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Re: Perfect SMBX Screenshot Thread 10

Posted: Sat Dec 10, 2016 11:27 pm
by bossedit8
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Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Dec 11, 2016 5:58 am
by ElectriKong
bossedit8 wrote:Image
Is that for another Kaizo Mario World X episode? or AA2?

And I have 2 more screens:
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Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Dec 11, 2016 7:23 am
by bossedit8
That's Kaizo 3... a new upcoming sideproject of mine.

Also nice world map besides that some of the pathways are long to travel from level to level for example at the right side of it.

Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Dec 11, 2016 10:05 am
by ElectriKong
OK, I have updated the map a little showing the blockade levels
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And All of them together
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Re: Perfect SMBX Screenshot Thread 10

Posted: Tue Dec 13, 2016 8:21 am
by bossedit8
Spoiler: show
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Re: Perfect SMBX Screenshot Thread 10

Posted: Tue Dec 13, 2016 12:06 pm
by The Dwarven Digger
bossedit8 wrote:
Spoiler: show
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Are you going to make an upside-down water surface texture? Because currently the water is cutoff.

Re: Perfect SMBX Screenshot Thread 10

Posted: Tue Dec 13, 2016 12:17 pm
by ElectriKong
The Dwarven Digger wrote:
bossedit8 wrote:
Spoiler: show
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Are you going to make an upside-down water surface texture? Because currently the water is cutoff.
It isn't water, it is just the way the PGE editor renders the the backgrounds. Bossedit8, Did you forget to tick tile background image? or was it not taken with PGE?

Re: Perfect SMBX Screenshot Thread 10

Posted: Sat Dec 17, 2016 11:46 am
by Black Mamba
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Re: Perfect SMBX Screenshot Thread 10

Posted: Sat Dec 17, 2016 11:50 am
by Snessy the duck
Uzendayo wrote:Image
Is that supposed to be kaizo?

Re: Perfect SMBX Screenshot Thread 10

Posted: Sat Dec 17, 2016 11:54 am
by Black Mamba
Snessy the duck wrote:
Uzendayo wrote:img
Is that supposed to be kaizo?
Yes and no.
Its supposed to be ridiculously difficult (which it is) but not kaizo level difficulty.

Re: Perfect SMBX Screenshot Thread 10

Posted: Fri Dec 23, 2016 2:27 am
by johnniewalk
In this post pretty cool videos and screen shots has been posted..By seeing this it remains my childhood days while on that time am playing this game.

Re: Perfect SMBX Screenshot Thread 10

Posted: Fri Dec 23, 2016 3:15 am
by MECHDRAGON777
Uzendayo wrote:
Snessy the duck wrote:
Uzendayo wrote:img
Is that supposed to be kaizo?
Yes and no.
Its supposed to be ridiculously difficult (which it is) but not kaizo level difficulty.
How is that supposed to be considered Kaizo in any way? Just curious.

Re: Perfect SMBX Screenshot Thread 10

Posted: Fri Dec 23, 2016 12:16 pm
by litchh
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Re: Perfect SMBX Screenshot Thread 10

Posted: Sun Dec 25, 2016 8:38 pm
by TLtimelord
Image dump!

All of this is work I had done within the span of this year in attempt to prepare myself for the next contest ahead of time instead of pump out the rushed crap that was my CC11 level. Overall, all these levels weren't exactly worked on past the first section as I never had the time, motivation, or ability to keep moving. I was never satisfied with what I wanted to do and instead of doing my best to improve gimmick-wise I just lost motivation with what I was doing and gave up, starting something new, only to fall into the same hole.
Spoiler: show
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-The level with the bramble-looking SMB1 tiles was meant to be an orchard/thicket kind of level and those particular blocks are from Shikaternia and Rage_Quitter_98's mega-tilesheet on mfgg.
-For the brown SMW level, it was going to be heavily inspired from the CC8 level "Spike Sanctuary." So the sideways and up-pointing bullet cannons spawned fire.
-The forest level is about 90% complete but is heavily rushed and I intended for it to slowly transition from dark forest ruins to a mystical sky night, signifying a 'stairway to heaven' and had lots of different sections highlighting a certain item. It was rushed as fuck and not worth the play.
-I accidentally omitted a purple & blue magical castle/sky level that had a lot of magical appearing/disappearing block elements but I barely started it and if there's any point I tackle SMBX again it will be that with plenty of expanded ideas so I'll only show it to those who ask.

Anyways, I've lost all motivation of SMBX and if anyone's interested I might give a dropbox/mediafire of all the work I've attempted that I still had the decency to save within my past years of SMBX including many dead episodes (Word of advice: don't try to work on something you can't handle!). There's honestly nothing too exciting besides cool looking levels. I may update the Shiketernia pack that will include everything I missed (and this goes outside of his SMB3 styled works) but that isn't a promise and it would come in late 2017 most likely.

Merry Christmas to y'all by the way!

Re: Perfect SMBX Screenshot Thread 10

Posted: Mon Dec 26, 2016 5:46 am
by Snessy the duck

~SMBX Memories~

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Not much of a level screenshot, but something I decided to make out of boredom for the forum's 3rd anniversary. It's basically supposed to represent the legacy SMBX 1.3. and how much it has had an impact on all of us forum users, because no matter how much the community has changed since then, and no matter how many awesome things that have spawned from it, like SMBX 2.0 and PGE, we must not forget the original SMBX that started it all!

Happy 3rd anniversary, SMBX.org!


Re: Perfect SMBX Screenshot Thread 10

Posted: Mon Dec 26, 2016 11:53 am
by litchh
litchh wrote:
Spoiler: show
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Pentas Updated:
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Re: Perfect SMBX Screenshot Thread 10

Posted: Wed Dec 28, 2016 7:07 am
by RPG_Magician
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I don't know. Maybe I can turn this into a lunalua test project??

Re: Perfect SMBX Screenshot Thread 10

Posted: Wed Dec 28, 2016 7:16 am
by Wohlstand
RPG_Magician, you must use PGE Calibrator to align frames on the sprite, and in the animator is available a preview of animation which will help you to find best alignment offsets.

Re: Perfect SMBX Screenshot Thread 10

Posted: Thu Dec 29, 2016 7:12 am
by litchh
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Re: Perfect SMBX Screenshot Thread 10

Posted: Thu Dec 29, 2016 12:23 pm
by Valentine
litchh wrote:Image
Slopes are awkward to jump off from, this whole level just looks like a bad idea with the way it's constructed

You could just make it straight instead of slopes. That would in turn not make the terrain look nonsensical and also make it more fun.