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Thread: Super Heli Land

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  1. #1
    Project update: Finished TTileset class, now I need to get chunks to render with some actual tiles, not cranked up pixels. Mario ripping time!
    //edit: Could tell me if you know of any full set of tiles from Super Mario Land? I'd rather not touch Tile Layer Pro unless it is absolutely necessary.
    Last edited by Darkhog; 20-06-2013 at 04:20 PM.

  2. #2
    PGDCE Developer Carver413's Avatar
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    http://opengameart.org/
    you should be able to find something to use here.

  3. #3
    Thanks, but I need tiles from Super Mario Land 1 for the Gameboy, specifically.

  4. #4
    Ok, I've ripped tiles I need for this project from SML rom using Tile Layer Pro (great program for rom hackers) and then masked them (as I'm using pixel-perfect collision, I need mask for each sprite so it won't collide where it shouldn't and collide where it should).

    I've also started to code chunk rendering stuff and I'm dying to try it out, but I can't as it is not finished yet. Will be able to post some preliminary screenshots then.

  5. #5
    Are you sure ripping the tiles is a good idea? Aren't you violating Intelectual Property rights from nintendo doing this?
    I searched the web a litle and didn't find any information about Super Mario Land graphics being available to be used publicly.

  6. #6
    Well, Nintendo doesn't have issues with Mario fan games such as Mario Forever (I don't mean too hard for God SMB1 hack, I mean PC game with same name) unless you want $$$ for them so I don't think they'll have issue with freeware fan game.

  7. #7
    While my game currently segfaults, I've managed to take screenshot just before segfault occured:

    This is how roughly game would look like. In top left corner you see how game "sees" chunk internally. As you can see, destructible blocks (represented by blue pixels) aren't rendered yet as they need special treating (instead of dumping everything in one big sprite one for chunk and one for traps, it needs to be rendered each sprite separately so game will know which one to remove when it collides with player's bullet). Ground blocks, while they appear to use two tiles, are internally rendered using one ground id with checking while drawing if x/y positions are even or odd numbers and select appropriate tile so it looks like here.

  8. #8
    Quote Originally Posted by Darkhog View Post
    Well, Nintendo doesn't have issues with Mario fan games such as Mario Forever (I don't mean too hard for God SMB1 hack, I mean PC game with same name) unless you want $$$ for them so I don't think they'll have issue with freeware fan game.
    Do you know that Nicker Iron game which is made by Eric was originaly named Missile Command and then he had to rename it becouse Atari acused him of violating their IP rights becouse the name of his game was the same as a 1980 game made by Atari.
    I'm just saying for you to be cautios since IP right violations can lead to large and expensive lawsuits.

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