This forum is for projects that are a work in progress.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Sat Mar 08, 2014 4:17 pm
I'll think about that later as I'm still designing W1, it's a neat idea though.
Also, SMC is the abbreviation of zephyr's Super Mario Classic project.
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sezixor
- Flurry

- Posts: 187
- Joined: Fri Dec 20, 2013 2:14 pm
Postby sezixor » Sat Mar 08, 2014 6:27 pm
The new water screens look great. They look like they are well designed and have interesting graphics. I especially like the yellow underwater screen. But a few things that I would recommend:
-The blue clouds in the sunset screens might look better if they were orange.
-The ceiling of the underwater area looks a bit empty. Maybe you could add some upside down trees or coral.
-I don't have the full right to judge this aspect because the screens are so small, but from what I see, it looks like some of those levels could use more coins.
Obviously those are just recommendations more than flaws so it is still great either way, and I would also like to be a tester for this since it looks like it will be a good project.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Sat Mar 08, 2014 6:56 pm
Thanks, glad you like the level. It took me some time to make it because of lack of originality, so I decided to take it to an underwater section.
- I thought about it, I shall consider doing so.
- You mean the underwater section am I right? If I get to add some more BGOs there it might look way too filled in my opinion and the underwater feel may get lost. I appreciate your suggestion though.
- The thing is that I took screens of those parts that there are not so many coins, just took screens of the parts that thought that would look good as a screenshot in general. I might look at the levels again and see if they need more though as I feel I may have rushed it a little bit.
I'd gladly accept you as Beta Tester. Darkonious already PMed me asking me to be one, I may make an exception and accept both though.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 4:19 pm
Update! Here goes some screens of W1's fortress!
Also, big news! As soon as my project's testers finishes testing my levels I'll be releasing the Demo (who would have thought about it?).
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silent_
- Birdo

- Posts: 2151
- Joined: Fri Dec 20, 2013 3:34 pm
Postby silent_ » Mon Mar 10, 2014 4:25 pm
I think the two castle screens you just presented were poorly designed, candidly. You lacked tons of things; coins, slopes, pipes, barely any enemies, just general things that are necessary to an actual satisfactory Mario level, particularly with a fortress.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 10, 2014 4:33 pm
I'm fine with it - of course an artificial stone castle inside would lack slopes, and it's supposed to be big to be impenetrable to intruders.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 5:14 pm
@Kep: FanofSMBX seems to get why I decided to design it as it is. Also, like I said before, I do not get to take good screenshots, because I normally miss any of the things you have just pointed out. In this case, it seems I missed all of them. =P
Besides, the level doesn't need to be rushed out with all that to be great, you see? Try replaying SMSE's first castle and you'll see in some parts lacked some BGOs and other things, ONLY if you look at bad taken screenshots. Of course, Chad always managed to take great screenshots so probably many people didn't notice it at all.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 5:34 pm
Before any staff member comes here and tells me to not double post or such, I have a reason which is to post a screenshot I forgot to post, which is the World map's screenshot, or at least W1's map. Rejoice to this magnificence.
Surprised? No? Ok.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 10, 2014 5:36 pm
The paths look really long. It would be a chore to walk all that distance, especially if I wanted to go back to the start from the end.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 5:45 pm
FanofSMBX wrote:The paths look really long. It would be a chore to walk all that distance, especially if I wanted to go back to the start from the end.
That's why I placed a pipe for a Warp Zone right below level 2, sorry if the screenshot is way too small to notice it.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 10, 2014 5:51 pm
Even in just world 1 it's way too big IMO.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 6:09 pm
I never knew there was a size limit tbh. Besides, I prefer quality over size.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 10, 2014 6:11 pm
There's no technical size limit, but it's just not practical. Mario walks far too slowly on the world map.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 6:32 pm
Those paths aren't that long. But anyway, I'll see if I can shorter them.
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Eternity
- Snifit

- Posts: 214
- Joined: Fri Dec 20, 2013 3:27 pm
Postby Eternity » Mon Mar 10, 2014 8:33 pm
I honestly agree at the castle looking a bit bland - there seems to be way too few enemies in the level, with only Thwomps and Roto-Discs being shown here. I recommend having some more enemy variety there, and trying to introduce some more complex obstacles. i'm judging from the screenshots though, so the actual level might be different.
Last edited by Eternity on Mon Mar 10, 2014 8:39 pm, edited 1 time in total.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Mar 10, 2014 8:38 pm
Rust wrote:I honestly agree at the castle looking a bit bland - there seems to be way too few enemies in the level, with only Thwomps and Roto-Discs being shown here. i recommend having some more enemy variety there, and trying to introduce some more complex obstacles. i'm judging from the screenshots though, so the actual level might be different.
I'd say that's fine for world 1.
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Eternity
- Snifit

- Posts: 214
- Joined: Fri Dec 20, 2013 3:27 pm
Postby Eternity » Mon Mar 10, 2014 8:41 pm
It seems a bit too simplistic, though, even for a W1 castle. There's pretty much no variation shown on the screenshots. At least Natsu could add some Dry Bones or more Thwomps. But as I said before, I'm just judging from the screenshots, so the level might be not as bland as it seems.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Mon Mar 10, 2014 8:45 pm
So yeah, like I said on my previous posts, I'm not that good at taking screenshots, so you guys might judge this project may have no "variety" or anything of the like. If anyone could provide better screenshots once the Demo is released I'd be really thankful tbh.
So yeah Rust, there are Drybones, Fishbones and such, not just Rotodiscs and Thwomps.
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Fuyu
- Fry Guy

- Posts: 3137
- Joined: Sat Dec 21, 2013 2:40 pm
- Pronouns: He/Him
Postby Fuyu » Tue Mar 11, 2014 5:21 pm
Since the level doesn't seem to get any positive feedback I took my time to take two screens and merge them on which hopefully you'll find it ... less bland ... I guess?

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SuperMario7
- Ripper II

- Posts: 367
- Joined: Fri Dec 20, 2013 5:49 pm
Postby SuperMario7 » Tue Mar 11, 2014 7:30 pm
The new screen looks awesome! Nice combo of tiles, it looks like a really cool level. Looking forward to seeing more of this.
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