Share and discuss custom SMBX graphics.
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smbx4n00bs
- Goomba

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Postby smbx4n00bs » Fri Mar 29, 2019 8:41 am
Hello, this is my first post.
I have noticed the SMB3 cave graphics included with SMBX look wrong when compared to the actual SMB3 game.
I made them look like in SMB3, and you can freely download them below.
It works in 1.3 and 2.0, and to use it in 38A 1.4.4, use Wohlstand's GIF2PNG SMBX tool.
Tip: you can put this in the graphics folder, and it will replace the default cave tiles with these fixed ones for all episodes and levels. But doing this with lots of other graphics can screw up the default graphics.
Last edited by smbx4n00bs on Fri Mar 29, 2019 1:45 pm, edited 1 time in total.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Fri Mar 29, 2019 9:22 am
2.0 Beta 4 will change the SMB3 Cave tiles, but I guess, if you want to get the graphic faster?
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ElectriKong
- Bowser

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Postby ElectriKong » Fri Mar 29, 2019 9:22 am
smbx4n00bs wrote: ↑Fri Mar 29, 2019 8:41 am
Tip: put this in the graphics folder, and it will replace the default cave tiles with these fixed ones for all episodes and levels.
You shouldn't modify (or suggest other people modify) the default features of SMBX, as it makes your version of SMBX inconsistent with everyone else's, which can lead to issues.
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smbx4n00bs
- Goomba

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Postby smbx4n00bs » Fri Mar 29, 2019 1:43 pm
Electriking wrote: ↑Fri Mar 29, 2019 9:22 am
You shouldn't modify (or suggest other people modify) the default features of SMBX, as it makes your version of SMBX inconsistent with everyone else's, which can lead to issues.
I think something like this will be done in an SMBX2 update, but it will not be inconsistent for the users that use SMBX2, only 1.3.
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ElectriKong
- Bowser

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Postby ElectriKong » Fri Mar 29, 2019 5:19 pm
smbx4n00bs wrote: ↑Fri Mar 29, 2019 1:43 pm
Electriking wrote: ↑Fri Mar 29, 2019 9:22 am
You shouldn't modify (or suggest other people modify) the default features of SMBX, as it makes your version of SMBX inconsistent with everyone else's, which can lead to issues.
I think something like this will be done in an SMBX2 update, but it will not be inconsistent for the users that use SMBX2, only 1.3.
Changing anything in the base game makes your SMBX inconsistent with what everyone else uses, which can cause issues that wouldn't exist had it been left as it was. Even though it is just graphics, you still risk ending up in a situation where people will play your episodes and levels, but it looks different from how it was supposed to look because you had default graphics that weren't the same as what everyone else had.
And although in this case the changes with your tileset are not major here, and something that is happening in beta 4, suggesting that someone modified base game elements is generally a bad idea because of the potential issues one might experience.
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Cal Smoke
- Shy Guy

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Postby Cal Smoke » Fri Mar 29, 2019 5:36 pm
Electriking wrote: ↑Fri Mar 29, 2019 5:19 pm
smbx4n00bs wrote: ↑Fri Mar 29, 2019 1:43 pm
Electriking wrote: ↑Fri Mar 29, 2019 9:22 am
You shouldn't modify (or suggest other people modify) the default features of SMBX, as it makes your version of SMBX inconsistent with everyone else's, which can lead to issues.
I think something like this will be done in an SMBX2 update, but it will not be inconsistent for the users that use SMBX2, only 1.3.
Changing anything in the base game makes your SMBX inconsistent with what everyone else uses, which can cause issues that wouldn't exist had it been left as it was. Even though it is just graphics, you still risk ending up in a situation where people will play your episodes and levels, but it looks different from how it was supposed to look because you had default graphics that weren't the same as what everyone else had.
And although in this case the changes with your tileset are not major here, and something that is happening in beta 4, suggesting that someone modified base game elements is generally a bad idea because of the potential issues one might experience.
but you could always place them in a episode folder that isn't specific to any level.
then every level in that episode will have that cave tileset fix, ez pz.
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MegaDood
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Postby MegaDood » Sun Apr 07, 2019 5:39 pm
Maybe you could use it if you were making a project in 1.3.0.1.
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Eri7
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Postby Eri7 » Sun Apr 07, 2019 6:32 pm
MegaDood wrote: ↑Sun Apr 07, 2019 5:39 pm
Maybe you could use it if you were making a project in 1.3.0.1.
Or in 38A as well.
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MegaDood
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Postby MegaDood » Mon Apr 08, 2019 9:02 am
Eri7 wrote: ↑Sun Apr 07, 2019 6:32 pm
MegaDood wrote: ↑Sun Apr 07, 2019 5:39 pm
Maybe you could use it if you were making a project in 1.3.0.1.
Or in 38A as well.
Do custom graphics work the same in 38A as they do in 1.3/2.0?
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Eri7
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Postby Eri7 » Mon Apr 08, 2019 10:13 am
MegaDood wrote: ↑Mon Apr 08, 2019 9:02 am
Eri7 wrote: ↑Sun Apr 07, 2019 6:32 pm
MegaDood wrote: ↑Sun Apr 07, 2019 5:39 pm
Maybe you could use it if you were making a project in 1.3.0.1.
Or in 38A as well.
Do custom graphics work the same in 38A as they do in 1.3/2.0?
Uhh, yeah? Why wouldn't they? 38a uses pngs like 2.0 but can automatically convert .gif images to pngs.
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Bowser God
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Postby Bowser God » Mon Apr 08, 2019 3:38 pm
Yeah its a Shame that the converter needs to open levels in 38A to work, as it is a Blessing over GIF2PNG by Wohlstand.
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MegaDood
- Charged Spiny

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Postby MegaDood » Tue Apr 09, 2019 3:58 am
Eri7 wrote: ↑Mon Apr 08, 2019 10:13 am
MegaDood wrote: ↑Mon Apr 08, 2019 9:02 am
Eri7 wrote: ↑Sun Apr 07, 2019 6:32 pm
Or in 38A as well.
Do custom graphics work the same in 38A as they do in 1.3/2.0?
Uhh, yeah? Why wouldn't they? 38a uses pngs like 2.0 but can automatically convert .gif images to pngs.
I dunno. I just wondered since it wasn't made with the original engine. So I thought it might have been a bit different.
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Eri7
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Postby Eri7 » Tue Apr 09, 2019 5:47 am
MegaDood wrote: ↑Tue Apr 09, 2019 3:58 am
Eri7 wrote: ↑Mon Apr 08, 2019 10:13 am
MegaDood wrote: ↑Mon Apr 08, 2019 9:02 am
Do custom graphics work the same in 38A as they do in 1.3/2.0?
Uhh, yeah? Why wouldn't they? 38a uses pngs like 2.0 but can automatically convert .gif images to pngs.
I dunno. I just wondered since it wasn't made with the original engine. So I thought it might have been a bit different.
If it was, then a lot of the 38A community wouldn't be using custom gfx...
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MegaDood
- Charged Spiny

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Postby MegaDood » Tue Apr 09, 2019 9:13 am
Eri7 wrote: ↑Tue Apr 09, 2019 5:47 am
MegaDood wrote: ↑Tue Apr 09, 2019 3:58 am
Eri7 wrote: ↑Mon Apr 08, 2019 10:13 am
Uhh, yeah? Why wouldn't they? 38a uses pngs like 2.0 but can automatically convert .gif images to pngs.
I dunno. I just wondered since it wasn't made with the original engine. So I thought it might have been a bit different.
If it was, then a lot of the 38A community wouldn't be using custom gfx...
Alright then. I understand now.
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