News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Metalwario64

Pages: [1] 2 3 4 5 6 ... 8
Looks like I'm going to have to finally get off my ass and finish my Mario graphics. ;D

Personal Projects / Re: Mega Man X custom stages
« on: September 10, 2020, 06:05:25 pm »
I'll have to give this one a shot, too. Been playing the MMX collections on the switch lately and feels the game could use some much needed improvement. Also, not a fan of button remapping either. Was there a specific reason why you chose to map it on the L shoulder?
L dashing is so much better than using A to dash, because it frees your fingers up to dash, jump and shoot at the same time without having to rock your thumb awkwardly or do the "claw" with your thumb and index finger.

Personal Projects / Re: Ganymede (Super Mario World hack)
« on: August 22, 2020, 01:33:18 am »


This is such a thorough modification that it's crazy to think this was once Super Mario World...

Very much looking forward to this one!

Personal Projects / Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« on: August 05, 2020, 09:54:37 pm »
Hello metalwario, the desert is going to have animated background tiles AND a parallax scrolling layer.
I worked it out meticulously and actually right now i am implementing it, as we write.
Nice! This hack is going to be incredible!

Personal Projects / Re: Metroid: Space Complex (Metroid 1 NES Hack WIP)
« on: August 05, 2020, 07:53:34 pm »
Is that desert going to have Ninja Gaiden III style parallax scrolling?


I get that you are going for an enhanced "vanilla" look here, but I think using the block ground tiles with slopes like this sorta makes them look like someone cut them out in Photoshop. I know you drew actual edge graphics for the slopes (and they do help), but I just think the block look clashes with the organic slope shapes.

It's fine if it looks fine to you, but I think it would be better to make a similar looking repeating rock texture so it doesn't look like someone carved out the edges of blocks or something. That's just my opinion.

Personal Projects / Re: Wario Land 2 Extended (Wario Land 2 rom hack)
« on: June 29, 2020, 08:57:35 am »
I love Wario land 2 (and 3) so I'm definitely looking forward to this.

Personal Projects / Re: Super Mario All-Stars Redrawn
« on: May 25, 2020, 12:32:42 am »
I'm unfortunately still waiting to hear anything from Darksamus or MetalWario, and it's not looking much like I'll have time to work on the hacks any time soon anyway ( long story short, I lost my job, and all my free time has to go to art commissions for the time being. )
I'm very, very sorry.

I'm going through hard times myself. I should go back and finish those sprites very soon.

It looks fantastic, but I hope I won't sound rude by posting a few touch-ups and suggestions:

For the title, I went in and redrew it a bit and touched up the palette to look a bit more on-model and to be a bit smoother:

This one mostly uses the prior palette, but with a more natural skin tone and slightly different overalls (I know the sprite has the more indigo ones, so you can ignore that if you wish to use this in the first place).

I also made a slightly different version with fewer unique colors, but the goal of this one was to smooth the image further with more "in-between" shades to simulate anti-aliasing:

This version also has a little bit of extra shading for more depth. The gloves use the skin tone for shading here, and the boots and buttons use skin-ton colors to save on colors used.

Here are the images themselves:

The other thing is that for the sunset beach, I feel the ground shading should be reversed, like this:

This was quick and dirty, but I think that having a more saturated, red-hued palette like this with higher contrast and shading towards the top would accentuate the sunset because as it is it looks like the ground is being lit from below. I understand the sun is very low, but as-is, the ground looks weird with the sprites. That is just how I feel about it, though.

The hack in general looks incredible, and I can't wait to try it out!

[EDIT - A few more touch-ups]

Personal Projects / Re: Mega Man X 1~3 Relocalization Project
« on: April 20, 2020, 01:36:31 pm »
That's not really in my area of expertise, these hacks were just practice for me to get better at changing text / potential translations... even then I'm not sure you can fix that since that's a limitation of the Super Nintendo, I'm sure you can maybe find an emulator or something that allows you to play without the slowdown, or something?
Yeah, SNES9x allows you to remove slow-down now, and it usually works very well.

Personal Projects / Re: Mega Man X 1~3 Relocalization Project
« on: April 12, 2020, 01:10:34 pm »
Maybe instead of "Halt" it could be "Stop, X" or "Wait, X"?

I'm planning on giving your addendum patch a playthrough later today, I'll check that out!
"Wait, X!" sounds the most natural to me, but I haven't yet played it to know what the following line is.

It's nice to see the source code released, and I'm super glad to have played the minor role in this awesome hack that I did!

Personal Projects / Re: Super Mario All-Stars Redrawn
« on: February 24, 2020, 02:36:15 pm »
Looks good to me!

Thanks, they look great in motion. I'm actually a little more excited to work on the rest of the poses now, I hope I can make them look as good as these.

Actually, after testing them, I actually made some edits to what you did to finally get the ball rolling on Luigi.

Keep in mind this is the first attempt, I gotta figure out his idle pose a little more, it looks fine to me on the sheet but something about it in game feels off.

Since Lost Levels was the first game to implement some the mechanical difference between Mario and Luigi, i'm going to try to inject a little bit of extra personality into Luigi's poses instead of just copying Mario completely. His jumping stance is more like that of Mario 2, I wanted his skidding animation to really look like he's having trouble stopping, he's a little more nervous about shooting fire, and he takes more cover when ducking.  Was thinking he'd throw up two peace signs or maybe a thumbs up instead, not quite sure yet. I'll likely have Mario and Luigi use the same poses in SMB1 though.
Lookin' good so far! I like how his fireball pose is similar to the SMAS+W animation. I like when Luigi has his own animations in general, which is something Smash Bros. has always done right.

Here's my finalized LL walking animation:

Here's the sheet of the corrections to your sheet:

I basically reverted the victory pose to the All-Stars one to make it more in line with the Lost Levels/SMB2 FDS cover artwork's pose.

[EDIT- fixed a slight oversight with his hat.]

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 10, 2020, 09:46:08 pm »
No, it's not you, I just always get bad reactions from people when I offer constructive criticism, so I always err on the side of caution now when doing so (and even then I still sometimes get people up in arms at my doing so).

I would say I'm still an amateur as well. The things I do know have been learned solely through years of observation and perseverance.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 10, 2020, 12:37:44 pm »

I'm not going to lie, I feel like you made some serious downgrades here. He looks very blocky and scraggly, and in the "standing" frame of the walk cycle, he looks hunch backed, and in the second frame his nose sticks out so far that the top half of his head looks super thin, making his head look pear shaped. The jumping frame now has smaller hands and feet than everything else too.

Really, I think with some tweaks, your previous ones were better. I'm not trying to insult you, just offer constructive criticism on how to improve your work. Here is something I've been working on for the past couple of days (mostly because I've been so busy):

From the previous set, I lowered his arms (he looked so stiff), and made tweaks to the proportions and animation of his face. I also rounded out his stomach. I still need to fix the positioning of the overall buttons though.

I also have made these adjustments for all of the other frames, and later today or tomorrow I'll post them here if you're happy with this.

Also, I don't know how much experience you have with animation (I know you do in drawing, at least, from that series of Bowser drawings you posted), but here's a tip I've learned while experimenting on my own: for animating something rotating (i.e. Mario's head here), references don't hurt. I know this is a new art project, but when making my edits, I referred to the original All-Stars sprites for aid. Also, in general, when animating, you need to be able to visualize, in a 3D space, where the parts of the objects/characters will be in which pose. After studying things like that for a while you will develop more of an understanding for that sort of thing. Basically like anything as long as you just keep at it.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 08, 2020, 02:15:08 am »

How about using the sprites of the Tatori Jr. from Super Metroid?

They're basically six legged Buzzy Beetles with a greenish shell.

Yes, Porthor has been doing some work on that front.
I've known about the lost tracks, and only just recently saw the footage of them. Hearing that there's work on recreating them is music to my ears.

Personal Projects / Re: Super Mario All-Stars, Artwork Faithful Edition
« on: February 03, 2020, 02:35:39 pm »
I love every change in this hack so far...except for the SMB1 idle stance.

I know you said the sprite will change eventually from this mockup, but still...I think the reason the original stance works is because it looks so flat. It somehow has an air of "heroic determination" to it despite its flatness. Once you make it less flat though, Mario suddenly looks like he walked outside and can't remember why. It doesn't look very dynamic. I don't think the original stance is something you can truly replicate in 16-bit, and I think the SMB3 stance looks better overall.
I've already made an improved update of the SMB1 stance:

In addition to the SMB1 walk cycle:

I'm still tweaking the proportions, but I think they work pretty well.

Pages: [1] 2 3 4 5 6 ... 8