The Dejaverse

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Squyrell
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The Dejaverse

Postby Squyrell » Sat Aug 30, 2014 7:22 pm

Alright. So, I am making a new project, the Dejaverse. Name taken from words Deja Vu and Universe.
So the general plot of this project is that some dark force somewhere out there is messing with worlds. It wants to create a world where he can be leader. So to build this world, he's tearing chunks of land from planets. You know, something like the general plot of Ratchet and Clank.

I plan on having a level from Legend of Zelda Oot, Mario 3, and maybe If I feel like it a Metroid level, etc.

Progress: 0.5/8 levels complete. Level I am working on: Hyrule Field. Need to add ? Blocks and maybe more platforming. Right about now it is just a straight line. Remade Kokiri Forest (Zelda-hubworld)
Spoiler: show
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Spoiler: show
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Also, If you want to try to make custom graphics I can use to make some levels, like a Boss graphic, or maybe enemy graphics.
Last edited by Squyrell on Mon Sep 01, 2014 12:24 am, edited 3 times in total.

HenryRichard
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Re: The Dejaverse

Postby HenryRichard » Sat Aug 30, 2014 7:26 pm

That screen needs SERIOUS work. SERIOUS work. Cutoff, poor BGO placement, clash, you name it.

silent_
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Re: The Dejaverse

Postby silent_ » Sat Aug 30, 2014 7:27 pm

I really feel bad for saying this, but this looks terrible. Allow me to help, though. Firstly, try to refrain from mixing game styles so much, and not to mention, there's LOTS of cut-off in this with the vines, how you merged the wood and the grass tileset, and quite frankly, I could go on and on. Also, try to add some coins, question blocks, pipes, enemies, background objects, etc. All of these are essential. Either way, though, sorry if that's too hard on you, as I understand if you're a bit new with SMBX and honestly, everyone starts out designing a little badly. But it's just there's a lot of aspects you need to improve, and you'd never get better if I or someone else didn't point them out.

Radishl
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Re: The Dejaverse

Postby Radishl » Sat Aug 30, 2014 7:56 pm

HenryRichard wrote:That screen needs SERIOUS work. SERIOUS work. Cutoff, poor BGO placement, clash, you name it.
It isn't clash. The other reasons you provided were fine.

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Re: The Dejaverse

Postby Shadow Yoshi » Sat Aug 30, 2014 8:06 pm

There's definitely some clash there.

Radishl
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Re: The Dejaverse

Postby Radishl » Sat Aug 30, 2014 8:09 pm

Joey wrote:There's definitely some clash there.
Like what?

I think all the tiles there look good together. Would make great for a wooden styled level if used right. There's alot of cut off there so that's why they don't look good.

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Re: The Dejaverse

Postby silent_ » Sat Aug 30, 2014 8:13 pm

Radishl wrote:I think all the tiles there look good together.
SMW and SMB3 clash horribly, and there's nothing opiniony about that.

To have proof:
-smb3 is the most detailed
-smw is the least detailed
-smb3 is realistic
-smw is cartoony

Radishl
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Re: The Dejaverse

Postby Radishl » Sat Aug 30, 2014 9:20 pm

Kep wrote:
Radishl wrote:I think all the tiles there look good together.
SMW and SMB3 clash horribly, and there's nothing opiniony about that.

To have proof:
-smb3 is the most detailed
-smw is the least detailed
-smb3 is realistic
-smw is cartoony
Smb3 looks like a cartoon IMO. Doesn't really look real. Unless you count flying turtles real. But that's prob not ur point so I won't get into that.

silent_
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Re: The Dejaverse

Postby silent_ » Sat Aug 30, 2014 9:22 pm

Radishl wrote:Smb3 looks like a cartoon IMO. Doesn't really look real.
SMB3 is too realistic to look like a cartoon. And there's no such thing as a Mario game that looks "real", but it can look "realistic".
Either way, though, I think you and I got my point across, so I would rather drop this argument.

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Re: The Dejaverse

Postby Shadow Yoshi » Sat Aug 30, 2014 9:49 pm

Of course it's all opinion-based, but those screenshots do look really bad.

Squyrell
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Re: The Dejaverse

Postby Squyrell » Sat Aug 30, 2014 10:46 pm

Thanks for feedback. I'll either clean this up (BTW, I wasn't planning on clashing playstyles, just generic mario), or think up a new plot and title for this.

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Re: The Dejaverse

Postby Mable » Sun Aug 31, 2014 8:25 am

Kep wrote:
Radishl wrote:I think all the tiles there look good together.
SMW and SMB3 clash horribly, and there's nothing opiniony about that.
SMW and SMB3 can work out good thats what i have done in my episode and so far nobody said it clashes. But the thing is if you want SMB3 and SMW look good together you gotta know how to use it

Squyrell
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Re: The Dejaverse

Postby Squyrell » Sun Aug 31, 2014 10:18 am

Alright, update on this. I edited the original post, look where the screenshot used to be. I will upload 1 or 2 screenshots once it is done.

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Re: The Dejaverse

Postby Warlock » Sun Aug 31, 2014 10:23 am

We need to see screenies. The LJs will now give ya a 24-hours notice before the thread is locked.

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Re: The Dejaverse

Postby underFlo » Sun Aug 31, 2014 10:27 am

Valtries the Fox wrote:We need to see screenies. The LJs will now give ya a 24-hours notice before the thread is locked.
Did you even read the project? H eposted a screen and is curently reuploading a new improved one.

Man, reading is so hard...

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Re: The Dejaverse

Postby Warlock » Sun Aug 31, 2014 10:32 am

Nickname wrote:
Valtries the Fox wrote:We need to see screenies. The LJs will now give ya a 24-hours notice before the thread is locked.
Did you even read the project? H eposted a screen and is curently reuploading a new improved one.

Man, reading is so hard...
I can't see any screenies...

Squyrell
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Re: The Dejaverse

Postby Squyrell » Sun Aug 31, 2014 12:22 pm

I took it down. I'm reuploading a better one.

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Re: The Dejaverse

Postby Warlock » Sun Aug 31, 2014 12:26 pm

Okay.

Squyrell
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Re: The Dejaverse

Postby Squyrell » Mon Sep 01, 2014 12:25 am

Uploaded 4 more screenshots. Hopefully Zelda-hubworld looks better?

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Re: The Dejaverse

Postby Warlock » Mon Sep 01, 2014 6:20 am

The screenies look REALLY BLAND. And there's still a lot of cutoff. Please fix that.


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