Topics that have reached 100 pages.
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RPG_Magician
- Snifit

- Posts: 216
- Joined: Tue Sep 06, 2016 7:22 am
Postby RPG_Magician » Sat Jan 07, 2017 9:43 pm
Snessy the duck wrote:RPG_Magician wrote:
To be honest, there's nothing 'Bewildering' about this overworld.
The name thing is takin up way too much of the screen, and the overworld itself is a bit cluttered.
So should I make it like this?

The name thing is currently a test. I may have to resort to Lunalua to add world titles.
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Sat Jan 07, 2017 11:02 pm
the border looks a little weird, I'd suggest to just have it feel more open.
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Sun Jan 08, 2017 2:28 pm
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JamminJelly
- Hoopster

- Posts: 43
- Joined: Wed Sep 30, 2015 10:55 pm
Postby JamminJelly » Wed Jan 11, 2017 2:21 am
Uzendayo wrote:
Tbh I dislike nearly everything about this.
For some reason the SMBX community seems to love taking assets from the SNES Mario games, recoloring them with the SMB3 palette, and acting like now they fit together perfectly.
The Flutters, SMW sizables, and SMB1 BGOs all have completely different styles. Just changing the colors doesn't suddenly make them the same look good together.
The way that there's ground in front of the actual level too, does anybody actually like how that looks? People must since they keep putting it in levels, but I don't understand why.
And that tileset, the rocky dirt texture just looks ugly and the SMW grass thrown on top... It's hard to make SMW grass look good, especially if you aren't using the SMW palette.
I realize I probably sound harsh but this is like an amalgamation of all of the things I hate aesthetically in a SMBX level.
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FireyPaperMario
- Toad

- Posts: 6206
- Joined: Sat Sep 27, 2014 1:39 pm
- Flair: 90's kid born in late 1993 ^_^"
- Pronouns: He/Him
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Contact:
Postby FireyPaperMario » Wed Jan 11, 2017 3:33 pm
JamminJelly wrote:Uzendayo wrote:
Tbh I dislike nearly everything about this.
For some reason the SMBX community seems to love taking assets from the SNES Mario games, recoloring them with the SMB3 palette, and acting like now they fit together perfectly.
The Flutters, SMW sizables, and SMB1 BGOs all have completely different styles. Just changing the colors doesn't suddenly make them the same look good together.
The way that there's ground in front of the actual level too, does anybody actually like how that looks? People must since they keep putting it in levels, but I don't understand why.
And that tileset, the rocky dirt texture just looks ugly and the SMW grass thrown on top... It's hard to make SMW grass look good, especially if you aren't using the SMW palette.
I realize I probably sound harsh but this is like an amalgamation of all of the things I hate aesthetically in a SMBX level.
We all make recolors in this community! If you don't like it, that's your opinion! I kinda like the style anyways
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Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Wed Jan 11, 2017 3:54 pm
JamminJelly wrote:I realize I probably sound harsh
You definitely do, because the only two things that strike to me is the bright pink of the treetop and the waterfalls overlapping the mushroom platforms (which is not possible to change tho probably), but in general this is a really cool aesthetic work
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Wed Jan 11, 2017 8:38 pm
JamminJelly wrote:Uzendayo wrote:
Tbh I dislike nearly everything about this.
For some reason the SMBX community seems to love taking assets from the SNES Mario games, recoloring them with the SMB3 palette, and acting like now they fit together perfectly.
The Flutters, SMW sizables, and SMB1 BGOs all have completely different styles. Just changing the colors doesn't suddenly make them the same look good together.
The way that there's ground in front of the actual level too, does anybody actually like how that looks? People must since they keep putting it in levels, but I don't understand why.
And that tileset, the rocky dirt texture just looks ugly and the SMW grass thrown on top... It's hard to make SMW grass look good, especially if you aren't using the SMW palette.
I realize I probably sound harsh but this is like an amalgamation of all of the things I hate aesthetically in a SMBX level.
well what would you recommend instead?
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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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Contact:
Postby MECHDRAGON777 » Thu Jan 12, 2017 7:40 am
The pipe without the stem, the pink forest, and the SMWII crystals seem out of place.
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Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1683
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Thu Jan 12, 2017 8:23 am
Uzendayo wrote:
Well, I think the coins shouldn't be on the ground.
Also the Goomba underground and the crystals and trees would be better off in a darker color.
Is the level have a specific character to play as, my guess is due to the piranha plants leaving only one block space open?
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Black Mamba
- Boss Bass

- Posts: 1253
- Joined: Thu May 29, 2014 6:11 pm
- Pronouns: They/Her
Postby Black Mamba » Sat Jan 14, 2017 4:52 pm
Ness-Wednesday wrote:Uzendayo wrote:
Well, I think the coins shouldn't be on the ground.
Also the Goomba underground and the crystals and trees would be better off in a darker color.
Is the level have a specific character to play as, my guess is due to the piranha plants leaving only one block space open?
there's a toothy pipe there for people to get through the blocks and enemies with
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Nepgya
- Swooper

- Posts: 79
- Joined: Fri Jan 06, 2017 1:31 pm
Postby Nepgya » Mon Jan 16, 2017 11:43 am
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Mon Jan 16, 2017 11:50 am
Tsutsumi-Chan wrote:
That looks a lot like one of my levels, Funky Forest Fun.

See? The resemblance is definetly there!
Anyways, the SMB3 tileset clashes a lot with the rest of the level's SMW enemies and bgos, and I would recommend changing it. But this is pretty good so far!
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Nepgya
- Swooper

- Posts: 79
- Joined: Fri Jan 06, 2017 1:31 pm
Postby Nepgya » Mon Jan 16, 2017 11:52 am
Snessy the duck wrote:Tsutsumi-Chan wrote:
That looks a lot like one of my levels, Funky Forest Fun.

See? The resemblance is definetly there!
Anyways, the SMB3 tileset clashes a lot with the rest of the level's SMW enemies and bgos, and I would recommend changing it. But this is pretty good so far!
Thank you for the feedback, I will be sure to make some changes!
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Mon Jan 16, 2017 11:53 am
Tsutsumi-Chan wrote:Snessy the duck wrote:Tsutsumi-Chan wrote:
That looks a lot like one of my levels, Funky Forest Fun.

See? The resemblance is definetly there!
Anyways, the SMB3 tileset clashes a lot with the rest of the level's SMW enemies and bgos, and I would recommend changing it. But this is pretty good so far!
Thank you for the feedback, I will be sure to make some changes!
Glad I could help. By they way, welcome to the forums!
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Jan 16, 2017 12:00 pm
Snessy the duck wrote:Tsutsumi-Chan wrote:
That looks a lot like one of my levels, Funky Forest Fun.

See? The resemblance is definetly there!
Anyways, the SMB3 tileset clashes a lot with the rest of the level's SMW enemies and bgos, and I would recommend changing it. But this is pretty good so far!
Tile-wise? Sure. Design-wise? No, not at all.
And the tiles actually look nice next to each other imo. I prefer the looks of Tsutsumi's stage over those of your stage, in fact, as it's more vibrant and mixes assets in a non-boring way. I really like your use of the :3-Trees and pipes in particular.
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Nepgya
- Swooper

- Posts: 79
- Joined: Fri Jan 06, 2017 1:31 pm
Postby Nepgya » Mon Jan 16, 2017 12:08 pm
Enjl wrote:Snessy the duck wrote:Tsutsumi-Chan wrote:
That looks a lot like one of my levels, Funky Forest Fun.

See? The resemblance is definetly there!
Anyways, the SMB3 tileset clashes a lot with the rest of the level's SMW enemies and bgos, and I would recommend changing it. But this is pretty good so far!
Tile-wise? Sure. Design-wise? No, not at all.
And the tiles actually look nice next to each other imo. I prefer the looks of Tsutsumi's stage over those of your stage, in fact, as it's more vibrant and mixes assets in a non-boring way. I really like your use of the :3-Trees and pipes in particular.
Thanks alot for the support, what I try to do with style mixing is try out diffrent things, and then come with a nice combination that goes together. When designing I never really like the idea of using elements from the same game only.
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Emral
- Cute Yoshi Egg

- Posts: 9891
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Mon Jan 16, 2017 12:17 pm
Tsutsumi-Chan wrote:Enjl wrote:Tile-wise? Sure. Design-wise? No, not at all.
And the tiles actually look nice next to each other imo. I prefer the looks of Tsutsumi's stage over those of your stage, in fact, as it's more vibrant and mixes assets in a non-boring way. I really like your use of the :3-Trees and pipes in particular.
Thanks alot for the support, what I try to do with style mixing is try out diffrent things, and then come with a nice combination that goes together. When designing I never really like the idea of using elements from the same game only.
Yeah, testing out different combinations and coming up with setups for obstacles, different ideas for theme combinations and pulling inspiration from various sources is by far the most fun part of making levels imo. The combination you found here looks super nice and just having these vibrant colours, to me, makes the level much more appealing than if they were drained and same-y.
If you want another incentive for experimentation for future levels you could try looking at specific elements the engine presents to you and see what kind of crazy stuff you can come up with. For example, this SMW level takes the concept of a donut block and combines it with various elements in ridiculous ways.
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Ness-Wednesday
- Purple Yoshi Egg

- Posts: 1683
- Joined: Sun Jun 28, 2015 3:50 pm
- Flair: Diverse Scouts
- Pronouns: He/Him
Postby Ness-Wednesday » Mon Jan 16, 2017 1:42 pm
Curse Luigi for the random sprite in the grass.
There, perfectly vanilla...
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Zeldamaster12
- Cid

- Posts: 4105
- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Mon Jan 16, 2017 3:50 pm
The grass ceiling (and perhaps the grass scenery as a whole) look unfitting with the pipe background.
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ElectriKong
- Bowser

- Posts: 4652
- Joined: Mon Jun 06, 2016 4:32 pm
- Pronouns: he/him
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Contact:
Postby ElectriKong » Mon Jan 16, 2017 3:52 pm
Yeah the grass and pipe backgrounds kind of clash.
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