Topics that have reached 100 pages.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Jan 14, 2015 1:34 pm
Nickname wrote:Atm my biggest need are BGOs.
Go matrix style and have binary code running downwards.
Another idea is a grid-texture smb1 bush (green and transparent).
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Postby h2643 » Wed Jan 14, 2015 2:23 pm
A SMB2 thing:
Guess what, it replaces a ? Block (you can make it non-hittable by setting its contents to "Empty" and you can make it big like that in PGE).
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Wed Jan 14, 2015 5:59 pm
Nickname wrote:If I include a boss, it'll be something more special (the boss I might use for this actually inspired something you've seen in the screen). I also don't plan on using custom powerups. Atm my biggest need are BGOs.
Edit:
Some progress. Added a Sizable, two new NPCs and an actual BG. Now I need to think of BGOs and have to do some slopes.
BG and the Bird robot NPC (which replaces a SMW Ninji) are from Sonic Advance 2 and the Virus (get it) is from M&L SS
The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I also tried to make a cyberspace tileset, but this looks better! I will diffenrt use it when it is released! I have a level made that suits this perfectly!
Since "1"a and "0"a are like switches, maybe you can use that t your advantage with the switch blocks, or at least two of them! (1 is on and 0 is off) so if you can implement that into your tileset, this would be super!
Ps: I already hve a level made that fits the theme! Thank you for world minus and five!
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SilverDeoxys563
- Guest
Postby SilverDeoxys563 » Wed Jan 14, 2015 7:01 pm
MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
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Void
- Monty Mole

- Posts: 116
- Joined: Sat Dec 21, 2013 11:26 am
- Flair: uhhhhhhh
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Postby Void » Wed Jan 14, 2015 8:23 pm
(WIP) This Is Exactly Why You Should Never Trust A Demon Bat, THIS will Happen. It's Just Ordinary:  Bloody Enemies, A Cursed Evil Genius, What Else Could Go Wrong? Yes That Is Eggman.EXE You see There. (I Will Make The Flamethrower SMB3 Styled)
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Postby HenryRichard » Wed Jan 14, 2015 8:54 pm
SilverDeoxys563 wrote:MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
I made a binary graphic once, maybe it can help with this problem:
Each number plus the space is 4 pixels wide, so you can fit 16 numbers in one 16x16 tile.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Postby MECHDRAGON777 » Wed Jan 14, 2015 10:29 pm
SilverDeoxys563 wrote:MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
I know what you mean, but I did this with Henry Richards moddle about a month ago... Or two!
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Jan 15, 2015 12:45 am
The size difference is not a big deal. Switching some numbers around over one or two tiles while maintaining the balance between 0 and 1 or adding enough of one to discard one of the other should work.
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Thu Jan 15, 2015 12:48 am
beanluv wrote:(WIP) This Is Exactly Why You Should Never Trust A Demon Bat, THIS will Happen. It's Just Ordinary:  Bloody Enemies, A Cursed Evil Genius, What Else Could Go Wrong? Yes That Is Eggman.EXE You see There. (I Will Make The Flamethrower SMB3 Styled)
It's just so odd seeing Mario fighting Doctor Ivo Robotnik.. not odd in a bad way mind you... just... odd.
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Postby h2643 » Thu Jan 15, 2015 6:52 am
My CC9 level graphics in PGE's item boxes (Idk I made them for the next update of my GFX pack):
Man, I really love how you can create tabs like that in PGE...
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underFlo
- Wart

- Posts: 4456
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Postby underFlo » Thu Jan 15, 2015 7:45 am
HenryRichard wrote:SilverDeoxys563 wrote:MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
I made a binary graphic once, maybe it can help with this problem:
Each number plus the space is 4 pixels wide, so you can fit 16 numbers in one 16x16 tile.
That looks like it'll work, but I don't quite like the style of the 1. I'll see about it.
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Eternity
- Snifit

- Posts: 214
- Joined: Fri Dec 20, 2013 3:27 pm
Postby Eternity » Thu Jan 15, 2015 1:24 pm
TSRPR? Looks pretty neat @h2643. There's not much to comment on, but the rip was pretty well done and yeah, PGE has some awesome features.
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Ghale
- Cheep-Cheep

- Posts: 11
- Joined: Tue Jan 13, 2015 11:40 pm
Postby Ghale » Thu Jan 15, 2015 1:47 pm
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Thu Jan 15, 2015 1:57 pm
Woah, that looks pretty cool! I like the mixing of tiles!
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h2643
- Reznor

- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Thu Jan 15, 2015 2:03 pm
Aeon wrote:TSRPR? Looks pretty neat @h2643. There's not much to comment on, but the rip was pretty well done and yeah, PGE has some awesome features.
Thanks, and yeah, those "linear" blocks and BGOs are from TSRPR, though I made the slopes, steep slopes and second sizable block myself.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu Jan 15, 2015 2:58 pm
It'd be good if you recolor those pyramid tileset and that star so they are brighter.
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Waddle
- Tellah

- Posts: 1583
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- Flair: hi!!!
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Postby Waddle » Thu Jan 15, 2015 2:59 pm
RudeGuy07 wrote:
It'd be good if you recolor those pyramid tileset and that star so they are brighter.
The star is darker because its in a bubble :p
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Ghale
- Cheep-Cheep

- Posts: 11
- Joined: Tue Jan 13, 2015 11:40 pm
Postby Ghale » Thu Jan 15, 2015 3:04 pm
RudeGuy07 wrote:
It'd be good if you recolor those pyramid tileset and that star so they are brighter.
I don't think the stones need to be recolored, for me it looks ok. Also, as Waddle Derp said, the star is dark because it's in a bubble.
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Eternity
- Snifit

- Posts: 214
- Joined: Fri Dec 20, 2013 3:27 pm
Postby Eternity » Thu Jan 15, 2015 3:54 pm
I think those stones slightly clash with everything else, as they might be a bit too detailed, but other than that looks pretty great.
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Ghale
- Cheep-Cheep

- Posts: 11
- Joined: Tue Jan 13, 2015 11:40 pm
Postby Ghale » Thu Jan 15, 2015 4:23 pm
Aeon wrote:I think those stones slightly clash with everything else, as they might be a bit too detailed.
I didn't found anything better, so I put these.
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