Re: Screenshots of Repidgit's game #11
Posted: 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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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".Taycamgame wrote: ↑Wed Mar 04, 2020 4:22 pmThe 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?
That looks absolutely amazing, major props! I love the fact you combined a lot of the newly added blocks in Beta 4
Where'd you get that ground tileset?Maxjacinto2 wrote: ↑Thu Mar 19, 2020 10:55 amA 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*
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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.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 10:55 amA 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*
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I honestly cannot remember unfortunately. I'll try to look around my files to see if I can find it.Chilly14 wrote: ↑Thu Mar 19, 2020 11:30 amWhere'd you get that ground tileset?Maxjacinto2 wrote: ↑Thu Mar 19, 2020 10:55 amA 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*
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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.Enjl wrote: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.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 10:55 amA 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*
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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 pmWhat do you think should recolored? The grass or the color of the ground?
That just sounds like clutter.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 12:25 pmI was thinking of adding more visuals to the ground like stones and enemies fused withing the dirt and so on.
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.Enjl wrote: ↑Thu Mar 19, 2020 1:00 pmGrass, 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 pmWhat do you think should recolored? The grass or the color of the ground?That just sounds like clutter.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 12:25 pmI was thinking of adding more visuals to the ground like stones and enemies fused withing the dirt and so on.
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.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 2:14 pmHmm, 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. :/
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 spritesEnjl wrote: ↑Thu Mar 19, 2020 3:37 pmAh, 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.Maxjacinto2 wrote: ↑Thu Mar 19, 2020 2:14 pmHmm, 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. :/
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.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!Spoiler: show
More like Mario Maker 1 stuff.FireyPaperMario wrote: ↑Tue Mar 17, 2020 10:37 amAh, 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.