recognizing the characters. Since they were a duo in the movie I thought making it a twin-battle boss fight would be really fun. My more controversial decision was to make Iggy and Spike koopaling-like characters when adapting them. Once I posted these on Twitter this project really blew up so the last few days I've been making most iconic characters or items from the Mario Movie in SMW style. Giving Bowser a general outfit with that iconic Hopper hair, putting Galoomba/Goomba faces on a giant coat. I was sick a few weeks back and doodled some hybrid 2D artwork Mario characters but dressed or resembling Mario movie versions. My First attempt with Donkey was trash, the second time really captured that cartoony Donkey Kong energy. Then I thought it would be cool to recreate Donkey Kong (arcade, though more inspired by the Gameboy re-make) in SMW. Also I tried to make Boss Wario look like those early 2000's commercials where he had crazy eyes. Wario it took me three tries to get something I really liked for his playable variant. Also threw in some Captain Syrup, cause again enemies besides Bowser always deserve some love. Wario I tried to make what I feel like he would look like as both an playable character and a boss battle. ![]() the attacks are standing relatively still, rushing forward, shooting a fireball that explodes at marios feet, jumping causing 23 ceiling spikes to spawn. bowser stays in his initial position and will attack based on a random number generator. I still think it needs some kinks worked out. Description: this is a 64圆4 bowser battle with inspiration from the original smb1 bowser fights. I reused Bowser's palette.īowser Jr I once again repeated the same palette, and tried to make mine an harmonious mish mash of Yoshi's Island's Baby Bowser and the Mario Maker ones. I wanted to do Wart because he always needs some love! The first sprite is official, second was my "better" version but I realize how ugly it is, and finally the third is my newest one. Test you ROM and your sprite(s) should be working!ĮDIT: Disabled my layout, for better reading.So then I made other bosses. Huge and fat note: Do NOT place any sprites in slots E0-FF! Doing so may will freeze your game! Lunar Magic can't display the custom sprites correctly. Don't panic! You sprite is working properly. Hit, and should get a "null" sprite on creen 00. If it doesn't use extra bit, then type 2 in the textbox.Ħ. If your sprite uses an extra bit, then type 3 in the corresponding textbox. In the "Sprite Command" textbox, type in the sprite number. Use the Super GFX Bypass dialog, to load the sprites in the corresponding slot.ĥ. Open the level you want to put the sprites into.Ģ. ![]() Now our sprites are set up correctly! But, how do we use them? Well, here is how:ġ. See another tutorial, if you don't know how to use ExGFX. The filename should tell you what slot to use. If there are no errors in the process, your sprites are semi-ready to use.Īlmost forgot about that! Go to the "tilemaps" folder, and copy the ExGFX file in your Rom's "ExGraphics" folder. Enter the Sprite List's filename (In my case, sprites.txt). If SpriteTool accepts the name, you can continue.ģ. Note 3: The sprites CANNOT have spaces in their names, so beware.Ģ. Generators can only use numbers between D0 and DF. If you're using a shooter, the its number must be between C0 and CF. Note 2: If you're using a sprite, then its number must be between 01 and BF. Sprites, that are shoooters go into the "shooters" folder and sprites, which are generators go into the "generators" folder. Note: Sprites that are normal go into the "sprites" folder.
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