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Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 5:25 am
by Alagirez
Lukas wrote:
Camacho wrote:Image
I will remove the bushes
You should remove the trees imo. It does not really fit with the atmosphere of the level.
I also heavily recommend you too have a variety of colours.
I didn't see any trees :/ do you mean the bushes?
And i already removed the bushes. Thank you for the suggestion, tho. ;)

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:03 am
by bossedit8
You mean the bell trees from SM3DW? Yeah... even with the color being the same as in the enviorement of this level it does look weird to have random trees in this kind of level. It does look nice as of how it's designed though.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:26 am
by Alagirez
bossedit8 wrote:You mean the bell trees from SM3DW? Yeah... even with the color being the same as in the enviorement of this level it does look weird to have random trees in this kind of level. It does look nice as of how it's designed though.
>Trees
triggered

lol jk
That level supposed to be a bell temple, thats why i put some bells in that level, anyway thanks.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:42 am
by underFlo
well bells make sense but bell trees???

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:47 am
by Emral
trees need sunlight to grow

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:53 am
by TLtimelord
He already removed the decorations so why are we still harping on him?

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:57 am
by Alagirez
ok so people still think that the bell is a tree¿

its an actual bell not a tree lol

omg u guys

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 10:07 am
by Emral
Camacho wrote:ok so people still think that the bell is a tree¿

its an actual bell not a tree lol

omg u guys
Have you played Mario 3D World?

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 10:14 am
by Alagirez
Enjl wrote:
Camacho wrote:ok so people still think that the bell is a tree¿

its an actual bell not a tree lol

omg u guys
Have you played Mario 3D World?
Nah i never played sm3dw so i didn't know that the bell is a tree (Sorry ;-; i didn't know about it before, i thought that was an actual bell :/ )
Gonna remove the bell soon.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 1:28 pm
by Mushroom King
Camacho wrote: Gonna remove the bell soon.
Why not just make the bells looking more like... bells? I mean, a bell is normaly not standing on a pillar. It must be hung so it can swing.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 5:11 pm
by PixelPest
Image
Working on a level called Subcon Wasteland. The main gimmick revolves around the toxic air, which if you don't collect bubbles of fresh air, will kill you after a certain amount of time, based on the toxicity of the area (number of skulls beside the health counter). The haze/fog is generated using particles.lua and a small thing I've added is that mushrooms turn to poison mushrooms after a certain time (also dependent on toxicity) if exposed to the air for too long before the player eats one

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 5:19 pm
by underFlo
Will there be a graphical sign before they turn into poison mushrooms? Also, I hope the level is a bit lenient because gimmicks like that can easily feel unfair if not balanced well, though I trust you to balance it well.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 5:22 pm
by MECHDRAGON777
PixelPest wrote:Image
Working on a level called Subcon Wasteland. The main gimmick revolves around the toxic air, which if you don't collect bubbles of fresh air, will kill you after a certain amount of time, based on the toxicity of the area (number of skulls beside the health counter). The haze/fog is generated using particles.lua and a small thing I've added is that mushrooms turn to poison mushrooms after a certain time (also dependent on toxicity) if exposed to the air for too long before the player eats one
REminds me of my CC12 level.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 5:56 pm
by PixelPest
Spinda wrote:Will there be a graphical sign before they turn into poison mushrooms? Also, I hope the level is a bit lenient because gimmicks like that can easily feel unfair if not balanced well, though I trust you to balance it well.
I haven't decided on one yet, but what would you recommend? I was considering adding some kind of warning at the beginning of the level, just saying not to hold mushrooms for too long or they'll become poisonous and hurt you, but that seems kinda...meh. In terms of lenience, there a three levels of toxicity throughout the level. As you get closer to the boss, the levels go from 1 to 2 to 3. One is very lenient, like, you don't really need to collect much more than a few bubbles at all if you keep moving, but then 2 is a little more challenging, and after the player gets used to the concept, the third area with level 3 toxicity is much more difficult; still fair though

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 6:58 pm
by underFlo
At the very least you shouldn't make it so the player gets screwed if he misses one jump or something. Making it progressively more difficult is fine tho.

Also, maybe overlay an image of a poison Mushroom with increasing opacity over it? If you do that tho, only turn the actual item into a poison mushroom about 30 frames after the posion mushroom image has an opacity of 1. It's always better to be more lenient in cases like that. You don't want the player to feel like "oh man come on, I totally still got that as a Mushroom", but rather like "oh man that was close good thing i still got that Shroom". If you give it half a second of leniency, if the player dies to it they would've had enough time to realise that it's too late.

Also, I'm usually an advocate of showing gimmicks rather than explaining them if possible. Maybe put a mushroom in a place where the player can't reach it before it transforms but is onscreen for the entire duration so the player sees the transformation.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 8:33 pm
by PixelPest
Thanks for the suggestions. I think you've sparked a few more ideas in me for this

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 8:37 pm
by Circle Guy
Why not make it so powerups refresh the gas bar?

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Aug 21, 2016 9:08 pm
by PixelPest
Circle Guy wrote:Why not make it so powerups refresh the gas bar?
They technically do: they give you another full meter (such that if the player runs out of clean air, they power-down)

Re: Perfect SMBX Screenshot Thread 10

Posted: Mon Aug 22, 2016 7:11 am
by Circle Guy
PixelPest wrote:
Circle Guy wrote:Why not make it so powerups refresh the gas bar?
They technically do: they give you another full meter (such that if the player runs out of clean air, they power-down)
Oh, ok.

Re: Perfect SMBX Screenshot Thread 10

Posted: Mon Aug 22, 2016 9:36 am
by Circle Guy
CraftedPbody wrote:Image
This would be extremely overpowered to give the player.
I decided to test what would happen with this while working on a level for my project.
i made a version of that with snifits ^-^