#NSMB: Flower Journey
1 messages · Page 5 of 1
Oh, is it something like there being a Wonder Flower in every level, and a coin is the collectible you get out of one?
yeah thats why lol
I don’t have wonder seeds yet (idk if I will honestly) so thats how it is rn
you know what thats actually not too bad
its been months since i edited these graphics and i hope i wont have to make big changes like this again because it gets so messy 🪦
actually i might wanna remake the smw and cloud backgrounds before implementing it
I love how it all looks! It all looks very 3-dimensional which I like a lot
I realized ima have to see what I can do about the lives and flower coin counters because the player icon is on the same object as the counter so if I remove the x it just looks like it’s so far away 💔
im finally done importing it 😭
comparison again: left is old, right is new ingame
New one is definitely better
is there a demo?
not yet unfortunately
my plan is that once i finish world 2 (still pretty far away from that) ill start working on getting some playable content out, a 2-world demo prettty much
so does this recreate wonder or is it inspired by
inspired
alr
interesting to see it reverted to the layout of the og :>
this reaaally shouldnt have taken me the whole day to make with how simple it is, but hey im glad i got far with it
idk how to make it slippery tho since its a platform and not a solid 🥹 but thats for another time
Insane
Awesome work Frosty
Would've been possible to use different sound?
I don't remember all of nsbmds sounds but i feel like there would've been more fitting one?
Either way, very good work
uhhh not really sure what sound i could use.. but I could try to find one
I did want to like, use the lakitu sounds for when the icicle falls lmao
im just worried about sound sets
Ohhhhh
Good job!!!!
Unfortunately, the Lakitu throwing a Spiny sound effect only plays if you use sound set 22, I coincidentially discovered this a couple of days ago when making one of my levels
yeah,,,
wonder how I could make my own so I can have it with other sounds i could use
It's not that hard, you can directly edit sound sets in Nitro Studio 2, Illy explained how to do it here #1218059119014051982 message (I'm too lazy to explain it myself, so I prefer forwarding Illy's explanation)
maybe you’re thinking of the chain chomp chain sound? (I’ll send it in a bit)
it doesn’t really sound like ‘destroyed/break’ tho
this
If only i had every nsmbds sound effect i would help you to find the right fitting one
nitrostudio 2 
This one could've been good if it were louder
true lol
it's 5 am for me either way and i was supposed to be asleep 5 hours ago
instead i relapsed and started working on random stuff lmao
You could always like, just add a sound
And if ur worried about sound sets just use one of those empty sounds that are always loaded
There is a lot of them
i'd like to do that actually
did you explain somewhere how to do it or somethin?
-# i kinda have a general idea of how to do it but im still unsure
Oh also i forgot, regarding the sprite, it's a very good one but if you could reduce those small white sparkles, by that i mean make them more blend i guess
i found this rly good rip of nsmbwii sounds in mfgg and this is in
only limitation is that the sound effects need to be in a sub area, I dont have a hook to make them load in the main area when you enter a level, gimmie a sec to explain it
first of all, you need this
ncp_repl(0x02012044, "cmp r12, #0xFFFFFFFF");
it disabled this check which allows more sound archives to be added
gonna quickly strip down the .hpp file for extended sfx so its not a mess with all my stuff
o
#pragma once
#include "nsmb/sound.hpp"
namespace SeqArc {
namespace FirstID {
enum {
SAR_LARRY_BASE = 450,
YOSHI_SE = 457,
};
};
inline namespace SAR_LARRY_BASE {
enum {
SE_LARRY_1 = FirstID::SAR_LARRY_BASE,
SE_LARRY_2,
SE_LARRY_3,
SE_LARRY_4,
SE_LARRY_5,
SE_LARRY_6,
SE_LARRY_7,
};
};
inline namespace YOSHI_SE {
enum {
SE_YOSHI_0 = FirstID::YOSHI_SE,
SE_YOSHI_1,
SE_YOSHI_2,
SE_YOSHI_3,
SE_YOSHI_4,
SE_YOSHI_5,
SE_YOSHI_6,
SE_YOSHI_7,
};
};
enum {
ExtCount = Count + 8,
};
}
namespace SND
{
constexpr SFXEntry extSFXTable[] =
{
{ SeqArc::Count + 0, 0 }, //SE_LARRY_1
{ SeqArc::Count + 0, 1 }, //SE_LARRY_2
{ SeqArc::Count + 0, 2 }, //SE_LARRY_3
{ SeqArc::Count + 0, 3 }, //SE_LARRY_4
{ SeqArc::Count + 0, 4 }, //SE_LARRY_5
{ SeqArc::Count + 0, 5 }, //SE_LARRY_6
{ SeqArc::Count + 0, 6 }, //SE_LARRY_7
{ SeqArc::Count + 1, 0 }, //SE_YOSHI_0
{ SeqArc::Count + 1, 1 }, //SE_YOSHI_1
{ SeqArc::Count + 1, 2 }, //SE_YOSHI_2
{ SeqArc::Count + 1, 3 }, //SE_YOSHI_3
{ SeqArc::Count + 1, 4 }, //SE_YOSHI_4
{ SeqArc::Count + 1, 5 }, //SE_YOSHI_5
{ SeqArc::Count + 1, 6 }, //SE_YOSHI_6
{ SeqArc::Count + 1, 7 } //SE_YOSHI_7
};
NTR_INLINE bool playExtSFX(s32 sfxID, const Vec3* pos = nullptr) {
sfxID -= SeqArc::SfxCount + 1;
return playSFX(extSFXTable[sfxID].seqArcNo, extSFXTable[sfxID].seqArcIndex, pos, 0x7F, SFXMode::Retrigger);
}
NTR_INLINE bool playExtSFXContinuous(s32 sfxID, const Vec3* pos = nullptr) {
sfxID -= SeqArc::SfxCount + 1;
return playSFX(extSFXTable[sfxID].seqArcNo, extSFXTable[sfxID].seqArcIndex, pos, 0x7F, SFXMode::Continuous);
}
NTR_INLINE bool playExtSFXUnique(s32 sfxID, const Vec3* pos = nullptr) {
sfxID -= SeqArc::SfxCount + 1;
return playSFX(extSFXTable[sfxID].seqArcNo, extSFXTable[sfxID].seqArcIndex, pos, 0x7F, SFXMode::Unique);
}
}
and this is the .hpp you need, this is an example of adding two groups of sound effects
name this smth like sfx.hpp and have it in ur root folder, then use the functions at the bottom of the .hpp to play the extended sfx
alr ty, ill look into it soon
Honestly, if you added a small fade out and added tap sound with small volume and beginning you would nicely replicate original sound
way more fun that getting from wii honestly lmao
Peak
okay im finally done with this, i (don't) promise to not redesign these powerups for the 5th time 🥹
top is old bottom is new
Wonderful
Theyre so cuteee 🥺
Honestly, too green
hmmmm
The green color is fine, don't listen to Afterlight 
It looks like that is about to pew
add another layer with the mushroom part and set the opacity to around half and it's good
@placid urchin How many tris your mushroom has btw?
im confused on what u mean by this 😭
no i mean the sprite lol
also the mushrooms share the same sprite but different palettes so i cant be 100% free with it either
220 btw
like 20 ish more than the og one
put this part over the green one, set the opacity to half and merge it
i could very easily delete tris from the back tho but i cant be bothered
Ah fuck that, no point
some will steal it and use it for 3D game, imo good

the colors or the shape cause i cant change the shape without affecting the normal one (and i like the new shape more)
its just that one pixel but yeah lmao
Why you can't change the colours? palettes?
i did this
Yeah way better
i can changge the colors but they use the same sprite so i gotta make sure they both look good
Yeah i know, i didn't talk anything about changing pixels apart from color 😭
oh lol
idk why but i thought i already imported them ingame, im gonna get to that later 
You probably already know this, but personally, I recommend saving each color of the mushrooms in the same order they should be in the palette, that way you can replace the colors in the ncl very easily and it's also convenient in case you wanna make some changes to them at some point
That's what I did with my jyotyu
It makes editing these kind of graphics less tedious and more manageable
if you mean organize them like this where they're sorted by light/hue then yeah, i started doing this a while back and its so much better 😭
I meant more like, if you're drawing graphics, extract their colors with Aseprite and save them so you can import them into Nitro Paint and easily customize palette swaps to your liking
I have a file containing all the colors from the Jyotyu palette in .png format, separated into different layers to help me keep everything organized, so all I have to do is import the colors into Nitro Paint and copypaste the necessary graphics
I explained this very poorly but I think you get what I mean
ohhhh yeah i've done this a few times, i should do it more
its def really useful
yeah i might do this once i get to importing the jyotyu and stuff
i kinda wanna edit it a bit to look cleaner but at the same time i also feel like they look pretty fine so idk 🥹
wtf i unintentionally made a green koopa reserve while importing this stuff lmao
@ ndymario petition to make this and all user project threads disappear after 7 days instead of 3
#general message @rapid shale left is autumn (wip) and right is forest
for forest i thought i like how it looks, but my problem is how it tiles and the fact that the semisolid (yellow part) has grass on the sides, i also wouldve liked to give it more decor/improve it tbh
Imo the forest one is nearly perfect, honestly one of my fav tilesets in all of nsmbds communit
i would only improve the flowers
regarding autumn one, the grass pattern could've been impropve and a bit the ground pattern as well, a bit blurry
yeah lol, looking at it again it might also be one of my faves
tbh it's moreso meant to be rocky and not grassy, but i should probably try another design for it
I didn't know I could change it tbh lol
i remembered i changed it a while ago i think and then it changed back for some reason lol
Petition to make creators disappear after 7 days if no updates are delivered
Starting by.....
Optember 32nd, Infinity’th century
Fuzzy revived? In this economy???
He is now greedy unfortunately
Im barely alive but I plan to make a comeback
Funny cause I said my hack would be done this summer 💀😭
blazing adventure for winter!
freezing adventure
1-1 somehow became one of if not the most beautiful level yet
ill show it in a moment lol
Ohhhh interesting!
a very wonderful glowup 
WOOOOOOOOOOOWWWWWWWWW :0
I liked the DS bushes tbh
my tip that anything on bottom bg should have it's edges smoothed out, i hope you can still do that if you have still all the layers
i though you would do that lmao
yeah i do have the layers dw, i just didnt bother to do it 😭
though that layer is also at like, the very border of the parallax so idk
(referring to the multiple scroll speeds in the bg)
ill see what i can do
also do you have fucking 3 layered bgs?? those stones move at different pace, how
theres a reason i asked dm about the bg scrolling lol
yeah i wanted to make the stone pipes move faster than the mountains, then the blue hills move faster than them, and then the flowers at the bottom move the fastest
give me this knowledge
@sick sorrel steal this now
No 
#nsmb-programming message look here
be cautious u gotta make it look like it doesnt affect the rest of the bg btw, thats why theres al ot of blank green covering the pipes
Thanks for the knowledge 
if it had any detail, that detail would move alongside it
Also, definitely a huge improvement, the former BG was very crunchy whiel the new one looks like something official, great work Frosty
Everybody bandits smh
Does it work like that the selected area from code is moving at certain speed? Something like the clouds but depending when mario moves?
yeah basically
say i wanted only the red to move at a specific speed, i would get the y pixel coord of the bottom of that section (subtracted by 1), then select the speed and thats it
''auto'' in the scrollsection makes it move like if it were the clouds btw
thats why the fg scroll has that in one of the sections
actually i wonder if nintendo used this for anything other than clouds
damn, if i'll make another bg ill consider trying out this thing with zstar
its a hardware feature
Frosty I'm gonna destroy you
it's his fault 
Now Afterlight is gonna force me to implement 3 layered backgrounds
And yours for showing him this feature 
honestly it's still decently limited so u cant abuse it a lot unless u make the bg look flat for a big part of it which is what i did
brother have you seen how desert bg's look like
iirc in purps' trees background he made the clouds parallax slower since they're entirely a flat color below
i acn make 20 layered fcking bg
-# yes 😭
for the moving bonus room backgrounds also
wait, you’re referring to the flowers at the very bottom of the foreground right? or is it something else
Every object on bottom bg
In nsmbds not every bg is like that but personally i think it's better like this
ohhh I see
well, I prob won’t get to it now but when I do I hope it doesnt take up too many tiles lol
yeah i have an aseprite with all of it, ill send later
if the bg doesnt scroll vertically at all you could make the section of pipes thatre above the blue mountains part of the top bg so that a bit of the green mountains could scroll under them