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A2MBXT - Graphics

The second SMBX collab!
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

chibicow? More like GBcow.
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Possible costume type thing.
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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.
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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.
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Hoeloe
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Re: A2MBXT - Graphics

Postby Hoeloe » 1 year ago

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?
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Re: A2MBXT - Graphics

Postby raocow » 1 year ago

raocow: kitties that are sleeping when 'hurt'
kood: keep the carrots
sheath: anatomically correct hearts
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Grounder
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Re: A2MBXT - Graphics

Postby Grounder » 1 year ago

Hoeloe 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?
demo - windows error messages
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
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Rednaxela
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Re: A2MBXT - Graphics

Postby Rednaxela » 1 year ago

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.
a2xt_hardcoded.zip
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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)
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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And I might just do something with these.

EDIT- Except for Catnip which I made for fun.
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Heraga
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Re: A2MBXT - Graphics

Postby Heraga » 1 year ago

I swear, if you make Paper Demo (or do anything with those), I was praise you for years to come.

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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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

Postby Heraga » 1 year ago

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.

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Re: A2MBXT - Graphics

Postby Rockythechao » 1 year ago

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.
I am fairly involved in A2XT's development as a content creator and programmer, but I am not the project lead nor am I responsible for half the things people keep attributing to me lol

Important A2XT posts/discussions & resources

My art & audio thread
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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.

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Hoeloe
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Re: A2MBXT - Graphics

Postby Hoeloe » 1 year ago

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.

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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.
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Re: A2MBXT - Graphics

Postby ztarwuff » 1 year ago

Hoeloe wrote:
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.

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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.
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.

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Re: A2MBXT - Graphics

Postby SAJewers » 1 year ago

Hoeloe wrote:
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.

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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.
This is correct.
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.
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[attachment=1]Super Mario World (USA) - Copy_00000.png[/attachment]
[attachment=0]Super Mario World (USA) - Copy_00001.png[/attachment]


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.
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Super Mario World (USA) - Copy_00000.png (6.78 KiB) Viewed 918 times
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Chaoxys
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Re: A2MBXT - Graphics

Postby Chaoxys » 1 year ago

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:
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Re: A2MBXT - Graphics

Postby SAJewers » 1 year ago

I'd personally go with the pallette used in ASMT, but that's just me.
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Re: A2MBXT - Graphics

Postby ztarwuff » 1 year ago

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.

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Re: A2MBXT - Graphics

Postby ztarwuff » 1 year ago

Um... guys, I think the raocow graphics aren't quite centred properly...
raocow.PNG
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Re: A2MBXT - Graphics

Postby SAJewers » 1 year ago

ztarwuff wrote:Um... guys, I think the raocow graphics aren't quite centred properly...
raocow.PNG
Make sure you have lunaworld.lua and and the toad.ini files.
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Re: A2MBXT - Graphics

Postby ztarwuff » 1 year ago

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.

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Re: A2MBXT - Graphics

Postby SAJewers » 1 year ago

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.
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ztarwuff
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Re: A2MBXT - Graphics

Postby ztarwuff » 1 year ago

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.
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.

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).

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Re: A2MBXT - Graphics

Postby SAJewers » 1 year ago

yes, it's dependant.
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