I'd suggest using a different background, the Mushroom Hills's background doesn't fit with the environment you're aiming for.
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 7:28 am
by DimitrisPowerSeven
Version 2
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 7:28 am
by Wohlstand
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 7:30 am
by silent_
Wohlstand wrote:
Jesus Christ, that looks intense and creative! Is it like a cloud-jump-with-warps-level?
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 7:38 am
by Wohlstand
Kep wrote:
Wohlstand wrote:
Jesus Christ, that looks intense and creative! Is it like a cloud-jump-with-warps-level?
Yea, there are instant warps
I simply split flight trajectory via instant warps to make this
Jump through them to get more fun
(Be careful, SMBX always sets X speed to zero when character enter into instant warp)
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 7:58 am
by DatDude
Wohlstand wrote:
Kep wrote:
Wohlstand wrote:
Jesus Christ, that looks intense and creative! Is it like a cloud-jump-with-warps-level?
Yea, there are instant warps
I simply split flight trajectory via instant warps to make this
Jump through them to get more fun
(Be careful, SMBX always sets X speed to zero when character enter into instant warp)
Just to ask: How do you make the tiles align to each other, Wohl?
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 8:58 am
by Wohlstand
DatDude wrote:Just to ask: How do you make the tiles align to each other, Wohl?
Algorithm is simple:
1) When you release mouse button with grabbed and moved items bunch, get largest grid size from selected items list and mark them as "lead" item
2) Align "lead" item by it's grid size and calculate distance X/Y which made by this item to be aligned
3) Move all other selected items on the same distance which moved "lead" item
And all items aligning to "lead" item which aligned by it's grid size
Re: Screenshot Thread Formula Five
Posted: Sat Nov 08, 2014 11:07 am
by RudeGuy
Hard Grass Level
The start of this level is one of the things you'll hate most. When playtesting the level, I died a lot just because of it. Oh, and after passing that section, you aren't still near at the checkpoint.
The doors clash because they are a filler graphic put into place until a certain someone finishes a graphic I requested.
Edit: Forgot to mention, some of Sednaiur's SMB1 Pack is used here.
The doors clash because they are a filler graphic put into place until a certain someone finishes a graphic I requested.
Edit: Forgot to mention, some of Sednaiur's SMB1 Pack is used here.
The bosshave 4x4 pixels, which makes him weird. You should fix that. Also, some of the rocks doesn't have an outline, but other than this, they're fine, as well the rest.
There's a small cut-off in between the ground and the BGOs. Fix this by disabling auto-align for them. Otherwise, it looks cool. Is it supposed to be some dead grassland level?