A2MBXT - Graphics
Re: A2MBXT - Graphics
I had to make a fix to the raocow sheets, Chibicow to be specific, just a minor mix up with how his frames were set up while holding an item.
- Attachments
-
- toad.zip
- (229.57 KiB) Downloaded 138 times

Re: A2MBXT - Graphics
Another fix of a larger variety. Basically I noticed that I had some sprites out of order when raocow is holding an item and facing left, so I fixed that.
EDIT- Updated the megaman raocow as well since he had the same issue. I also changed how alignment to match the sheet on onedrive.
EDIT- Updated the megaman raocow as well since he had the same issue. I also changed how alignment to match the sheet on onedrive.
- Attachments
-
- megacow.zip
- (30.6 KiB) Downloaded 122 times
-
- toad.zip
- (235.42 KiB) Downloaded 133 times

Re: A2MBXT - Graphics
So when the technology is there, I'm planning to remake the HUD for A2XT entirely with Lua. This gives us a lot more freedom.
One of the things we can do with this is have different icons for individual characters. What kind of heart icons should each character have?
One of the things we can do with this is have different icons for individual characters. What kind of heart icons should each character have?





- raocow
- the death of the incredible huge
- Posts: 4041
- Joined: 14 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: A2MBXT - Graphics
raocow: kitties that are sleeping when 'hurt'
kood: keep the carrots
sheath: anatomically correct hearts
kood: keep the carrots
sheath: anatomically correct hearts
the chillaxest of dragons





Re: A2MBXT - Graphics
demo - windows error messagesHoeloe wrote:So when the technology is there, I'm planning to remake the HUD for A2XT entirely with Lua. This gives us a lot more freedom.
One of the things we can do with this is have different icons for individual characters. What kind of heart icons should each character have?
iris - mega man x's zero heads in despair
kood - hearts, because hes the sane one
rao - rubber duckies
sheath - a random super-compressed jpg
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!



I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!




- Rednaxela
- Maker of Shenanigans
- Posts: 897
- Joined: 10 years ago
- Pronouns: they/them
- https://rednaxela.talkhaus.com
Re: A2MBXT - Graphics
So, fun fact, with modern LunaLua, you can override the previously 'hardcoded' graphics that required the base game executable to be modified. It's just a matter of putting "hardcoded-*.png" files in your episode directory, or level custom graphics directory. No code required, just the right graphics files in the right places.
In this zip I've included PNG versions of the A2XT hardcoded graphics, allowing A2XT hardcoded graphics to be used with an unmodified smbx.exe as long as LunaLua is loaded, even on a per-level basis if one wished. This zip file only includes the hardcoded graphics which differ from the vanilla SMBX graphics.
For a full list of SMBX hardcoded graphics with the vanilla versions, see "Hardcoded Image List of SMBX Engine" on the PGE Wiki
(This capability is also handy if anyone wants to properly resprite clown cars or boots in their levels)
In this zip I've included PNG versions of the A2XT hardcoded graphics, allowing A2XT hardcoded graphics to be used with an unmodified smbx.exe as long as LunaLua is loaded, even on a per-level basis if one wished. This zip file only includes the hardcoded graphics which differ from the vanilla SMBX graphics.
For a full list of SMBX hardcoded graphics with the vanilla versions, see "Hardcoded Image List of SMBX Engine" on the PGE Wiki
(This capability is also handy if anyone wants to properly resprite clown cars or boots in their levels)
Re: A2MBXT - Graphics

And I might just do something with these.
EDIT- Except for Catnip which I made for fun.

Re: A2MBXT - Graphics
I swear, if you make Paper Demo (or do anything with those), I was praise you for years to come.
Re: A2MBXT - Graphics
Do you mean Paper Demo as in a full sheet, or an actual game, because I posted the full sheet a couple days ago.Nin wrote:I swear, if you make Paper Demo (or do anything with those), I was praise you for years to come.

Re: A2MBXT - Graphics
Actual game, because Paper Mario hacking is to primitive right now for the Talkhaus to do something with it.
Still waiting for a Kirby or Yoshi's Island hack whenever it happens.
Still waiting for a Kirby or Yoshi's Island hack whenever it happens.
-
- https://www.youtube.com/watch?v=BODxOghVmko
- Posts: 1689
- Joined: 9 years ago
- First name: Mack
- https://rixithechao.talkhaus.com/
Re: A2MBXT - Graphics
Quick reminder for folks who have started, claimed or completed a costume to post it in this thread if you haven't done so already.
Delightful Adventure Enhanced is out now!

There's an official ASMT Discord server! Check it out to follow and/or contribute to A2XT Episode 2's development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)

There's an official ASMT Discord server! Check it out to follow and/or contribute to A2XT Episode 2's development! thread, invite link
(Entry requires verification, either with a connected Youtube/Twitter/Twitch/etc account or manually by the server staff.)
Itch.io (albums and eventually games), Youtube (dofur pass and I guess other videos)
Re: A2MBXT - Graphics
So I noticed that the current palette for Fire Iris is a bit... odd. Maybe it's just me, but bright purple doesn't scream "fire". I figured I'd take a shot at making some possible alt palettes. Lemme know if any of these are good and I'll update the sheet. Personally, I like the middle one, makes me think of lava.



Re: A2MBXT - Graphics
The idea behind purple was as a replacement for the previous "vomit-yellow" colour. The purple was chosen as a callback to her original colours, and to differentiate her from fire Demo.Chaoxys wrote:So I noticed that the current palette for Fire Iris is a bit... odd. Maybe it's just me, but bright purple doesn't scream "fire". I figured I'd take a shot at making some possible alt palettes. Lemme know if any of these are good and I'll update the sheet. Personally, I like the middle one, makes me think of lava.





- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
Why not give both Demo and Iris detached flaming hands, like fiery versions of Rayman's hands? That is, they only have hands when they're on fire. That way, you can distinguish between them by the colour of their flaming hands with Demo being red and Iris being green.Hoeloe wrote:The idea behind purple was as a replacement for the previous "vomit-yellow" colour. The purple was chosen as a callback to her original colours, and to differentiate her from fire Demo.Chaoxys wrote:So I noticed that the current palette for Fire Iris is a bit... odd. Maybe it's just me, but bright purple doesn't scream "fire". I figured I'd take a shot at making some possible alt palettes. Lemme know if any of these are good and I'll update the sheet. Personally, I like the middle one, makes me think of lava.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4154
- Joined: 11 years ago
- Location: Nova Scotia
Re: A2MBXT - Graphics
This is correct.Hoeloe wrote:The idea behind purple was as a replacement for the previous "vomit-yellow" colour. The purple was chosen as a callback to her original colours, and to differentiate her from fire Demo.Chaoxys wrote:So I noticed that the current palette for Fire Iris is a bit... odd. Maybe it's just me, but bright purple doesn't scream "fire". I figured I'd take a shot at making some possible alt palettes. Lemme know if any of these are good and I'll update the sheet. Personally, I like the middle one, makes me think of lava.
According to A2MT's reference designs, Iris is supposed to be purple, with a green pallette as a fire sprite. It's also this way in ASMT.
For whatever reason, back in ASMBXT, Iris was made green with a vomit-yellow pallette for a fire sprite. I'm kinda thinking we should just say heck with it and swap those around so regular Iris is purple, and fire iris is green, as was apparently intended.
EDIT: Correction, Iris was in fact made green for A2MT, so Iris being Green is in fact correct: https://www.youtube.com/watch?v=VJ8ZPugdfy4
Having Iris's fire sprite be purple is fine, especially considering Iris was at one point purple with a green fire pallette.
- Attachments
-
- Super Mario World (USA) - Copy_00001.png (6.25 KiB) Viewed 7670 times
-
- Super Mario World (USA) - Copy_00000.png (6.78 KiB) Viewed 7670 times
Re: A2MBXT - Graphics
My issue isn't so much that it's purple, it's that the shade of purple used is a cooler shade which seems more fitting for the ice power up. I'd suggest going for a warmer shade of purple, like this:



- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4154
- Joined: 11 years ago
- Location: Nova Scotia
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
There's quite a few purple backgrounds in the package. How does she look against them? All these solid recolours concern me, because they're not designed with the default background sets in mind. I'm just concerned there's so much of one colour that against a solid background that's too close in colour to them, they don't stand out.
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
Um... guys, I think the raocow graphics aren't quite centred properly...
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4154
- Joined: 11 years ago
- Location: Nova Scotia
Re: A2MBXT - Graphics
Make sure you have lunaworld.lua and and the toad.ini files.ztarwuff wrote:Um... guys, I think the raocow graphics aren't quite centred properly...
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
Oh, I see what the problem is. Those files are located in the Epiosde 2 world folder, whereas the levels I'm testing are in a separate world folder that doesn't contain those files. Shouldn't Lunaworld.lua and the graphics files be higher up the folder structure? After all, the new Toad graphics aren't located solely in the Episode 2 folder.
- SAJewers
- ASMBXT Level Wrangler/A2XT Project Coordinator /AAT Level Designer
- Posts: 4154
- Joined: 11 years ago
- Location: Nova Scotia
Re: A2MBXT - Graphics
It's not graphics, it's ini configs that correct the hitboxes, because the sprites ended up too big, and chaoxys didn't want to redraw them to fit. As for lunaworld.lua, that's the lua file for the entire episode.
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
I think you misunderstand me. I find it strange that the player graphics have been altered in the base game folders, but that the ini files that control those graphics are in the episode folder. If someone else from the Talkhaus decides to download the devkit and create a new project, they won't have the ini files, because the ini files are in the Episode folders.SAJewers wrote:It's not graphics, it's ini configs that correct the hitboxes, because the sprites ended up too big, and chaoxys didn't want to redraw them to fit. As for lunaworld.lua, that's the lua file for the entire episode.
Also, how do the ini files work? I copied them over to my other episode folder and when I try to test a level, it's still not working. Unless... Is this code dependent on the latest LunaLua (because I deliberately downgraded that so I could continue testing the Dark Prince gimmick in my Castle 6 level).
- ztarwuff
- What the heck is a flair and why am I being asked to write one for my profile?
- Posts: 550
- Joined: 10 years ago
- Location: Within 2 miles of the Imperial Crypt of Napoleon III
Re: A2MBXT - Graphics
Testing a level recently got me thinking about overworld graphics.
How are we going to distinguish between levels that have a single exit and levels that have more than one exit? I ask because with the last episode, i had huge difficulties distinguishing between the blue and green level tiles. Also, ghost houses and castles/fortress only have one type of tile, so you can't indicate which has more than one exit.
P.S. Would it be a good idea to mark which levels have leeks on the overworld instead of in a Pillar Sanctuary?
How are we going to distinguish between levels that have a single exit and levels that have more than one exit? I ask because with the last episode, i had huge difficulties distinguishing between the blue and green level tiles. Also, ghost houses and castles/fortress only have one type of tile, so you can't indicate which has more than one exit.
P.S. Would it be a good idea to mark which levels have leeks on the overworld instead of in a Pillar Sanctuary?