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Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 12:13 pm
by Mable
Boo Haunted House

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 12:16 pm
by Marina
Tinkerbell wrote:Boo Haunted House
Yes.
Spinda wrote:mt. ebott
No.
h2643 wrote:Mount Khon.
You win.

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 12:46 pm
by litchh
FanofSMBX wrote:
litchh wrote:No, it's not the end
Spoiler: show
Image
Looking good, but Rosalina and Peach both have 1x1 pixels and you should make sure to credit nin8halos for the original SMB2 Heart.
Oh, thanks, I didn't notice! This is why better not to hope on 8-bit pack by Captain Obvious + Two52 + Red Yoshi + Joe1
nin8halos is the one who will not forgotten by me ;)

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 2:07 pm
by Witchking666
Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:
Spoiler: show
Image
the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 2:15 pm
by Erik
witchking666 wrote:Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:
Spoiler: show
Image
the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )
I don't think the poison fits all too well, and that blue thing early in the screen is asymmetrical, which looks stupid

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 12, 2015 3:05 pm
by Willhart
witchking666 wrote:Hey guys!
this is level is the 22th level in my episode
it's called "3-2 Pumpkin Path" and it's placed in w3 Autumn Areas
Here it is:
Spoiler: show
Image
the ! marks are warnings for falling fruit (the fruit hurts)
tell me what you think : )
I do like the very autumny color and the pumpkins are really nice. I'm not sure if evergreens turn brown like that too, but maybe those ones are just a really dry, or sick from the poison. It does make for some good foresty atmosphere. Especially with the mix of green, yellow, and orange used on different areas.

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 19, 2015 2:58 am
by Alagirez
Yoshi Challenge remake : Yoshinical Dominator
Spoiler: show
Image

Re: Screenshot thread number NEIN (9)

Posted: Sat Dec 19, 2015 8:20 am
by RudeGuy
Image

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 8:02 am
by Emral

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 8:07 am
by PixelPest
That is pretty cool. Does it use Lua or just timed events and layers?

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 8:24 am
by Marina
PixelPest wrote:
That is pretty cool. Does it use Lua or just timed events and layers?
How would you even do that with just layers and events

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 9:58 am
by PixelPest
Marina wrote:
PixelPest wrote:
That is pretty cool. Does it use Lua or just timed events and layers?
How would you even do that with just layers and events
You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.

Anyway, here's some screens from the first level of a Christmas episode I'm working on. This level takes place in a pear tree forest. The pears replace NPC-46 (the falling red block), with some additional NPC codes. The level is pretty calm and easy.
Spoiler: show
Image
Image
Image

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 10:06 am
by h2643
PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have

LunaLua

In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 10:10 am
by Emral
h2643 wrote:
PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have

LunaLua

In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).
To back this statement, here's my code:

Code: Select all

function onLoop() --jumpies
------------I forgot the NPC.get line in this post whops. I get NPC 270
	for k, v in pairs(boop) do
		if v.ai1 == 1 and v.ai2 >= 34 and v.ai5 == 0 then --timer
			bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
			bubble.speedX = -2
			bubble.speedY = -6
			bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
			bubble.speedX = 2
			bubble.speedY = -6
			v.ai5 = 1 --has shot this jump
		end
		if v.ai1 == 2 then
			v.ai5 = 0
		end
	end
end

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 11:58 am
by Mable
Spoiler: show
Image

Re: Screenshot thread number NEIN (9)

Posted: Sun Dec 20, 2015 1:26 pm
by PixelPest
Enjl wrote:
h2643 wrote:
PixelPest wrote:You could have invisible SMB1 axes generating every so often at certain points on the screen to show that the player can see the jumping piranha and then show a layer of what I'm assuming might be SMB1 hammer bros axes at the time the piranha plant hits its highest point. It would be difficult to time right but it's definitely possible.
what's the point in doing that when you have

LunaLua

In SMBX you would spend a lot of time just to make that for one NPC, while in LunaLua you only need a simple code to write (maybe not so simple, but it's still better than without LunaLua).
To back this statement, here's my code:

Code: Select all

function onLoop() --jumpies
	for k, v in pairs(boop) do
		if v.ai1 == 1 and v.ai2 >= 34 and v.ai5 == 0 then --timer
			bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
			bubble.speedX = -2
			bubble.speedY = -6
			bubble = NPC.spawn(202, v.x + 0.5 * v.width, v.y, player.section, false, true)
			bubble.speedX = 2
			bubble.speedY = -6
			v.ai5 = 1 --has shot this jump
		end
		if v.ai1 == 2 then
			v.ai5 = 0
		end
	end
end
Wow. I didn't think it would be that "simple". Gotta love Lua!

Re: Screenshot thread number NEIN (9)

Posted: Mon Dec 21, 2015 10:55 am
by underFlo
Spoiler: show
Image
this took me 3 days :(

Re: Screenshot thread number NEIN (9)

Posted: Mon Dec 21, 2015 2:49 pm
by ShadowStarX
WIP level for my own project:
03 - Mazarine Meadows (Mazarine means dark blue)
Spoiler: show
Image

Re: Screenshot thread number NEIN (9)

Posted: Mon Dec 21, 2015 3:03 pm
by underFlo
Spoiler: show
Image
menues/10

(font will be fixed when textblox is finished so i can use the ut font)

Re: Screenshot thread number NEIN (9)

Posted: Mon Dec 21, 2015 8:24 pm
by PixelPest
Spinda wrote:
Spoiler: show
Image
menues/10

(font will be fixed when textblox is finished so i can use the ut font)
That is downright hilarious and awesome.

Here's another level that's part of my Christmas-related episode entitled "Drowned Skysite". This is just the first section before the level is completely underwater. Progress is very slow :/
Image