01-07-2013, 03:59 PM
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The Official M&L3 Ripping Project *WARNING CONTAINS SPOILERS*
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It happens during a specific cutscene:
It's been a while since I played it so I could be wrong, that's what I remember though. I don't think it appears outside the cutscene, but I could be wrong about that as well.
01-07-2013, 04:22 PM
01-07-2013, 04:31 PM
AJ, please correct me if it's seen outside of the cutscene, i.e. while you have control over Bowser.
01-07-2013, 04:44 PM
I gave it a thorough looking and found it
http://i.imgur.com/fLfut.png come to think of it there are a lot of things in Fobj, about 827 seperate entries, it might be a good idea to user friendly up the tool a bit and let other go through it too. Thanked by: Garamonde, puggsoy, Ridge Troopa
01-07-2013, 06:22 PM
01-15-2013, 12:56 PM
Right, finally got started working on Mario Overworld. I wanted to know though, should I do this in the same style as Ridge's Bowser Battle sheet (I'll do so with Mario Battle), or some other way? The thing is that I want to make the boxes detectable, which I'm doing by putting them shoulder-to-shoulder horizontally, but if I put them on top of each other vertically some sprites touch, which isn't very nice of course. Ridge's sheet fixes this by having those boxes which note loops and stuff the same size as the sprite boxes, but I'm not sure if I should do the same with these.
I can also make some coloured lines that run along the top and bottom of the boxes (similar to the lines on my Bastion sheets), if you want. Just want to know this stuff early on.
01-15-2013, 01:02 PM
Do it in whatever way is comfortable for you.
01-15-2013, 01:07 PM
OK sweet, just making sure I don't go with anything that people are like "OH GOD NO WHY THE HELL DID YOU DO THAT" since it's in a project. I'll give a sample soon and if anything's bad or could be better you can just say.
Thanked by: Ton, Ridge Troopa
01-15-2013, 06:28 PM
Greiga Master/Jetters, Paraplonk's shoes are incorrect. They're supposed to be bright green.
Second thing, I'm leaning towards removing shadows. I wasn't thinking - Having both bounding boxes and shadows is redundant. Either one or the other is all you need, and it's just more work to add shadows. As long as we agree to keep everything perfectly organized in bounding boxes, probably don't worry about shadows. Lastly, I know I mentioned this over in the PiT thread, but I'll probably remove all the text and just add lines like A.J. did for his rips in that project. If you haven't played the game and aren't familiar with the sprites, why would you need to use them?
01-15-2013, 07:02 PM
As far as I'm concerned, people just use them for whatever anyway. Labeling stuff is probably useful for some people but either way they might not even use the animations how they are laid out.
01-15-2013, 10:08 PM
Yeah I was aware of the shoes and if you look back on the last page I caught
http://i.imgur.com/s10dY.png and http://i.imgur.com/jPXIn.png Thanked by: A.J. Nitro, puggsoy, Ridge Troopa, Gaia, Garamonde
01-18-2013, 05:06 PM
Right so here's what I got so far. I'm basically just going with the Bastion method, it's simple and works. However here each animation set is separated by 5 pixels, here I've got idle, jumping, falling, walking and swimming.
So yeah I'd just like to know if I should add or do it differently, the whole sheet would be like this. The animation boxes are sorted, you can know the widths by division of the entire line's width (start and end designated by the lines), and the height is obvious. If I need to maybe add some start and end lines I can do that.
I'll assume from the thanks that it's sweet
Also by the way, I'm currently trying to merge the hammers and hammer-swinging sprites. I've managed to whip up some code to automate this almost perfectly, but there's a slight snag with some of the sprites. You know how both the swinging and hammer sprites are in a grid? Well, from what I can tell, some of the hammers in the second column are lower than they should be. In this case they seem to be exact duplicates (in both appearance and position) of the hammer in the same row that's in the first column. There's also one hammer in the third column that matches both the first and second column's hammers in one row. The rows in which this happen are rows 2, 3, 5, 7, and 9. It also happens in most of the rows below 9 (the ones with only 2 columns) but that looks correct. Most of these I can fix by hand and luckily all other hammers seem to be in the right place. My only problem is that the row in which column 3 also has an identical sprite, row 5, is the row that has Mario facing the screen and these 3 columns are of course the frame in which he has the hammer behind him. The main problem here is that since most of the hammer is obscured I can't clearly see where it's supposed to be positioned (other frames have bit of Mario taken out where the hammer should be, so it's easy to see). What I'll do is see if I can get some screenshots of him whacking the hammer in-game, and I can see where the edges of the hammer are in these frames. Hopefully I can then use that to find the position the hammer should be in. TL;DR I've got a problem and I'm going to try and fix it. Basically I just felt like writing it down, I'm not expecting anyone to really have a solution or something, I don't even know if what I wrote makes sense. If Greiga Master is reading this he might want to check that he ripped the hammer sprites correctly, if he did then that's fine and the game just stores and uses these sprites weirdly. EDIT: Tried out my idea and it worked, so I'll just arrange these few frames by hand. Sorry for the wall of text post |
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