Topics that have reached 100 pages.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Sun Aug 28, 2016 8:32 am
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Sun Aug 28, 2016 8:59 am
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Aug 28, 2016 10:48 am
Willhart wrote:
Was this your MaKLx3 level?
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Sun Aug 28, 2016 10:50 am
That is super cool Willhart! I also like how the Pokeys move like in SMW and everything else on the screen!
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Willhart
- Banned
- Posts: 368
- Joined: Thu Apr 10, 2014 2:18 am
Postby Willhart » Sun Aug 28, 2016 2:10 pm
Thanks. Also yeah, it was from my contest level.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Tue Aug 30, 2016 4:11 pm
Lukas wrote:"1-3: Cursed Grotto"

That looks really cool although I think there a bit too many green particles on screen. But that might just be me.
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Shinbison-Kof
- Volcano Lotus

- Posts: 535
- Joined: Tue Jan 21, 2014 6:56 pm
Postby Shinbison-Kof » Thu Sep 01, 2016 5:28 pm
World 8-6 Corrupted Bramble. (I need fix cut-offs)
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Alucard648
- Flurry

- Posts: 181
- Joined: Sun Aug 16, 2015 3:45 am
Postby Alucard648 » Fri Sep 02, 2016 9:23 am
Out of boredom: A mid-W1 tower.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Fri Sep 02, 2016 9:32 am
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Snessy the duck
- Mouser

- Posts: 2699
- Joined: Sat Sep 20, 2014 6:04 am
Postby Snessy the duck » Fri Sep 02, 2016 12:50 pm
Shinbison-Kof wrote:World 8-6 Corrupted Bramble. (I need fix cut-offs)
Wow, that looks awesome! I would recommend making the climbable vines a bit thicker, and put more leaves on the sloped bramble, and fix the cutoff of course, but otherwise, lookin' good!
Alucard648 wrote:Out of boredom: A mid-W1 tower.
Nice looking vanilla stage there! But if you're not trying to make this vanilla, I recommend you change the graphics for the boss door and dragon coin, as they clash alot with the rest of the level! Also, I think you should work with the level design a bit, as some areas seem cramped, and some seem empty! Examples of what you could do: Try putting in more red koopas, and make the goombas one color, and try to make the level less cramped and move the ?-blocks up 1 block! That would make the level alot better in my opinion!
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Waddle
- Tellah

- Posts: 1583
- Joined: Sun Sep 07, 2014 4:59 am
- Flair: hi!!!
- Pronouns: He/Him
Postby Waddle » Fri Sep 02, 2016 4:11 pm
Snessy the duck wrote:Alucard648 wrote:Out of boredom: A mid-W1 tower.
Nice looking vanilla stage there! But if you're not trying to make this vanilla, I recommend you change the graphics for the boss door and dragon coin, as they clash alot with the rest of the level! Also, I think you should work with the level design a bit, as some areas seem cramped, and some seem empty! Examples of what you could do: Try putting in more red koopas, and make the goombas one color, and try to make the level less cramped and move the ?-blocks up 1 block! That would make the level alot better in my opinion!
That's not how clash works; clash is when objects are in an environment in which they should not be. For example, loose airship pieces and lava in a Grassland level. Style mixing, on the other hand, is completely fine in most cases, as long as it looks good. The style mixing in this screenshot in incredibly subtle, and honestly not a reason to complain at all.
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
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Postby underFlo » Fri Sep 02, 2016 8:28 pm
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MrPunchia
- Eerie

- Posts: 788
- Joined: Fri Dec 20, 2013 9:51 pm
- Flair: muncher moment
- Pronouns: any
Postby MrPunchia » Fri Sep 02, 2016 10:02 pm
The subspace mechanic from SMB2 returns!

(P.S.: The separated wood terrain in the center erected because of the subspace.)
(P.P.S: Get your mind out of the gutter ^)
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Sep 02, 2016 10:05 pm
I sincerely hope you're using one line of lua to draw that, rather than recolouring literally everything or using a fgo filter. The design looks nice, I like the pipe and your placement of the 1-up. I'm not too fond of the random vertical line of wall tiles, though.
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Kuribo
- Buster Beetle

- Posts: 88
- Joined: Sat Jan 04, 2014 4:36 am
Postby Kuribo » Sat Sep 03, 2016 12:26 am
Waddle Derp wrote:Snessy the duck wrote:Alucard648 wrote:Out of boredom: A mid-W1 tower.
Nice looking vanilla stage there! But if you're not trying to make this vanilla, I recommend you change the graphics for the boss door and dragon coin, as they clash alot with the rest of the level! Also, I think you should work with the level design a bit, as some areas seem cramped, and some seem empty! Examples of what you could do: Try putting in more red koopas, and make the goombas one color, and try to make the level less cramped and move the ?-blocks up 1 block! That would make the level alot better in my opinion!
That's not how clash works; clash is when objects are in an environment in which they should not be. For example, loose airship pieces and lava in a Grassland level. Style mixing, on the other hand, is completely fine in most cases, as long as it looks good. The style mixing in this screenshot in incredibly subtle, and honestly not a reason to complain at all.
Clash just means when two things don't look good together. It has nothing to do with level environments.
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MrPunchia
- Eerie

- Posts: 788
- Joined: Fri Dec 20, 2013 9:51 pm
- Flair: muncher moment
- Pronouns: any
Postby MrPunchia » Sat Sep 03, 2016 1:34 am
Enjl wrote:I sincerely hope you're using one line of lua to draw that, rather than recolouring literally everything or using a fgo filter. The design looks nice, I like the pipe and your placement of the 1-up. I'm not too fond of the random vertical line of wall tiles, though.
Honestly I'm pretty proud of the pipe too
---
Now we'll take a step out of subspace

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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Sep 03, 2016 6:27 am
The problem with subspace levels is that upon entering a door it's very easy to appear right inside an enemy. With your aforementioned subspace-geometry I assume the player will also be likely to appear inside a wall. I can't really come up with a simple solution right now which doesn't kill the immersion, but maybe marking zones that are safe-to-switch with leaking purple on the wood might be a good place to start.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Sat Sep 03, 2016 7:58 am
I do like the pipes as of what you did in the screenshot... that is surely original for me. What I don't really like so far is with that one herb next to slopes, makes it a bit more difficult to pick it up like that since you're sliding if you're off by some pixels like that.
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Mable
- Luigi

- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Sat Sep 03, 2016 8:55 am
Hello fellow community! I'm a new guy to this whole forum and here is my first level.
It has smb3 and smw in one screenshot already i hope you don't act like it's a sin to do that and complain to me "OMG WHY DID U USE SMB3 AND SMW IN THE SAME LEVEL THATS BAD DUDE!
Thanks you for da time i luv being here!!!! Hope to make a lot of friends who also like mario!!
Hope u like the Mario in da screen!!
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