Share and discuss custom SMBX graphics.
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Tue Apr 19, 2016 11:33 pm
ATTENTION! YOU WILL NEED THE LATEST VERSION OF LUNALUA Or SMBX 2.0
Here is my first Graphics pack. Most of them are recolors which are Hammer Bros from Super Princess Peach. Here are what the Npcs do.
Boomerang Bro:The Boomerang Bro shoots boomerangs into the air then they come down homing towards Mario since there is no way for to make them go back and forth and i'm very limited in lunalua. Throws Rinka-like Boomerangs
Bill Bro:Well this one is a bit glitchy but it still works. The glitch will be shown in the screenshots. Thows glitchy bills.
Bob-omb Bro:This was inspired by Squishy Rex's SMB3 Bob-omb bor. I just made my own version. Throws Bob-ombs.
Goomba Bro:I got this idea from Fantendo. Just throws goombas.
Para-Goomba Bro: Nothing special, just throws para-goombas.
Fire Bro: I actually got this Idea from FanofSMBX. Throws bouncing fireballs.
Ice Bro: This one is the same as the Fire Bro but throws bouncing Ice Balls instead.
Flying BoomBoom: This is just Valterri's Flying Boom Boom but used Lunadll to make it so it changes to the regular boom boom (npc-15).
Here are some screenshots.
Download:
http://www.mediafire.com/download/1l46z ... +me.%29.7z
Note that the download is a 7z file so you will need a program like winrar or 7zip to extract it.
I DO NOT OWN THE GRAPHICS. ALL GRAPHICS BELONG TO THEIR RESPECTIVE OWNERS. THEY ARE ONLY RECOLORS AND EDITS.
Feel free to use but credit me and the original owners of the graphics.
Last edited by King Godzilla on Sat Sep 10, 2016 7:26 pm, edited 1 time in total.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Tue Apr 19, 2016 11:47 pm
Great graphics! I like how it's SPP Hammer Bros. because those graphics are uncommon. You do need to make a npc-30 text file to have the bullet bill graphics render at the correct size.
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Tue Apr 19, 2016 11:52 pm
FanofSMBX wrote:Great graphics! I like how it's SPP Hammer Bros. because those graphics are uncommon. You do need to make a npc-30 text file to have the bullet bill graphics render at the correct size.
Thanks! Somehow, I want to know the correct npc-30 text file which will fix the bullet bill graphic.
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PROX
- Van De Graf

- Posts: 1974
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Wed Apr 20, 2016 2:33 am
just measure a frame and then use the measurements for height=,width=, gfxheight=,and gfxwidth=. The first 2 are used for the hitbox and the last 2 are used for the sprite itself. Anyway, this is actually very useful to me. The boom boom will be very useful as well as the ice and fire bros. Not sure about the goomba and bomb ones though. Also your signature just informed me about the new Godzilla movie. So far, it looks promising.
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MirzaBM
- Swooper

- Posts: 75
- Joined: Thu Mar 10, 2016 4:48 pm
Postby MirzaBM » Wed Apr 20, 2016 6:07 am
This is accutally a cool graphic pack! Plus the lunalua things are awesome keep up the good work!
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Wed Apr 20, 2016 9:44 pm
PROX wrote:just measure a frame and then use the measurements for height=,width=, gfxheight=,and gfxwidth=. The first 2 are used for the hitbox and the last 2 are used for the sprite itself. Anyway, this is actually very useful to me. The boom boom will be very useful as well as the ice and fire bros. Not sure about the goomba and bomb ones though. Also your signature just informed me about the new Godzilla movie. So far, it looks promising.
Somehow, I tried doing it but it still comes with the same results.
Here is a screenshot of what I did:

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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed Apr 20, 2016 10:31 pm
King Godzilla wrote:PROX wrote:just measure a frame and then use the measurements for height=,width=, gfxheight=,and gfxwidth=. The first 2 are used for the hitbox and the last 2 are used for the sprite itself. Anyway, this is actually very useful to me. The boom boom will be very useful as well as the ice and fire bros. Not sure about the goomba and bomb ones though. Also your signature just informed me about the new Godzilla movie. So far, it looks promising.
Somehow, I tried doing it but it still comes with the same results.
Here is a screenshot of what I did:

It doesn't matter that the hammer looks glitchy because it will look correct when it is changed to a bullet bill.
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Wed Apr 20, 2016 10:53 pm
FanofSMBX wrote:King Godzilla wrote:PROX wrote:just measure a frame and then use the measurements for height=,width=, gfxheight=,and gfxwidth=. The first 2 are used for the hitbox and the last 2 are used for the sprite itself. Anyway, this is actually very useful to me. The boom boom will be very useful as well as the ice and fire bros. Not sure about the goomba and bomb ones though. Also your signature just informed me about the new Godzilla movie. So far, it looks promising.
Somehow, I tried doing it but it still comes with the same results.
Here is a screenshot of what I did:

It doesn't matter that the hammer looks glitchy because it will look correct when it is changed to a bullet bill.
Actually, even with the correct text file, it still shows the glitchy bullet bill.
Screenshot:

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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Wed Apr 20, 2016 11:10 pm
King Godzilla wrote:FanofSMBX wrote:King Godzilla wrote:
Somehow, I tried doing it but it still comes with the same results.
Here is a screenshot of what I did:

It doesn't matter that the hammer looks glitchy because it will look correct when it is changed to a bullet bill.
Actually, even with the correct text file, it still shows the glitchy bullet bill.
Screenshot:

...try frames=1 and framestyle=1?
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Wed Apr 20, 2016 11:18 pm
FanofSMBX wrote:King Godzilla wrote:FanofSMBX wrote:
It doesn't matter that the hammer looks glitchy because it will look correct when it is changed to a bullet bill.
Actually, even with the correct text file, it still shows the glitchy bullet bill.
Screenshot:

...try frames=1 and framestyle=1?
Still doesn't work.
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MirzaBM
- Swooper

- Posts: 75
- Joined: Thu Mar 10, 2016 4:48 pm
Postby MirzaBM » Thu Apr 21, 2016 4:23 am
King Godzilla wrote:FanofSMBX wrote:King Godzilla wrote:
Actually, even with the correct text file, it still shows the glitchy bullet bill.
Screenshot:

...try frames=1 and framestyle=1?
Still doesn't work.
Okay i have a note for all of you: Hammers can't use framestyle=1 i tried it but it doesn't work but i think frames=1 does work.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Apr 21, 2016 11:33 am
Explanation for why the bullet doesn't work:
The hammer object is 32x32 pixels, the bullet bill sprite is 32x28. If you change the id of the hammer to be the bullet bill, the object itself is still 32x32 pixels. You have to change the height and gfxheight within lunalua.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu Apr 21, 2016 11:52 am
Enjl wrote:Explanation for why the bullet doesn't work:
The hammer object is 32x32 pixels, the bullet bill sprite is 32x28. If you change the id of the hammer to be the bullet bill, the object itself is still 32x32 pixels. You have to change the height and gfxheight within lunalua.
Darn, I forgot. I had to use lunadll's internal height and width changer for my gold flower. Otherwise, the iceblock->coins looked glitchy.
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Thu Apr 21, 2016 9:41 pm
Enjl wrote:Explanation for why the bullet doesn't work:
The hammer object is 32x32 pixels, the bullet bill sprite is 32x28. If you change the id of the hammer to be the bullet bill, the object itself is still 32x32 pixels. You have to change the height and gfxheight within lunalua.
Is there a tutorial for this? I am not very skilled at Lunalua.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Thu Apr 21, 2016 9:47 pm
King Godzilla wrote:Enjl wrote:Explanation for why the bullet doesn't work:
The hammer object is 32x32 pixels, the bullet bill sprite is 32x28. If you change the id of the hammer to be the bullet bill, the object itself is still 32x32 pixels. You have to change the height and gfxheight within lunalua.
Is there a tutorial for this? I am not very skilled at Lunalua.
You could probably do this, although you'll need to replace the things marked <bullet bill id> and <hammer id> with their respective numbers:
Code: Select all function onTick()
for _, v in pairs(NPC.get(<hammer id>, -1)) do
v.id = <bullet bill id>
v.height = 28
end
end
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Thu Apr 21, 2016 10:10 pm
PixelPest wrote:King Godzilla wrote:Enjl wrote:Explanation for why the bullet doesn't work:
The hammer object is 32x32 pixels, the bullet bill sprite is 32x28. If you change the id of the hammer to be the bullet bill, the object itself is still 32x32 pixels. You have to change the height and gfxheight within lunalua.
Is there a tutorial for this? I am not very skilled at Lunalua.
You could probably do this, although you'll need to replace the things marked <bullet bill id> and <hammer id> with their respective numbers:
Code: Select all function onTick()
for _, v in pairs(NPC.get(<hammer id>, -1)) do
v.id = <bullet bill id>
v.height = 28
end
end
Do I keep the arrows over the words or not?
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Thu Apr 21, 2016 10:16 pm
King Godzilla wrote:PixelPest wrote:King Godzilla wrote:
Is there a tutorial for this? I am not very skilled at Lunalua.
You could probably do this, although you'll need to replace the things marked <bullet bill id> and <hammer id> with their respective numbers:
Code: Select all function onTick()
for _, v in pairs(NPC.get(<hammer id>, -1)) do
v.id = <bullet bill id>
v.height = 28
end
end
Do I keep the arrows over the words or not?
No
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King Godzilla
- Hoopster

- Posts: 46
- Joined: Sun Sep 27, 2015 11:28 am
Postby King Godzilla » Thu Apr 21, 2016 10:19 pm
PixelPest wrote:King Godzilla wrote:PixelPest wrote:
You could probably do this, although you'll need to replace the things marked <bullet bill id> and <hammer id> with their respective numbers:
Code: Select all function onTick()
for _, v in pairs(NPC.get(<hammer id>, -1)) do
v.id = <bullet bill id>
v.height = 28
end
end
Do I keep the arrows over the words or not?
No
It still didn't work.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Apr 22, 2016 7:31 am
You also need to use the gfxheight offset from the npc offsets page. Height changes the hitbox only.
http://wohlsoft.ru/pgewiki/SMBX_NPC_Offsets
v:mem(0xB8, FIELD_DFLOAT, 28) if I am not mistaken.
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Fennor
- Buster Beetle

- Posts: 94
- Joined: Sat Apr 25, 2015 12:08 pm
Postby Fennor » Fri May 27, 2016 6:02 pm
Where are those graphics from? Can't find the original green hammer bro.
Btw. a few small suggestions about the graphics. I think it is not a big deal, but the graphics have odd attributes. The hammer bros (at least the one I looked at) has a height of 639 and width of 41 (10 frames), 640 and 40 seems more fitting to me. As far as I know this won't really affect the game, but the gfxwidth in the textfile has an influence. You should set gfxwidth to 40, since that's where the right and left frames are actually mirrored, with a gfx width of 46 the hitboxes will be moved a little bit relatice to the graphics when the enemy changes directions. Also I recommend to change gfxoffsety to 2, because it looks like they are slightly hovering above the ground.
Edit: Don't mind the y offset thing. I just used the graphic for another NPC which has a different yoffset on default.
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