Re: The Invasion 3: Shadow Star
Posted: Wed Feb 22, 2017 5:06 pm
This actually looks good and i'm really hyped for this. Nice job!
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Your image is broken. I do like the sound of it though.An Untaken Username wrote:I love the look of the world map! Was it you who made the custom graphics for it? if so please put it in a update for you graphics pack!this next bit is a bit of speculation. I set it as a spoiler just incase that's whats actually happening in the pic.
Spoiler: show
Wow it looks Pawsome! :OSednaiur wrote:My little take on the level "White Savage Zone":Originally this level was supposed to be done around 4 months ago. Loos like I slightly missed that date. xDSpoiler: show
Also, the Ptooies in this level work exactly like in the original SMB3. The ones in the pipes at least. :-P
That specific graphic looks the same, but upon zooming it, it just looks like it uses the same colors. I have not checked the color count on his episode's checkpoints, but this looks like a recolor.WerewolfGD wrote:Wow it looks Pawsome! :OSednaiur wrote:My little take on the level "White Savage Zone":Originally this level was supposed to be done around 4 months ago. Loos like I slightly missed that date. xDSpoiler: show
Also, the Ptooies in this level work exactly like in the original SMB3. The ones in the pipes at least.
*sees the ice cave screenshot*
Did you use checkpoint from your project?
Thank you :-3WerewolfGD wrote:Wow it looks Pawsome! :O
*sees the ice cave screenshot*
Did you use checkpoint from your project?
The checkpoint from my episode is of a different kind than this. My checkpoint is a blue sphere containing a "c" that hovers static at a place and triggers an event uopn it's death (so its not like in my community contest-level). I use a custom version of the SMW goal gate in one of my levels, though. :-)MECHDRAGON777 wrote: That specific graphic looks the same, but upon zooming it, it just looks like it uses the same colors. I have not checked the color count on his episode's checkpoints, but this looks like a recolor.
Thanks :DMarioKirby101 wrote:Hey, a new screenshot! Looks awesome, Sedinaur! One question though. Why is there a lava world for that?
How comes that?Enjl wrote:I think the vanilla midpoint would look much nicer.
I dont got any idea about that, unfortunately. To be honest, so far I am the only somewhat active designer around here for this project. All the other level designers are inactive on this project. The last level that got esigned by someone else then me, is made by Pixelpest, and that was past year. -.-Sarge wrote:I am just curious, but is there any idea on when this episode is gonna be finished? I remember this project being worked on some few years ago. Judging by the screenshots provided, it looks like a really neat episode and I am looking foward to playing it.
Yes, because of this, I may take my fair share of time to finish a level for this project, but I always take it serious. I may be slow, but laziness is no selectable option on my list of excuses, so I choose this myself. :-)Sarge wrote:You're working on this and Lowser's Conquest at the same time? Props man. I mean if you ever need help with level designing hit me up with a message.
I find it hard to pin down but something about the way it is shaded bugs me about it. I think it needs to be shaded more like a cylinder, like the original smw one is. This one, especially against the ground, looks rather flat and due to its excessive amount of colours it doesn't look good against the SMB3 environment.Sednaiur wrote:How comes that?Enjl wrote:I think the vanilla midpoint would look much nicer.
You are really serious about your critism, aren't you? xDEnjl wrote:I find it hard to pin down but something about the way it is shaded bugs me about it. I think it needs to be shaded more like a cylinder, like the original smw one is. This one, especially against the ground, looks rather flat and due to its excessive amount of colours it doesn't look good against the SMB3 environment.Sednaiur wrote:How comes that?Enjl wrote:I think the vanilla midpoint would look much nicer.
Here's a change I propose to accentuate the round shape of the pole. If you're worried about any potential backlash from people misunderstanding the term "clash" from using the SMW one, this one can work.
Also I didn't mention this before but it makes absolutely zero sense for the pole to go through the foreground. It looks lopsided and implies the world is literally has a steep drop at that edge where the pole goes down.
Usually when someone says "do you have any idea why I left it the way it is visible on the screen?" I'd expect an actual explanation for it. That'd make the choices you make more understandable.Sednaiur wrote:You are really serious about your critism, aren't you? xDEnjl wrote:I find it hard to pin down but something about the way it is shaded bugs me about it. I think it needs to be shaded more like a cylinder, like the original smw one is. This one, especially against the ground, looks rather flat and due to its excessive amount of colours it doesn't look good against the SMB3 environment.Sednaiur wrote: How comes that?
Here's a change I propose to accentuate the round shape of the pole. If you're worried about any potential backlash from people misunderstanding the term "clash" from using the SMW one, this one can work.
Also I didn't mention this before but it makes absolutely zero sense for the pole to go through the foreground. It looks lopsided and implies the world is literally has a steep drop at that edge where the pole goes down.
I am grateful for critism, if it has a reasonable point. And opinions including reasons for their alignment are also always nice to hear, hence my question towards you. It may help me to improve, if necessary. I took your opinion, as stated in your previous post, as granted.
But I think you need to calm down now. ^^
I can agree on its shading, but do you have any idea why I left it the way it is visible on the screen?
And please do not get me started on any physical and elemental logic in a Mario-game, okay? Because it gets a bit rediculous now. :-P
I am done with any conversation regarding this. Sorry if I caused trouble or confusion, as this was not my intention. I stated my opinion about everything in this thread and the screenshot-thread and that is all about it. ^^Spinda wrote:Usually when someone says "do you have any idea why I left it the way it is visible on the screen?" I'd expect an actual explanation for it. That'd make the choices you make more understandable.
Enjl also appears to be really calm, so I have no clue what you're talking about.
Also, although Mario's physics are obviously not the same as the ones in the real world, there is an internal logic to 99% of things in Mario games, and the way the pole is positioned kinda breaks the perspective of it.
Well, I was thinking the Lava World being in what was it, Frosty Frost Frostlands, something like that? Anyways, that makes sense. I already knew about the "Darkside" part of levels, but I didn't know they all had one... regardless, it should be a challenge for anyone to beat. One question though: is there anything extra to be gained out of the Dark forms of levels? I don't know why it would be implemented otherwise outside of a challenge.Sednaiur wrote:ThanksMarioKirby101 wrote:Hey, a new screenshot! Looks awesome, Sedinaur! One question though. Why is there a lava world for that?
What do you mean by "Why is there a lava world for that"? If you mean the two lower screenshots, they are showing the darkside of the level, which is to be interpreted like the dark world in "Zelda: A Link to the Past".
It is a mechanic that The Ivasion 3 uses for every level. It is a harder version of the normal level, rewarding the player with a star upon completing it.
The designer get to choose how to differ the feel of the darkside, so I choose a red color for the overworld and a thawed version of the otherwise frozen cave. But fire or lava is not to be found in that level.
R.I.P. Invasion 3.Valtteri wrote:The Invasion 3 returns as a level designer project! Red Yoshi and I will be leading it. You may remember that this was a SMBX beta tester project that got cancelled due to Redigit having to quit developing SMBX years back. Its revival has been attempted a couple of times. NameUser turned it into a community project of sorts with a level submission system. The leader changed a few times and the development reached the third world before the project died. Red Yoshi (who was a significant part of the original project and created the world map for one thing) and I have started cooperating on getting this project back on track. We'll be returning the project to its original state implementing the Challenge Mode/Shadow Star concept from the original plan; each level has a Challenge Mode (Shadow Realm) which will reward the player with a star.
We'll be doing this in the same fashion we made The New Great Castle Adventure; we won't be accepting submissions. We have a set list of levels and their concepts that are going to be in the project. If you're a really good level designer, contact me and I'll be more than happy to add you to the designers team! Please share what you think of this! We'll take suggestions!