Super Mario 65

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NopeToster
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Super Mario 65

Postby NopeToster » Thu Jun 25, 2015 12:01 am

くそ THIS PROJECT!

ITS STUPID AND NOT NEEDED!
Last edited by NopeToster on Tue Jun 28, 2016 7:05 pm, edited 2 times in total.

Murphmario
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Re: Super Mario 65

Postby Murphmario » Thu Jun 25, 2015 12:31 am

Here are some flaws I saw with the screen:
Image
Might want to fix them.

Superiorstar
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Re: Super Mario 65

Postby Superiorstar » Thu Jun 25, 2015 1:04 am

The bridge cutoff doesn't really matter m8, but the rest of the tiles do.
You could do so much better with the POWER OF PAINT.NET nopetoster.

mechamind
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Re: Super Mario 65

Postby mechamind » Thu Jun 25, 2015 9:06 am

This is pretty minor, but when I hear a name like Super Mario 65, I tend to think that the graphics at least look (or really are) 3D. In SMBX, an episode with this name might require a modified engine.

On the plus side, you might be able to get away with 1x1 pixels if you did go 3D, but that's assuming everything is redesigned.

Darkonius Mavakar
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Re: Super Mario 65

Postby Darkonius Mavakar » Thu Jun 25, 2015 11:30 am

not to mention this name assumes you're making an episode in 65 bits.

NopeToster
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Re: Super Mario 65

Postby NopeToster » Thu Jun 25, 2015 12:01 pm

Murphmario wrote:Here are some flaws I saw with the screen:
Image
Might want to fix them.
the tree is not a new gfx,I just made the vine invisible,also SilverDeoxys563 made the PM goombas.

I put the brown spot there so that the player knows that they will have to touch it
to get to another area
Last edited by underFlo on Thu Jun 25, 2015 12:53 pm, edited 1 time in total.
Reason: Double Post

RudeGuy
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Re: Super Mario 65

Postby RudeGuy » Thu Jun 25, 2015 12:17 pm

NopeToster wrote:I put the brown spot there so that the player knows that they will have to touch it
to get to another area
But can't you do it by just using something like a pipe or a door?
Also why are you ignoring the problems other users noted.
Anyway, this looks quite bad with all those cutoffs and clash (precisely, the goombas clashes, I'd use something else like a SMB3 goomba or a SMW Galoomba since everything else is SMW styled). There's also a lack of coins.

NopeToster
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Re: Super Mario 65

Postby NopeToster » Thu Jun 25, 2015 12:32 pm

RudeGuy07 wrote:
NopeToster wrote:I put the brown spot there so that the player knows that they will have to touch it
to get to another area
But can't you do it by just using something like a pipe or a door?
Also why are you ignoring the problems other users noted.
Anyway, this looks quite bad with all those cutoffs and clash (precisely, the goombas clashes, I'd use something else like a SMB3 goomba or a SMW Galoomba since everything else is SMW styled). There's also a lack of coins.

a pipe will just get in the way,and I thought that nobody used the instant warp that much.

The coins are mushrooms,so there's a lack of coins.
Last edited by underFlo on Thu Jun 25, 2015 12:54 pm, edited 1 time in total.
Reason: Double Post

Black Mamba
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Re: Super Mario 65

Postby Black Mamba » Fri Jun 26, 2015 10:27 am

Why add SMG4?

Mable
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Re: Super Mario 65

Postby Mable » Fri Jun 26, 2015 10:55 am

NopeToster wrote:
a pipe will just get in the way,and I thought that nobody used the instant warp that much.
Uhm what? Pipes are made for warping plus you can use normal pipe warping not instant. Also pipes are good for putting in plants.

NopeToster
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Re: Super Mario 65

Postby NopeToster » Fri Jun 26, 2015 11:09 am

Uzendayo wrote:Why add SMG4?

Because it's not the first thing people will think of.

Mable
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Re: Super Mario 65

Postby Mable » Fri Jun 26, 2015 11:19 am

Did you thought about my post? Since you didn't say anything to it. Also adding smg4 is not really something people wouldn't think of.

FanofSMBX
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Re: Super Mario 65

Postby FanofSMBX » Mon Jul 06, 2015 3:15 pm

I like the climbable tree idea, and I also like the sizeable + wall idea. Unfortunately the coin powerup looks blurry.


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