Topics that have reached 100 pages.
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Magna
- Banned
- Posts: 1493
- Joined: Fri Jun 06, 2014 9:17 pm
Postby Magna » Fri Jul 18, 2014 10:47 am
My recreation of HenryRichard's Ruined Bacon Highway tileset.
I don't feel like releasing it publicly so if anyone wants it just PM me.
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Warlock
- Eerie

- Posts: 759
- Joined: Thu Jan 09, 2014 8:50 am
- Flair: bep
- Pronouns: they/them
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Contact:
Postby Warlock » Fri Jul 18, 2014 11:29 am
I like It!
Last edited by Valtteri on Fri Jul 18, 2014 11:48 am, edited 1 time in total.
Reason: User has been warned.
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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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Contact:
Postby underFlo » Fri Jul 18, 2014 3:55 pm
Woo, a thing from my first "real" level that wasn't for testing or other stuff. I used Sednaiur's SMB2 Expanded GFX, and it's based off another Dream of Mario about Subcon. It's thought as one of the first levels, and the upper Vase aka ?-Block contains a key. You're supposed to ride the flying enemy to the right and get the key. I'll maybe expand the right area so maybe there's another Vase/Pipe leading somewhere else and you can get the key there, and it's obv still WIP.
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Zant
- Volcano Lotus

- Posts: 570
- Joined: Sat Dec 21, 2013 2:58 pm
Postby Zant » Fri Jul 18, 2014 5:18 pm
Looks pretty good, but it's pretty empty and lacks bgos.
Also, i'm not too fond of the background.
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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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Contact:
Postby underFlo » Fri Jul 18, 2014 5:49 pm
The Problem is, there aren't too many in-vase bgos. Still, thanks, and I'll see what I can do about the background.
I'll probably also take screenshots of the main level, since that looks way better now (as I took the pic, the main level wad pretty bland, but now it looks good imo).
Edit: Some screenshots of the main level, remember, everything still WIP (even though I'm pretty happy with how it looks right now):
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Jul 19, 2014 2:47 pm
I got asked, how far i am with the "SMB1-expanded GFX-pack", so here are some screens of it:
I am working also on a SMB1-styled iceflower at the moment, aswell as on some replacements for the tanuki, super leasf and hammer suit-power-ups.
And also a screen of the beta-GFX for the worldmap:
I also have done the snow and badlands-versions too, and i think i also will do a volcano-tileset and volcano-maptiles in the future, but that has to wait a bit, as i first will release what i have done so far.
I also don't know if i make a Castle worldmap-tileset, as there are 3 different versions of castle/dungeon-tilesets in the pack, and i will not be able to make all of them, due to lacking space in the editor, and because i like to do some more tiles for each worldmap-tileset, than the SMB2-pack has.
Nickname wrote:The Problem is, there aren't too many in-vase bgos. Still, thanks, and I'll see what I can do about the background.
I'll probably also take screenshots of the main level, since that looks way better now (as I took the pic, the main level wad pretty bland, but now it looks good imo).
Edit: Some screenshots of the main level, remember, everything still WIP (even though I'm pretty happy with how it looks right now):
Ah, another SMB2-episode maybe ? That looks quite nice and fun to play. Looking forward to see more ^^.
Also about the vase-BGOs, i will think about something additional and make some more for it then, so thanks for pointing that problem out :-).
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Sat Jul 19, 2014 3:00 pm
Sednaiur wrote:I got asked, how far i am with the "SMB1-expanded GFX-pack", so here are some screens of it:
I am working also on a SMB1-styled iceflower at the moment, aswell as on some replacements for the tanuki, super leasf and hammer suit-power-ups.
And also a screen of the beta-GFX for the worldmap:
I also have done the snow and badlands-versions too, and i think i also will do a volcano-tileset and volcano-maptiles in the future, but that has to wait a bit, as i first will release what i have done so far.
I also don't know if i make a Castle worldmap-tileset, as there are 3 different versions of castle/dungeon-tilesets in the pack, and i will not be able to make all of them, due to lacking space in the editor, and because i like to do some more tiles for each worldmap-tileset, than the SMB2-pack has.
All the things you showed are really good. I like also how looks the world map. About the world map, you might make also some graphics for the clouds.
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Mudkip
- Lakitu

- Posts: 458
- Joined: Mon Jan 06, 2014 11:35 pm
Postby Mudkip » Sat Jul 19, 2014 3:06 pm
Sednaiur wrote:I got asked, how far i am with the "SMB1-expanded GFX-pack", so here are some screens of it:
I am working also on a SMB1-styled iceflower at the moment, aswell as on some replacements for the tanuki, super leasf and hammer suit-power-ups.
And also a screen of the beta-GFX for the worldmap:
I also have done the snow and badlands-versions too, and i think i also will do a volcano-tileset and volcano-maptiles in the future, but that has to wait a bit, as i first will release what i have done so far.
I also don't know if i make a Castle worldmap-tileset, as there are 3 different versions of castle/dungeon-tilesets in the pack, and i will not be able to make all of them, due to lacking space in the editor, and because i like to do some more tiles for each worldmap-tileset, than the SMB2-pack has.
I love these SMB1 sunglasses Goombas.
They look cool 8)
And of course, everything else looks really nice, as usual from you, Sednaiur :)
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Kyo
- Rocky Wrench

- Posts: 636
- Joined: Fri Dec 20, 2013 2:12 pm
Postby Kyo » Sat Jul 19, 2014 3:19 pm
This looks actually really good, Sednaiur. Keep it up.
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Jul 19, 2014 3:25 pm
Christian07 wrote:All the things you showed are really good. I like also how looks the world map. About the world map, you might make also some graphics for the clouds.
That is a good idea :-). I will see, what i have left in terms of free space in the editor, after i have made the most important things. Thanks for the suggestion.
Mudkip wrote:I love these SMB1 sunglasses Goombas.
They look cool 8)
And of course, everything else looks really nice, as usual from you, Sednaiur :)
Thank you very much :-D. Ah those guys, they are inspired from the "all night nippon"-version of SMB1. This also goes for some other stuff, that will be included in the pack.
Kyo wrote:This looks actually really good, Sednaiur. Keep it up.
Thank you :-D. I will do my best.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sat Jul 19, 2014 3:26 pm
How did you make the giant spiny eggs? I thought SMBX only had 2 spiny eggs.
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Sednaiur
- Volcano Lotus

- Posts: 580
- Joined: Fri Dec 20, 2013 2:16 pm
Postby Sednaiur » Sat Jul 19, 2014 3:28 pm
FanofSMBX wrote:How did you make the giant spiny eggs? I thought SMBX only had 2 spiny eggs.
Ask the "Bully", as it acts just the same as the green spiny-egg with the right NPC-codes :-P.
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HeroLinik
- Larry Koopa

- Posts: 3462
- Joined: Fri Dec 20, 2013 1:28 pm
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Contact:
Postby HeroLinik » Sat Jul 19, 2014 5:20 pm
This is another screenshot of a level for the TGCA remake, and it's the remade version of Castle of Despair. However it's just a prototype and I'm not posting it in the project thread until the level has seen over 50% of progress and the castle section is finished. For this level, there is a Link filter, there is now a proper Zelda 2-like atmosphere, and to make the level creepier, I darkened all the sprites, and this is the result of tedious sprite darkening (nah I'm only kidding, it took me 10 minutes to darken all of them):

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Emral
- Cute Yoshi Egg

- Posts: 9868
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Jul 19, 2014 7:29 pm
Y'know I don't think darkening everything was necessary. It virtually does nothing for a Zelda 2 styled dungeon except for making sprites harder to distinguish to some extent.

Originally found by Luigifan201ß
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Murphmario
- 2025 Egg Hunter

- Posts: 2389
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Sat Jul 19, 2014 8:35 pm
Whoa, how'd you do that?
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Ragunne
- Guest
Postby Ragunne » Sat Jul 19, 2014 8:43 pm
(WIP) The Bad Side of Lethal Lava Land:
I will add more BGOs.
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MrPunchia
- Eerie

- Posts: 788
- Joined: Fri Dec 20, 2013 9:51 pm
- Flair: muncher moment
- Pronouns: any
Postby MrPunchia » Sat Jul 19, 2014 9:08 pm
I don't mind the amount. It's just fine.
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Mikepjr
- Buster Beetle

- Posts: 95
- Joined: Mon Jun 16, 2014 1:55 am
Postby Mikepjr » Sun Jul 20, 2014 6:34 am
Ragunne wrote:(WIP) The Bad Side of Lethal Lava Land:
I will add more BGOs.
How did you do the fog? I been trying to do that with little success.
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HeroLinik
- Larry Koopa

- Posts: 3462
- Joined: Fri Dec 20, 2013 1:28 pm
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Contact:
Postby HeroLinik » Sun Jul 20, 2014 6:48 am
Mikepjr wrote:Ragunne wrote:(WIP) The Bad Side of Lethal Lava Land:
I will add more BGOs.
How did you do the fog? I been trying to do that with little success.
The fog came with the graphics pack.
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Ragunne
- Guest
Postby Ragunne » Sun Jul 20, 2014 8:32 am
Mikepjr wrote:How did you do the fog? I been trying to do that with little success.
The fog came with the tileset.
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