Shadow Star: Secrets of the Realm (UPDATES)

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silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Sun Feb 16, 2014 8:13 am

FanofSMBX wrote:Do you have to recolor each graphic or is there some sort of in-game filter?
I have to individually recolor each graphic. I am planning to put immense effort in this game and fix every single flaw in the end.
Sceptrum wrote:This might just be the best use of my rocky-grass-ish tileset in conjunction with darkchao's and my background yet. I like it.
Glad you enjoy it! Your graphics pack will assist a lot with new enemies and forest tilesets for a future level.
Darkonius Mavakar wrote:that's the sexyest use of that tileset
Thanks for being positive about a tileset. I appreciate that. =P

UPDATE!
The original thread now includes GFX credits, and if it's tolerated, I'll link to the MP3 musics I'm using for my levels so you can listen to them if you desire. Bear in mind these were NOT made by me, I'll list the respectable people. Additionally, the Beta Tester section has been shut down; I have came to the conclusion that since I'll release each level to public the level judges can do their job and apply constructive criticism.

Magician
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Re: Shadow Star: Secrets of the Realm

Postby Magician » Mon Feb 17, 2014 4:15 am

Kep wrote:When designing levels, I typically don't acknowledge the graphical issues because I always think that others will not criticize them. I noticed every single thing that you pointed out here, but never simply fixed them. Though, I have no way to fix Mario and Luigi's outline because of the fact I'd have to put in on 100% tolerance and then 0% tolerance for the black part. I've experimented, and that was the only way around it, unfortunately. The outline just doesn't want to cooperate with the paint bucket.
0% tolerance + flood mode: global works for me. After that all you have to do is click the outline to change its colour.

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Mon Feb 17, 2014 6:20 pm

Magician wrote:
Kep wrote:When designing levels, I typically don't acknowledge the graphical issues because I always think that others will not criticize them. I noticed every single thing that you pointed out here, but never simply fixed them. Though, I have no way to fix Mario and Luigi's outline because of the fact I'd have to put in on 100% tolerance and then 0% tolerance for the black part. I've experimented, and that was the only way around it, unfortunately. The outline just doesn't want to cooperate with the paint bucket.
0% tolerance + flood mode: global works for me. After that all you have to do is click the outline to change its colour.
All right, thanks for the info and I'll reconstruct that as soon as possible.

And... new screens! One additional exclusive one from Disconcerting Desolation.
Spoiler: show
Image

FanofSMBX
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Re: Shadow Star: Secrets of the Realm

Postby FanofSMBX » Mon Feb 17, 2014 6:32 pm

Hey here's an idea: if one of the goombas or mushrooms in the ground is hit with a hammer it breaks out of the ground.
Also won't the HUB look bright and flashy next to the shadowy graphics?

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Mon Feb 17, 2014 6:55 pm

FanofSMBX wrote:Hey here's an idea: if one of the goombas or mushrooms in the ground is hit with a hammer it breaks out of the ground.
Also won't the HUB look bright and flashy next to the shadowy graphics?
The HUB will be darkish, because you are inside a realm and are trying to escape.

About your idea, no, but not knowing what you even mean makes matters worse. If you're talking about a Hammer Suit, they will not exist in this game. Only mushrooms, fire flowers and ice flowers are going to be featured, sorry.

FanofSMBX
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Re: Shadow Star: Secrets of the Realm

Postby FanofSMBX » Mon Feb 17, 2014 7:17 pm

Just two powerups for 11 levels?

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Mon Feb 17, 2014 8:14 pm

FanofSMBX wrote:Just two powerups for 11 levels?
Seriously?
Sorry, but I would stop making comments like this because they are simply annoying to the creator.

Emral
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Re: Shadow Star: Secrets of the Realm

Postby Emral » Tue Feb 18, 2014 9:32 am

FanofSMBX wrote:Just two powerups for 11 levels?
Kep wrote:mushrooms
Kep wrote:fire flowers
Kep wrote:ice flowers
That's three, my favourite amount of powerups for a project, since all the others are overpowered if you use them correctly. I don't know why even bother with this, FanofSMBX, since it's about the gameplay, not about the abusive methods you can try out to crash the game. You can practically make a fun episode with only mushrooms as powerups.

Kingbowser112
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Re: Shadow Star: Secrets of the Realm

Postby Kingbowser112 » Tue Feb 18, 2014 9:46 am

This is very good! I like the colour green in your first screens. However the level-desgin looks great in my opinion!

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Tue Feb 18, 2014 6:28 pm

Sceptrum wrote:
FanofSMBX wrote:Just two powerups for 11 levels?
Kep wrote:mushrooms
Kep wrote:fire flowers
Kep wrote:ice flowers
That's three, my favourite amount of powerups for a project, since all the others are overpowered if you use them correctly. I don't know why even bother with this, FanofSMBX, since it's about the gameplay, not about the abusive methods you can try out to crash the game. You can practically make a fun episode with only mushrooms as powerups.
Thank you.
Kingbowser112 wrote:This is very good! I like the colour green in your first screens. However the level-desgin looks great in my opinion!
I appreciate the support!

And... yes, progress on this project will be died down for the next week or so coz I have been rather busy in reality currently.

Danny
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Re: Shadow Star: Secrets of the Realm

Postby Danny » Tue Feb 25, 2014 11:50 pm

Alright, now that I'm unbanned, I've come here to complain and give you some HELPFUL criticism. So this is a helpful bump.

First my complaint. I'm not really that impressed that you took the project name "Shadow Star", when in fact, I had that project name. I haven't posted the project around here because I took a break from it for a while, and nobody commented on it the first time around, but I'm still working on it. I can even show the logo I made about 7 months ago, the same time I made the project.
Spoiler: show
Image
Now for the criticism.

First off, let's take a look at that grassland level. I'm not a huge fan of the green hue you gave the graphics. It looks good if it was a toxic swamp or toxic cave type of level, but it honestly doesn't fit at all with the grassland theme. The level design and background placement looks fine, though. Also, the picture below:

Image

That gimmick with the edges in the center don't really look all that nice, honestly. My main complaint though, is the colour hue, especially the way how Mario and Luigi are are incredibly brighter/less saturated than the others using this hue. That's really my only complaint is the hue. Also, saying that you recolored everything yourself in this level honestly isn't too impressive, because anyone can go into Paint.NET and add a Hue/Saturation adjustment without extensive work. I'd be impressed if things were actually different colours, but this hue isn't too impressive to be truly honest.

Now the, uh, "desert" level? I like the graphical choice somewhat here, but the yellow grass doesn't really symbolize a desert, more like a Savannah. The hue returns here, but it actually fits a bit because I can see the setting sun, whereas there was no signification of why there should be a green hue in the grassland level.

The hue effect on Mario and Luigi return here again, and the saturation/brightness is too high again, it should be toned down a little. I like the Kuribo Shoe Roller Coaster gimmick idea, but I'm curious as to how it works out. Other than the yellow grass and the hue on the players, it seems okay for a desert level.

Third, I saw somewhere that you said all levels will have a hue? I don't really like that idea, and I suggest you disregard it before you start the next level. The effect with the setting sun hue in the desert level looked good, and if there was a level at dusk, that would make sense as well, but otherwise, I would refrain from doing any type of hue, especially like the ones seen in the grassland level.

I really hope this review is helpful, and I wish you good luck on this project.

FanofSMBX
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Re: Shadow Star: Secrets of the Realm

Postby FanofSMBX » Wed Feb 26, 2014 12:10 am

What's wrong with similar titles? I guess Valtteri shouldn't have titled his episode Return to Dinosaur Land; people could have confused it with Return to Yoshi's Island.

AirShip
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Re: Shadow Star: Secrets of the Realm

Postby AirShip » Wed Feb 26, 2014 7:40 am

Well, I recommend you change the contour of all npcs to black, because so they do not get confused with green effect and would earn a certain prominence among the BGOS.

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Fri Feb 28, 2014 3:51 pm

To you three: I shall reply to your criticism after this I decide to reopen this project back up. But yes, I shall bump this topic remarking that I will postpone this project until sometime in March or April, I have temporarily lost interest with it and am going to construct some other levels for now just for fun. Don't count on this coming back too soon, however, as I am going to take my dear sweet time developing some of my future levels. <3

I am going to lock this since I have the power to as a level judge.

silent_
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Re: Shadow Star: Secrets of the Realm (POSTPONED)

Postby silent_ » Mon Mar 17, 2014 10:06 am

Unlocked, it's not postponed anymore (the reason I even did this action was due to real life occurrences, and I was making some graphics along the way too). I am working on another level for my project, and I'm also going to submit it in the upcoming Community Contest so I can't spoil anything.

HINT: It's not Disconcerting Desolation! It's actually level six, seven, eight, nine or ten of my project. I still won't mention which, however.
No new screens will be available until the Community Contest is over with.

Turak500
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Re: Shadow Star: Secrets of the Realm

Postby Turak500 » Sun Mar 23, 2014 11:02 am

Why are Mario and Luigi orange than the rest of the level in the 7th Screenshot?
So I do not mind. But I wanted to ask.

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Sun Mar 23, 2014 1:07 pm

Turak500 wrote:Why are Mario and Luigi orange than the rest of the level in the 7th Screenshot?
So I do not mind. But I wanted to ask.
I forgot to fix the outline. If it was solid black, than it would look better.

silent_
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Re: Shadow Star: Secrets of the Realm

Postby silent_ » Sun Apr 13, 2014 2:00 pm

Now that I finished my contest level, which is level nine in my project, and I can finally start a new level! Other notice:

-Disconcerting Desolation has been canceled. The gimmick originally planned for it was lousy, and I've lost inspiration for a desert level. Therefore I will have to choose another level them for it. It will be named Seasonal Sensation, featuring a unique gimmick with changing seasons. Also, the screenshots of Disconcerting Desolation have been removed.

-Level six, Treacherous Taiga, will now have a new name, which will be Tricky Tropical Track.

-Level seven's name has officially been determined - Perilous Peak Pathway!

-Level three, Alarming Anchorage, and level four, Adventurous Antre now has Additional Notes.

Keep checking here for more notice! I still have a lot of recoloring to do before I can start Seasonal Sensation, so I'd say approximately three days.


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