SMB 16 bit Project

Mapping related threads and questions go in here!
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The Snivy
Posts: 34
Joined: 15 Jul 2016, 02:43

Post » 25 Aug 2016, 20:22

Hi there!

I wanted to make a mappack with SMBAS SMB1 graphics. So i started. And here is what i have so far!

Image
Koopas and Goombas

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Flying Koopas, Cheep Cheeps and Beetles

Image
Bowser

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Lakito and Spiny

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Piranna Plant and Blooper

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Fireball and Bullet Bill

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Hammer Bro

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Bowser Fire

(Bowser and his fire had to be resized to be usable.)

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Basic part of the tileset.

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The main menu!
Last edited by The Snivy on 30 Aug 2016, 07:50, edited 1 time in total.

MF064DD
Posts: 719
Joined: 20 May 2014, 00:08

Post » 28 Aug 2016, 01:23

No hate man, this looks pretty good so far. But I think someone had made an entire mod based on this little concept. Still, looking good so far.

(EDIT): Found it, but don't let that discourage you. viewtopic.php?f=13&t=2503

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Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
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Post » 29 Aug 2016, 09:13

Hey, I would like to help you create the tileset. Can you give me a copy of it?

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The Snivy
Posts: 34
Joined: 15 Jul 2016, 02:43

Post » 29 Aug 2016, 19:38

Villager103 wrote:Hey, I would like to help you create the tileset. Can you give me a copy of it?
Okay, but first i was planning to overwrite smbtiles.png for my tiles instead of a custom tileset.

By the way, i'm gonna make a few different releases for the mappack. First i'm working on 1.6 mod (changed textures plus poison mushroom)

Edit: This is all i have at the moment (I scrappped the other tileset in the picture):

Image

Edit 2: Can someone help me with the poison mushroom? This is what's in the lua file:

Code: Select all

poisonmushroom = class:new()

function poisonmushroom:init(x, y)
	--PHYSICS STUFF
	self.x = x-6/16
	self.y = y-11/16
	self.speedy = 0
	self.speedx = 0
	self.width = 12/16
	self.height = 12/16
	self.static = true
	self.active = true
	self.category = 6
	self.mask = {	true,
					false, false, true, true, true,
					false, true, false, true, true,
					false, true, true, false, true,
					true, true, false, true, true,
					false, true, true, false, false,
					true, false, true, true, true}
	self.destroy = false
	self.autodelete = true
	
	--IMAGE STUFF
	self.drawable = false
	self.graphic = poisonmushroomimg
	self.quad = entityquads[2].quad
	self.offsetX = 7
	self.offsetY = 3
	self.quadcenterX = 9
	self.quadcenterY = 8
	
	self.rotation = 0 --for portals
	self.uptimer = 0
	
	self.falling = false
end

function poisonmushroom:update(dt)
	--rotate back to 0 (portals)
	self.rotation = math.mod(self.rotation, math.pi*2)
	if self.rotation > 0 then
		self.rotation = self.rotation - portalrotationalignmentspeed*dt
		if self.rotation < 0 then
			self.rotation = 0
		end
	elseif self.rotation < 0 then
		self.rotation = self.rotation + portalrotationalignmentspeed*dt
		if self.rotation > 0 then
			self.rotation = 0
		end
	end
	
	if self.uptimer < mushroomtime then
		self.uptimer = self.uptimer + dt
		self.y = self.y - dt*(1/mushroomtime)
		self.speedx = mushroomspeed
		
	else
		if self.static == true then
			self.static = false
			self.active = true
			self.drawable = true
		end
	end
	
	if self.destroy then
		return true
	else
		return false
	end
end

function poisonmushroom:draw()
	if self.uptimer < mushroomtime and not self.destroy then
		--Draw it coming out of the block.
		love.graphics.drawq(entitiesimg, entityquads[2].quad, math.floor(((self.x-xscroll)*16+self.offsetX)*scale), math.floor((self.y*16-self.offsetY)*scale), 0, scale, scale, self.quadcenterX, self.quadcenterY)
	end
end

function poisonmushroom:leftcollide(a, b)
	self.speedx = mushroomspeed
	
	if a == "player" then
		b:kill()
		self.active = false
		self.destroy = true
		self.drawable = false
	end
	
	return false
end

function poisonmushroom:rightcollide(a, b)
	self.speedx = -mushroomspeed
	
	if a == "player" then
		b:kill()
		self.active = false
		self.destroy = true
		self.drawable = false
	end
	
	return false
end

function poisonmushroom:floorcollide(a, b)
	if a == "player" then
		b:kill()
		self.active = false
		self.destroy = true
		self.drawable = false
	end	
end

function poisonmushroom:ceilcollide(a, b)
	if a == "player" then
		b:kill()
		self.active = false
		self.destroy = true
		self.drawable = false
	end	
end

function poisonmushroom:jump(x)
	self.falling = true
	self.speedy = -mushroomjumpforce
	if self.x+self.width/2 < x-0.5 then
		self.speedx = -mushroomspeed
	elseif self.x+self.width/2 > x-0.5 then
		self.speedx = mushroomspeed
	end
end

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Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
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Post » 30 Aug 2016, 16:09

I have revamped your tileset! Everything is included, along with a few extras. Castle tiles/some BGO's are not included. Tiles ripped by Jouw on TSR.



Click on it to see the image, the thumbnail is borked.

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UnderBound
Posts: 44
Joined: 09 Apr 2016, 22:01

Post » 09 Sep 2016, 07:00

Good Job! I'll try to put a orange pipe in

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FuriousTH
Posts: 651
Joined: 31 May 2014, 02:14
Contact:

Post » 17 Sep 2016, 21:08

Image
Btw credits to Hatninja.

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