I'm proud to present my very own SMBX2 project, Super Mario Khroma!
I started the concepting and development of the episode after the arrival of Beta 4, but the true work started in March when I actually started to make some levels. Now let's dive into it!
PLOT
Some kind of misterious force is depriving the whole Mushroom Kingdom of its lymph, making the beautiful landscapes of Peach's Castle become colorless. As always, first suspects go on Bowser, so our heroes go on a journey outside the Mushroom Kingdom to solve the problem, but looks like they won't be alone!
Here come the RGBlobs!
These cute little blobs are being trapped inside blocks. Free them to keep them into your drop item box and unleash their special abilities!
This project was made possible by the wonderful people who made custom scripts and graphics here, on Discord, on MFGG and SMWC, In the finished product, I'll include a complete list of the authors of the graphics I used or also edited.
And that's all for the first informations about my new project! If you want to stay tuned about the progress of the project, make sure to follow it on my Discord server and on my YouTube channel.
If you want to support the project. you can add the logo to your signature, I'd appreciate that!
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
It doesn't often work because the modern palette is lit through the lighting from a 3D environment. Even in the NSMB series. Soft lighting doesn't mesh well with pixel art that's often heavily characterized by contrast and hueshifts. Here, it definitely looks like you went color-picker on a Mario 3D model and then fill-tooled the SMW sprites, because I can hardly distinguish more than one color of each hue, because the saturation is very high and contrast very low, probably due to the soft lighting on the model.
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
It doesn't often work because the modern palette is lit through the lighting from a 3D environment. Even in the NSMB series. Soft lighting doesn't mesh well with pixel art that's often heavily characterized by contrast and hueshifts. Here, it definitely looks like you went color-picker on a Mario 3D model and then fill-tooled the SMW sprites, because I can hardly distinguish more than one color of each hue, because the saturation is very high and contrast very low, probably due to the soft lighting on the model.
Since in the end I noticed the problem you were talking about, and I highly want to try to make a modern palette fit into the project, I decided to slightly change it with a different one that seems to have more contrast, especially on the blue parts. Hope it improves it someway, if not I think I'll have to stick to the SMW palette.
This project is overall really impressive, i am loving it so far. You managed to get some aesthetic feeling to the levels but with the same essence of smw to It, as i love seeying smw-styled projects. This project seems pretty unique and feels fresh with the colorful level design. I am looking foward for this.
This project is overall really impressive, i am loving it so far. You managed to get some aesthetic feeling to the levels but with the same essence of smw to It, as i love seeying smw-styled projects. This project seems pretty unique and feels fresh with the colorful level design. I am looking foward for this.
First, the support banner is right on top, and there's a code for it too.
Second, there's not really a point in moving to NSMBX, this is an SMBX2 project, I have no idea where you got that from. For your information, NSMBX is not compatible with SMBX2-exclusive stuff (new assets and scripting)
Amazing project, I like how it has a special vibe to it, mainly the city like aesthetics that the logo and hud greatly enhances. And also the consistency of using only the SMW style. The trailer was fantastic and the boss battle suprised me when Bowser started to throw grolls towards the player, I assume this boss takes place in the groll level which connects stuff nicely. Good luck with your project! Also I saw you can play as kamek in the trailer, why didn't you add that to the playables list in your forum topic?
Amazing project, I like how it has a special vibe to it, mainly the city like aesthetics that the logo and hud greatly enhances. And also the consistency of using only the SMW style. The trailer was fantastic and the boss battle suprised me when Bowser started to throw grolls towards the player, I assume this boss takes place in the groll level which connects stuff nicely. Good luck with your project! Also I saw you can play as kamek in the trailer, why didn't you add that to the playables list in your forum topic?
Thanks for the feedback!
I didn't specify all the playables because they're not going to be persistent characters you can play as, but only in particular levels, so I could change it anytime