#NSMB: Flower Journey

1 messages · Page 5 of 1

short pelican
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Specifically the 3?

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Oh, is it something like there being a Wonder Flower in every level, and a coin is the collectible you get out of one?

placid urchin
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yeah thats why lol

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I don’t have wonder seeds yet (idk if I will honestly) so thats how it is rn

placid urchin
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you know what thats actually not too bad

placid urchin
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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 🪦

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actually i might wanna remake the smw and cloud backgrounds before implementing it

dense mountain
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I love how it all looks! It all looks very 3-dimensional which I like a lot

placid urchin
placid urchin
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im finally done importing it 😭
comparison again: left is old, right is new ingame

sick sorrel
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New one is definitely better

shy matrix
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is there a demo?

placid urchin
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not yet unfortunately

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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

shy matrix
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so does this recreate wonder or is it inspired by

placid urchin
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inspired

shy matrix
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alr

onyx osprey
placid urchin
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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

short oracle
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yo nice

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I'd give them a little acceleration personally, but they look nice

rapid shale
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I don't remember all of nsbmds sounds but i feel like there would've been more fitting one?

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Either way, very good work

placid urchin
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im just worried about sound sets

sick sorrel
placid urchin
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yeah,,,

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wonder how I could make my own so I can have it with other sounds i could use

sick sorrel
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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)

placid urchin
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it doesn’t really sound like ‘destroyed/break’ tho

rapid shale
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If only i had every nsmbds sound effect i would help you to find the right fitting one

placid urchin
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nitrostudio 2 MarioOkay

rapid shale
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This one could've been good if it were louder

rapid shale
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it's 5 am for me either way and i was supposed to be asleep 5 hours ago

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instead i relapsed and started working on random stuff lmao

stone steppe
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You could always like, just add a sound

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And if ur worried about sound sets just use one of those empty sounds that are always loaded

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There is a lot of them

placid urchin
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-# i kinda have a general idea of how to do it but im still unsure

rapid shale
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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

placid urchin
stone steppe
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first of all, you need this
ncp_repl(0x02012044, "cmp r12, #0xFFFFFFFF");
it disabled this check which allows more sound archives to be added

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gonna quickly strip down the .hpp file for extended sfx so its not a mess with all my stuff

stone steppe
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#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

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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

placid urchin
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alr ty, ill look into it soon

rapid shale
# placid urchin this

Honestly, if you added a small fade out and added tap sound with small volume and beginning you would nicely replicate original sound

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way more fun that getting from wii honestly lmao

placid urchin
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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

feral pasture
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Wonderful

rapid shale
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Honestly, too green

placid urchin
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hmmmm

sick sorrel
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The green color is fine, don't listen to Afterlight MarioOkay

rapid shale
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It looks like that is about to pew

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add another layer with the mushroom part and set the opacity to around half and it's good

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@placid urchin How many tris your mushroom has btw?

placid urchin
rapid shale
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Triangles

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oh shit wrong question

placid urchin
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no i mean the sprite lol

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also the mushrooms share the same sprite but different palettes so i cant be 100% free with it either

placid urchin
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like 20 ish more than the og one

rapid shale
placid urchin
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i could very easily delete tris from the back tho but i cant be bothered

rapid shale
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around

rapid shale
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some will steal it and use it for 3D game, imo good

placid urchin
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its just that one pixel but yeah lmao

rapid shale
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Why you can't change the colours? palettes?

placid urchin
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i did this

rapid shale
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Yeah way better

placid urchin
rapid shale
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Yeah i know, i didn't talk anything about changing pixels apart from color 😭

placid urchin
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oh lol

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idk why but i thought i already imported them ingame, im gonna get to that later GoalSkull

sick sorrel
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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

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That's what I did with my jyotyu

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It makes editing these kind of graphics less tedious and more manageable

placid urchin
sick sorrel
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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

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I explained this very poorly but I think you get what I mean

placid urchin
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its def really useful

placid urchin
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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 🥹

placid urchin
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wtf i unintentionally made a green koopa reserve while importing this stuff lmao

placid urchin
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@ ndymario petition to make this and all user project threads disappear after 7 days instead of 3

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#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

rapid shale
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Imo the forest one is nearly perfect, honestly one of my fav tilesets in all of nsmbds communit

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i would only improve the flowers

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regarding autumn one, the grass pattern could've been impropve and a bit the ground pattern as well, a bit blurry

placid urchin
placid urchin
placid urchin
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i remembered i changed it a while ago i think and then it changed back for some reason lol

lethal ermine
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Petition to make creators disappear after 7 days if no updates are delivered

graceful citrus
sick sorrel
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Fuzzy revived? In this economy???

wild gorge
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He is now greedy unfortunately

lethal ermine
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Funny cause I said my hack would be done this summer 💀😭

placid urchin
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blazing adventure for winter!

rapid shale
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freezing adventure

placid urchin
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1-1 somehow became one of if not the most beautiful level yet
ill show it in a moment lol

placid urchin
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a very wonderful glowup marioready

wild gorge
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WOOOOOOOOOOOWWWWWWWWW :0

short pelican
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I liked the DS bushes tbh

rapid shale
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i though you would do that lmao

placid urchin
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yeah i do have the layers dw, i just didnt bother to do it 😭

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though that layer is also at like, the very border of the parallax so idk
(referring to the multiple scroll speeds in the bg)

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ill see what i can do

rapid shale
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also do you have fucking 3 layered bgs?? those stones move at different pace, how

placid urchin
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theres a reason i asked dm about the bg scrolling lol

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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

placid urchin
rapid shale
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@sick sorrel steal this now

sick sorrel
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No epic

placid urchin
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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

wild gorge
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Thanks for the knowledge MarioOkay

placid urchin
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if it had any detail, that detail would move alongside it

sick sorrel
verbal ruin
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Everybody bandits smh

rapid shale
placid urchin
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''auto'' in the scrollsection makes it move like if it were the clouds btw

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thats why the fg scroll has that in one of the sections

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actually i wonder if nintendo used this for anything other than clouds

rapid shale
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damn, if i'll make another bg ill consider trying out this thing with zstar

placid urchin
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its a hardware feature

sick sorrel
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Frosty I'm gonna destroy you

placid urchin
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it's his fault marioready

sick sorrel
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Now Afterlight is gonna force me to implement 3 layered backgrounds

sick sorrel
placid urchin
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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

rapid shale
placid urchin
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iirc in purps' trees background he made the clouds parallax slower since they're entirely a flat color below

rapid shale
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i acn make 20 layered fcking bg

placid urchin
short oracle
placid urchin
rapid shale
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Every object on bottom bg

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In nsmbds not every bg is like that but personally i think it's better like this

placid urchin
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well, I prob won’t get to it now but when I do I hope it doesnt take up too many tiles lol

rapid shale
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if you have all the layers, i can do it in a few seconds

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@placid urchin

placid urchin
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yeah i have an aseprite with all of it, ill send later

wooden cedar