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Super Mario Bros. 3: Grassland Stage UPDATE! (Read 12272 times)

Started by DaDonYordel, July 17, 2009, 08:39:24 pm
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Super Mario Bros. 3: Grassland Stage UPDATE!
#1  July 17, 2009, 08:39:24 pm
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Salutations MUGEN community..

On this day I will be featuring a stage, the first in a series of Super Mario Bros. 3 related stages, I'm here introduce to you all.

Super Mario Bros. 3: Grassland Stage

UPDATE!

I've been told numerous times too mend the grassland stage of the hideous green ground upon which the character do battle upon, I too have seen this problem before uploading, but I could not find anyway to repair it, and as such I have left it as is...

However after playing the Super Mario Bros.3 game once more, I have found out a way to make this piece of labor better, I hope you do so too...

I have also applied fixes to two of my previous stages Einbroch: City of Steel and Mausoleum of the Emperor, you can find them on my site...

Anyway the changes to the Grassland stage are as follows:
  • Changed the way ground looks as in what the characters are standing on, the original blocked the background too much and the hedges that I put there were an eyesore to me..
  • New animations for Lakitu, floating animations is changed to code, moved Lakitu higher..(I don't want to distract players, since they're gonna be reading the sign instead of playing the game) Special Thanks to Tamez for the code
  • Moved Goomba, also changed it's shadow color
  • Changed the clouds, moved them back (they no longer cover the spotted hills), clouds are now moving..
  • Added new images, like a separate ground image and .....dancing hedges

And without further delay, I bring to you screenshots..


A new ground for the players to stand on..notice the  two new  platforms. these relieves me of the distracting hedges I despise in putting on the ground on which the players stand on..


Lakitu is more difficult to see now...He now has a blinking animation


Dancing hedges....plant cactus thing...

Spoiler: Old Post (click to see content)

And as such, you can download this stage:
in The Realm or..
in esnips..whichever you like..

Criticism is welcome...
Spoiler: The Most Merciful Thing (click to see content)

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Last Edit: July 27, 2009, 02:11:20 pm by DaDonYordel
Re: Super Mario Bros. 3: Grassland Stage
#2  July 17, 2009, 08:49:04 pm
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That's pretty clever how you managed to stick your name in the stage like that.
Re: Super Mario Bros. 3: Grassland Stage
#3  July 17, 2009, 08:59:03 pm
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That's pretty clever how you managed to stick your name in the stage like that.

thank you, it was kind of an alternative to a more ambitious animated creature..

I was planning a Koopa Paratroopa, but since I have no idea how to move objects around and the more pressing matter that spriting a flying turtle from scratch would be torture for me I opted for the floating Lakitu, the sign with my name came later, after discovering that Lakitus can apparently carry fishing rods with them...
Spoiler: The Most Merciful Thing (click to see content)

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Re: Super Mario Bros. 3: Grassland Stage
#4  July 18, 2009, 01:46:37 am
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That's pretty clever how you managed to stick your name in the stage like that.

thank you, it was kind of an alternative to a more ambitious animated creature..

I was planning a Koopa Paratroopa, but since I have no idea how to move objects around and the more pressing matter that spriting a flying turtle from scratch would be torture for me I opted for the floating Lakitu, the sign with my name came later, after discovering that Lakitus can apparently carry fishing rods with them...

Another recent release ive downloaded, This is interesting i think also that is creative how you included your name.
Interactive Stage W.I.P Click Below


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NoZ

Re: Super Mario Bros. 3: Grassland Stage
#5  July 18, 2009, 02:07:04 am
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nice :sugoi:
Re: Super Mario Bros. 3: Grassland Stage
#6  July 18, 2009, 02:28:34 am
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it needs a floor IMO...kinda looks like marios floating....either that or laying down in the grass and imagining shapes out of clouds
Re: Super Mario Bros. 3: Grassland Stage
#7  July 18, 2009, 02:34:35 am
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First flaw that I was able to catch when seeing the preview screens, was the thing that players' shadows are "weaker" (more opacitied) than the one under the little cute mushroom.

Now let's download and test it in the game.
Re: Super Mario Bros. 3: Grassland Stage
#8  July 18, 2009, 03:39:18 am
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hugs aproved!!! ^_^ lol serios its a very nice stage whit a alot of good changes

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I want no blood from that girl doctor--not until we're both sweaty and naked and shes  screaming my name. >_<
Re: Super Mario Bros. 3: Grassland Stage
#9  July 18, 2009, 06:10:36 am
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nice stage ;)
Re: Super Mario Bros. 3: Grassland Stage
#10  July 18, 2009, 01:11:44 pm
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Thank you all for your responses.....

Due to the recommendations of my peers..I have updated the stage for it's aesthetics (the shadow of the goomba)...

File size is relatively the same though and all download links have been updated....

here is a small screenshot of the change



as you can see the goomba's shadow has pleasantly been changed...
Spoiler: The Most Merciful Thing (click to see content)

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Re: Super Mario Bros. 3: Grassland Stage
#11  July 23, 2009, 11:14:05 am
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SMB3-1 World :
- The floor looks flat as it is, and there is no impression of depth. I'd suggest you apply some slight gradient to make the grass darker as it goes to the back of the stage. Another idea would be to add some grass/bushes, and make them move with deltas accordingly.
- The clouds have some bad red pixels.

Museum of Horrors :
- Boundhigh is badly set.
- Plus, the clouds effect doesn't go to the top of the sky.

Einbroch :
- Boundhigh is badly set.

Overall, Museum and SMB3 stage are really cool stages.
Re: Super Mario Bros. 3: Grassland Stage
#12  July 23, 2009, 12:02:42 pm
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^how can I properly calculate boundhigh, i'm afraid I don't particularly understand it that much..
Spoiler: The Most Merciful Thing (click to see content)

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Re: Super Mario Bros. 3: Grassland Stage
#13  July 23, 2009, 12:19:07 pm
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Boundhigh is how high you can jump in the stage with the camera following it. Use a character after setting its air.jump parameter in the CNS to 999. Then set the debugbg of your stage to 1. Go in the stage and jump as much as needed to go to the top of the stage, and set the boudnhigh accordingly so that you cannot see any pink anymore.
Re: Super Mario Bros. 3: Grassland Stage
#14  July 23, 2009, 12:23:29 pm
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so be it..
Spoiler: The Most Merciful Thing (click to see content)

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Re: Super Mario Bros. 3: Grassland Stage
#15  July 23, 2009, 12:53:16 pm
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I appreciate the graphic creativity that went into this.
Just a few flaws to fix, mostly what cybaster said, other than that its a pretty good stage.
Re: Super Mario Bros. 3: Grassland Stage
#16  July 23, 2009, 01:13:17 pm
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I think it's a bit of a waste that with such a nice landscape:


you end up looking at a green screen most of the time (grounded chars):


Nice work nonetheless.
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Re: Super Mario Bros. 3: Grassland Stage
#17  July 23, 2009, 02:15:27 pm
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Now that POTS said it, yeah, it's obvious.

Suggestion : use the 1st image POTS showed as the regular camera position. Set the characters to be behind the "plant" shown on the left of the screen, by using it as a foreground. Then, you just have to move the Goomba to the top, and you're done. :)
Re: Super Mario Bros. 3: Grassland Stage
#18  July 23, 2009, 02:35:16 pm
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I see that you are interested in making objects move in your stage. 
Let's look at your Lakitu, as his type of movement can be accomplished pretty simply. 

You have 10 sprites devoted to his animation, but he's not blinking or anything so you don't need them. 
I'll just pick one and turn his type to normal. 

Now, I'm going to add in a sin.y element.  That will just make him bounce. 

Sin.y has three parts, amplitude (high much he will move up and down), the period of the motion in game ticks it takes for him to get back to the center of the bounce, and then the offset to start at.  I usually leave this last value at 0, because for this type of consistent bounce the starting point really doesn't matter much. 

Here's the code I used: 

[mcode];Lakitu----------------------------------
[BG Lakitu]
type = normal
layerno = 0
spriteno = 3, 5
delta = 1.8, 1.8
mask = 1
sin.y = 8, 200, 0[/mcode]

sin.y = 8, 200, 0
So 8 pixels down from the center then 8 pixels up from the center, 200 ticks of game time to complete the bounce, and 0 to start the bounce in the center. 

Also on the Lakitu, I was going to recommend placing him lower in the stage, but if you are going to move the whole stage down as suggested, it may not be necessary. 


---
Another thing about your stage is, you have some sprites that would be better off cropped: 
Spoiler, click to toggle visibilty

On these, you have a huge amount of masked space.  A better way to do it would be to just cut down those sprites to just one group of blocks/coins and place the animations twice. 

You'd do that by making two stage items and using the "start =" element on each animation to place them instead of using the .sff file to place them. 

You can use the same "actionno" on more than one stage item. 
And you can use the same sprites in more than one animation if necessary. 
Last Edit: July 23, 2009, 02:39:02 pm by Tamez
Re: Super Mario Bros. 3: Grassland Stage
#19  July 23, 2009, 03:54:13 pm
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I appreciate everybody's feedback, I have made and will be making certain adjustments on the stage based off of the recommendations..

As a result the next stage may be put on hold for awhile, however the current stage will be made anew and will be better than ever, at least through my eye..

I also want to emphasize this boundhigh subject we have spoken of, however I tried modifying a character's cns file, specifically the airjump attributes it doesn't seem to take effect, is there a procedure for making characters jump higher?

Anyway thank you all for the responses and replies..
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Re: Super Mario Bros. 3: Grassland Stage
#20  July 23, 2009, 04:05:29 pm
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I also want to emphasize this boundhigh subject we have spoken of, however I tried modifying a character's cns file, specifically the airjump attributes it doesn't seem to take effect, is there a procedure for making characters jump higher?

In the character's .cns file, look for this: 

[mcode][Movement]
airjump.num = 99[/mcode]

The red number is what you increase.  It would start as 1 for kfm. 

There is another way. 
If you have your debug keys enabled in your mugen.cfg, you can jump with your character and press "ctrl+i" together on your keyboard and it will make them stand in the air.  You can then jump again and press "ctrl+i" again as many times as necessary to get to the height you need.