Screenshots of Repidgit's game #11

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Re: Screenshots of Repidgit's game #11

Postby Squishy Rex » Thu Mar 05, 2020 2:07 am

The gimmick from NSMBU's "Light Blocks, Dark Tower" level in Rock-Candy Mines.
Spoiler: show
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Emral
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Re: Screenshots #11

Postby Emral » Thu Mar 05, 2020 8:49 am

Taycamgame wrote:
Wed Mar 04, 2020 4:22 pm
The screenshots are related to that discussion, correct :)

And thanks for the suggestions, Enjl. I think removing the text (or atleast making it smaller) could be beneficial because it'd also free up a bit of space, allowing me to put more inside the maps vertically. Not sure if it really matters, but what corner would you suggest the button thing be in?
Im imagining the icon to show an arcing arrow to the left, so I imagine it being in the bottom left or top left. The corner you want it in depends on the icon, since you want the button to kinda point away from the screen to indicate going "back".
Last edited by Emral on Thu Mar 05, 2020 12:36 pm, edited 1 time in total.

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Re: Screenshots of Repidgit's game #11

Postby FireyPaperMario » Thu Mar 05, 2020 9:11 am

This "Perfect" screenshot is not the best in the forums history, and it's 100% shameless promotion for my upcoming Mega Drive GFX pack:

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Re: Screenshots of Repidgit's game #11

Postby Saltlord » Mon Mar 16, 2020 6:26 am

Image

GIF of a level I'm working on.

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Re: Screenshots of Repidgit's game #11

Postby FireyPaperMario » Mon Mar 16, 2020 7:07 am

Saltlord wrote:
Mon Mar 16, 2020 6:26 am
Image

GIF of a level I'm working on.
These GFXs in this WIP level puts my upcoming SEGA Mega Drive custom GFXs to shame.

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Screenshot Thread #11

Postby ShadowStarX » Mon Mar 16, 2020 3:24 pm

Image
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Re: Screenshot Thread #11

Postby Maxjacinto2 » Mon Mar 16, 2020 8:33 pm

ShadowStarX wrote:
Mon Mar 16, 2020 3:24 pm
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That looks absolutely amazing, major props! I love the fact you combined a lot of the newly added blocks in Beta 4 :D

Here I have a slight proof of concept for a level or an upcoming mini-episode (which is actually a prequel to the one I am working on rn, and the reason why I requested the playbale Shy Guy haha), and I would like to see what do you guys could think would be good BGOs for it.

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Re: Screenshots of Repidgit's game #11

Postby FirestarPlays » Mon Mar 16, 2020 9:59 pm

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Re: Screenshots of Repidgit's game #11

Postby Chilly14 » Mon Mar 16, 2020 11:52 pm

Spoiler: show
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Re: Screenshots of Repidgit's game #11

Postby FireyPaperMario » Tue Mar 17, 2020 10:37 am

Chilly14 wrote:
Mon Mar 16, 2020 11:52 pm
Image
Ah, I'm getting flashbacks from the "Super Mario Flash 1" days where people makes levels where there's enemy spams and you used a star.

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Re: Screenshots of Repidgit's game #11

Postby Maxjacinto2 » Thu Mar 19, 2020 10:55 am

A little bit of the first level of my episode. Any suggestions?

*Btw, the Dragon Coin is just a placeholder for Star Coins, that's why it isn't recolored*

Image

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Re: Screenshots of Repidgit's game #11

Postby Chilly14 » Thu Mar 19, 2020 11:30 am

Maxjacinto2 wrote:
Thu Mar 19, 2020 10:55 am
A little bit of the first level of my episode. Any suggestions?

*Btw, the Dragon Coin is just a placeholder for Star Coins, that's why it isn't recolored*

Image
Where'd you get that ground tileset?

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Re: Screenshots of Repidgit's game #11

Postby Emral » Thu Mar 19, 2020 11:39 am

Maxjacinto2 wrote:
Thu Mar 19, 2020 10:55 am
A little bit of the first level of my episode. Any suggestions?

*Btw, the Dragon Coin is just a placeholder for Star Coins, that's why it isn't recolored*

Image
I feel like the recolours kind of drain the life out of the level's visuals. It looks rather... dull and unexciting. Would love to see a more vibrant palette.

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Re: Screenshots of Repidgit's game #11

Postby Maxjacinto2 » Thu Mar 19, 2020 12:25 pm

Chilly14 wrote:
Thu Mar 19, 2020 11:30 am
Maxjacinto2 wrote:
Thu Mar 19, 2020 10:55 am
A little bit of the first level of my episode. Any suggestions?

*Btw, the Dragon Coin is just a placeholder for Star Coins, that's why it isn't recolored*

Image
Where'd you get that ground tileset?
I honestly cannot remember unfortunately. I'll try to look around my files to see if I can find it. :)

Edit: I found the tileset. It is in Eternity's graphic pack V3.0. It is located in "SMW-styled Grass + Wood Set". Hope it was useful!
Enjl wrote:
Maxjacinto2 wrote:
Thu Mar 19, 2020 10:55 am
A little bit of the first level of my episode. Any suggestions?

*Btw, the Dragon Coin is just a placeholder for Star Coins, that's why it isn't recolored*

Image
I feel like the recolours kind of drain the life out of the level's visuals. It looks rather... dull and unexciting. Would love to see a more vibrant palette.
What do you think should recolored? The grass or the color of the ground? I was thinking of adding more visuals to the ground like stones and enemies fused withing the dirt and so on.

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Re: Screenshots of Repidgit's game #11

Postby Emral » Thu Mar 19, 2020 1:00 pm

Maxjacinto2 wrote:
Thu Mar 19, 2020 12:25 pm
What do you think should recolored? The grass or the color of the ground?
Grass, sky, dirt, coins, enemies, pipes... The palette feels dull as a whole. I think the vanilla smw palette would be an improvement, for instance.
Maxjacinto2 wrote:
Thu Mar 19, 2020 12:25 pm
I was thinking of adding more visuals to the ground like stones and enemies fused withing the dirt and so on.
That just sounds like clutter.

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Re: Screenshots of Repidgit's game #11

Postby Maxjacinto2 » Thu Mar 19, 2020 2:14 pm

Enjl wrote:
Thu Mar 19, 2020 1:00 pm
Maxjacinto2 wrote:
Thu Mar 19, 2020 12:25 pm
What do you think should recolored? The grass or the color of the ground?
Grass, sky, dirt, coins, enemies, pipes... The palette feels dull as a whole. I think the vanilla smw palette would be an improvement, for instance.
Maxjacinto2 wrote:
Thu Mar 19, 2020 12:25 pm
I was thinking of adding more visuals to the ground like stones and enemies fused withing the dirt and so on.
That just sounds like clutter.
Hmm, regarding the palettes, I am going for a SMB3-esque one, despite using mainly SMW graphics. Is there one you'd recommend that is similar to the SMB3 one, yet a bit vibrant like the SMW one? I don't really want to go full on SMW colors tbh, big fan of the sprites, not too much of the palette itself.

And yeah, I do agree it would just be clutter looking back at it. :/

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Re: Screenshots of Repidgit's game #11

Postby Emral » Thu Mar 19, 2020 3:37 pm

Maxjacinto2 wrote:
Thu Mar 19, 2020 2:14 pm
Hmm, regarding the palettes, I am going for a SMB3-esque one, despite using mainly SMW graphics. Is there one you'd recommend that is similar to the SMB3 one, yet a bit vibrant like the SMW one? I don't really want to go full on SMW colors tbh, big fan of the sprites, not too much of the palette itself.

And yeah, I do agree it would just be clutter looking back at it. :/
Ah, hm... That's tricky but I understand now. SMB3's palettes as a whole carry a lot of that dull feeling with them, but it certainly doesn't help if those palettes are applied to sprites that used to be more vibrant with their intended palette.
A lot of it ultimately boils down to a mix of removing blacks and choosing more vibrant colours. I did a little mockup which is in the spoiler below. It was just edited in paint.net so I didn't do a perfect job in every area. As you can see there, my change to the black on the tileset fill only exists on the very left, and my changes to the shy guys also aren't on every one of them.
Spoiler: show
Image
If you disagree with my suggestions, feel free to ignore any amount you dislike and continue doing you. I hope that this example illustrates well how I think the level could be given a bit more life, regardless!

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Re: Screenshots of Repidgit's game #11

Postby Maxjacinto2 » Thu Mar 19, 2020 4:06 pm

Enjl wrote:
Thu Mar 19, 2020 3:37 pm
Maxjacinto2 wrote:
Thu Mar 19, 2020 2:14 pm
Hmm, regarding the palettes, I am going for a SMB3-esque one, despite using mainly SMW graphics. Is there one you'd recommend that is similar to the SMB3 one, yet a bit vibrant like the SMW one? I don't really want to go full on SMW colors tbh, big fan of the sprites, not too much of the palette itself.

And yeah, I do agree it would just be clutter looking back at it. :/
Ah, hm... That's tricky but I understand now. SMB3's palettes as a whole carry a lot of that dull feeling with them, but it certainly doesn't help if those palettes are applied to sprites that used to be more vibrant with their intended palette.
A lot of it ultimately boils down to a mix of removing blacks and choosing more vibrant colours. I did a little mockup which is in the spoiler below. It was just edited in paint.net so I didn't do a perfect job in every area. As you can see there, my change to the black on the tileset fill only exists on the very left, and my changes to the shy guys also aren't on every one of them.
Spoiler: show
Image
If you disagree with my suggestions, feel free to ignore any amount you dislike and continue doing you. I hope that this example illustrates well how I think the level could be given a bit more life, regardless!
Thanks a lot man! Really appreciate the help from somebody more experienced than me. While I do absolutely love some of the changes you did (especially the one for the background, amazing how a bit of a color change on the sky livens up the whole atmosphere of the level), it's that 2-color shading (don't really know if I'm being clear here, I just don't know how to properly explain it :/) on the ground for example that bothers me a little, like if it was because of a lack of detail. It's a little pet peeve on mine, and it is the main reason why I disliked the SMW palette so much for most sprites :P But I definitely know what you mean now. I'll tinker around in paint.net and see if I can come to a middle ground between a SMB3-esque palette yet of a more lively appearence. Thanks a lot for the help once again! :D

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Re: Screenshots of Repidgit's game #11

Postby Chilly14 » Thu Mar 19, 2020 7:52 pm

Stuff I've been working on:
Spoiler: show
Image
Image

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Re: Screenshots of Repidgit's game #11

Postby Alucard648 » Thu Mar 19, 2020 10:05 pm

FireyPaperMario wrote:
Tue Mar 17, 2020 10:37 am
Ah, I'm getting flashbacks from the "Super Mario Flash 1" days where people makes levels where there's enemy spams and you used a star.
More like Mario Maker 1 stuff.


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