Super Mario All-Stars Redrawn ( Lost Levels Demo is now Available in the OP )

Started by pocket, January 10, 2020, 09:11:21 PM

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pocket

Quote from: Metalwario64 on February 18, 2020, 01:12:36 AM
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.]

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.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

JacobLeBeauREAL

Quote from: pocket on February 17, 2020, 07:48:18 PM
I am collabing, with DarkSamus993. So far they've made it possible for me to use separate graphics for SMB: The Lost Levels, they're still working on a few other things you can see for yourself elsewhere in the thread.  I'm open to other people volunteering to help with things I can't do as well, but I don't like to pester so those people would have to come to me if they wanted to help.

What exactly do you have in mind that would make this the definitive experience besides the graphical changes and the brick fix for SMB1/TLL? It might not something I can do personally, but I could add it to the list of things I wouldn't mind outside help with in the OP.

EDIT: Also, I know I sound like a broken record, but I've taken a break from Lost Levels and gone back to look at Super Mario World and I cannot overstate how much the color palette for that game sucks. It's somehow worse than Super Mario Bros. 1 on All-Stars because it has so many sprites that use less than 16 colors. I tried changing the extra pitch black slots to expand some palettes in Lunar Magic but they keep saying those colors are hardcoded by ASM.  On a more positive note, i've finally organized all the SMW enemies into their own sheets to make them easier to work with ( at least as much as I could. Some of the poses are really scattered across several different files. )
Honestly, the only real change would probably be the option to play as Mario OR Luigi in single player

Metalwario64

Quote from: pocket on February 18, 2020, 03:48:52 AM
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.

WebSlinger

Haven't replied in a while, this WHOLE thing is turning out perfectly! WOW!!!!!  Do you still need someone to change the names in the credits etc?
Editing text in the game is easy as pie!  8)

pocket

I finished all of Mario and Luigi's big sprites for Lost Levels. I think I should re-work Luigi's swimming sprites. For some reason the swimming sprites give me a lot of trouble. Doesn't help that for no reason Mario and Luigi share a sprite for their legs while swimming. Next is small Mario and Luigi. I've started on Small Mario already but I don't know how i'm feeling about it.


And I think i've finally finished Lost Levels enemies.  It's not the most exciting decision, but  for Bullet Bill, I've based the special version on Super Mario Land, and Koopa Troopas simply stand upright. I've also migrated the new Hammer Bros sprites to Lost Levels vanilla. The SMB1 hammer Bro will be slightly modified versions of those sprites resmbling the Hammer Bro on the box art. Piranha Plants are now based on the SMB1 versions of Munchers from Mario Maker.



All that's left for both versions is finding a way to differentiate Toad, Peach, and Bowser from SMB1. I'll have to hold off on the special version, since it's going to require Palette editing. I already said I'm going to turn Special TLL Bowser into Blue Ox Bowser, but for Peach and the Toads, I was thinking of basing them off of this:



With the Princess as a true Toadstool and Toad based more on those mushroom soldiers. This would require me to draw that giant sprite of the Princess kissing the player at the ending and that's a daunting task, so we'll see. Perhaps I'll leave Peach and the Toads the same... Maybe change her to Daisy instead?

For vanilla, I've already decided the Toads are just going to have blue spots instead of red. But I've got nothing for Bowser and Peach. But I've gotta do something for Peach at the very least, she had a new unique sprite in the original Lost Levels after-all.

Quote from: JacobLeBeauREAL on February 18, 2020, 07:12:30 AM
Honestly, the only real change would probably be the option to play as Mario OR Luigi in single player

Unless i'm wrong, I think that could only be achieved by disabling multiplayer. If that is something people would be okay with, I would be open to it as an optional patch. Sadly, there's not a lot of multiplayer in my life, especially for retro games, so I wouldn't mind it myself.. especially if we could get Luigi's Lost Levels physics working in SMB1, 3, and World.

That's all up to outside help of course, but i'll add it to the list of things I would like help with in the OP. Once this is nearing a more complete version I might make a post in the help wanted board to see how much we can get from that list.

Quote from: WebSlinger on February 18, 2020, 05:47:34 PM
Haven't replied in a while, this WHOLE thing is turning out perfectly! WOW!!!!!  Do you still need someone to change the names in the credits etc?
Editing text in the game is easy as pie!  8)

I do. I need to change "Clawglip" to "Clawgrip" in the ending sequence of SMB2. And I believe earlier in the thread someone mentioned something about combining the ending of the English and Japanese releases of SMB3. The only one that's important is Clawgrip imo, so if we can't combine the two SMB3 endings then i'll just opt to leave it unchanged.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

PresidentLeever


3x: https://i.imgur.com/oPwkATM.png

A couple of edits I would make - adding more shading to the koopas' (and cloud koopa) skin to make them less flat and more consistent with other sprites, increasing the contrast on the stomach skull of the hammer bros to make it read better, and editing the purples a bit to make them more consistent in brightness and make the darkest shade further from black.

Personally I like the vanilla versions of bullet bill, the piranha plants and the fireball better, dunno what everyone else thinks. The rest looks great!
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

pocket

I actually tried that method of shading on the Koopas when I first started editing SMB1 graphics.
Unfortunately, it's not a viable option, as the lighter shade you used on the skin turns blue in underground settings, and light grey in castle settings, while the rest of the body stays tan, and it really looks bad.  If I can find a way to keep those colors from changing depending on environments without screwing up other objects, I'd love to have that extra bit of shading. I get nervous about editing Palettes that are shared between several sprites though.

It will work for Lakitu though, since, as far as I know, Lakitu only appear in the grassland setting.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

PresidentLeever

Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

pocket

That's actually the same color. Hammer Brothers get away with it because they don't appear Underground. They only rarely appear in castles, and it's not as noticeable there. I certainly never noticed it until I started testing and looking for this kind of thing. You can see for yourself on this Sprite sheet.



It's not so bad in castles but it really pops out Underground

EDIT: Well, looks like Redrawn won by a pretty big margin. I'll have to put a disclaimer that this has nothing to do with the existing SMW redrawn hack... and I'll need to come up with a name for the stand alone version of SMW when I get around to doing it since SMW Redrawn is taken.  I have many regrets including that option.

For now, i'm going to make a new poll regarding what I should do with Peach in the Vanilla Lost Levels. Actually what I'd like to do is squeeze Daisy into the game if you beat SMB1 or TLL as Daisy, but since I can't do that, I figure I'd throw the idea of her being the princess of Lost Levels instead.
Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

Domino089

    Quote from: pocket on January 10, 2020, 09:11:21 PM
    • Enable the player to choose between Mario or Luigi in SMB1 and SMB3, if this cannot be achieved without disabling multiplayer, then I would prefer it to be an optional patch, and if possible, I'd like Luigi's Lost Levels Physics to carry over

    For this option please also include SMW for SMAS + SMW

    pocket

    #270
    Quote from: Domino089 on February 21, 2020, 11:40:04 AM
    For this option please also include SMW for SMAS + SMW

    Slipped my mind, I updated the OP.  I'm not counting on that to be a made into a reality, but it would be nice if it happened.
    Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

    TCgamerboy2002

    Quote from: pocket on February 22, 2020, 01:58:30 AM
    Slipped my mind, I updated the OP.  I'm not counting on that to be a made into a reality, but it would be nice if it happened.

    Besides, people redraw SMW on a daily basis, so there's no real need to do so at the moment.

    pocket

    #272
    Quote from: TCgamerboy2002 on February 22, 2020, 12:07:14 PM
    Besides, people redraw SMW on a daily basis, so there's no real need to do so at the moment.

    I think you misunderstood, it's not that a SMAS+W version of this hack won't likely happen, it's that the "Choose between Mario and Luigi" feature isn't likely unless someone can volunteer to make it so.

    A SMW is... pretty likely to happen, in fact, I've already begun working on it a little.



    I just don't show it off much because i'm not super enthusiastic about re-drawing SMW, The game's color palette is honestly a joke to work with, and if we can't fix the Koopaling's colors I might cancel it altogether.

    February 24, 2020, 02:27:54 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

    I know this will come across as a bit hypocritical considering that I said one of the problems I had with SMB1 is that they copy-pasted Mario's SMB3 sprite into SMB1 and TLL, but I was thinking of taking what was done with the TLL Mario sprites and using them as a base to revamp the SMB3 sprites.




    I didn't want to just copy paste of course so I added the black outlines and tweaked some parts based on what I already did in SMB3.

    I really want Mario's idle pose to look more natural, but unlike SMB1 and TLL, it's part of the walking animation. It makes his walk look more like a slide, so i'm not sure how I can keep his idle stance looking natural while still looking like a natural part of his walk cycle.  I wish I could just separate his idle stance from his walk animation, but alas.
    Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

    Razieldemon

    actually pocket he looks right at home... almost moreso than in the game you designed him for

    Metalwario64


    PresidentLeever

    I like it overall. The idle pose seemed like it could be better so I had a go at it based partially on the artwork below (no I didn't try to make him squat), but I'm not sure it's really better. At least it looks like he's still rather than about to take a step. I also tweaked the shoes to be more like the artwork, and did some minor tweaks to the shading of the other frames. Below those is the same pose you had with just tweaked shading if you don't like this new one.

    1x: https://i.imgur.com/phXuyXr.png


    Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

    Domino089

    Quote from: pocket on February 22, 2020, 03:17:58 PM





    I think that the inactive pose should have the head in perspective, that the two eyes of Mario look, since the body is also in perspective showing the two legs

    NiO

    Just put the legs/foots closer instead and it may work.

    Looks good enough so far.

    pocket

    #278
    Quote from: PresidentLeever on February 24, 2020, 03:35:42 PM
    I like it overall. The idle pose seemed like it could be better so I had a go at it based partially on the artwork below (no I didn't try to make him squat), but I'm not sure it's really better. At least it looks like he's still rather than about to take a step. I also tweaked the shoes to be more like the artwork, and did some minor tweaks to the shading of the other frames. Below those is the same pose you had with just tweaked shading if you don't like this new one.

    1x: https://i.imgur.com/phXuyXr.png



    I like the new shading on the legs a lot, i'll incorporate that into what i'm doing.

    Quote from: Domino089 on February 24, 2020, 07:06:14 PM
    I think that the inactive pose should have the head in perspective, that the two eyes of Mario look, since the body is also in perspective showing the two legs
    I suppose you have a point, but if I change anything, it would have to be the leg. If I change his head position it will affect his walk cycle.  Mario's head doesn't move in SMB2 but in all the other games in the collection it moves as he walks.

    It's a real shame Mario's idle stance is used for his walk animation in SMB3, his idle pose looks really unnatural to me. Also baffling, why Mario has a different sprite for his idle stance in SMB1 since it's the exact same pose as one of his walking animation.  Real answer is probably that it's a left over from the NES game.

    I'm going to have to use similar trickery for Super Mario World's animation, but lucky for me, Mario's head is static in SMW...  I'm thinking I may copy Mario's color palette in All-Stars to SMW.  He's way too desaturated all over in SMW in my opinion.

    Quote from: NiO on February 24, 2020, 10:34:19 PM
    Just put the legs/foots closer instead and it may work.

    Looks good enough so far.

    I just tried it out



    Still kinda looks like he's sliding along, but maybe i'm just being overly critical on myself. I looked at his original walk cycle on a clean rom and it doesn't look much better, I just never noticed it before because I wasn't looking for mistakes.


    EDIT: Always weirded me out how Toad kinda looked like he had a ears, a nose, and a little bit of hair in the minigame houses so I changed him to look more like his art, and also made him more lively.



    Somebody alert me when a user friendly BS Zelda hacking tool is made. I will give my soul to work on a faithful SNES remake of Zelda 1.

    PresidentLeever

    Quote from: pocket on February 24, 2020, 10:58:38 PM
    I just tried it out

    I like it!

    New toad looks good too, though it seems you've simplified the shading of his head a bit so it's a tad flatter.
    Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.