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Re: Screenshot thread number NEIN (9)
Posted: Thu Nov 12, 2015 10:54 am
by bossedit8
Section 7 from the same level:

Re: Screenshot thread number NEIN (9)
Posted: Thu Nov 12, 2015 3:20 pm
by Witchking666
bossedit8 wrote:Section 7 from the same level:

Oh wow that looks cool
I love the frozen factory theme you went for
Also it looks like its really fun to play
Re: Screenshot thread number NEIN (9)
Posted: Thu Nov 12, 2015 8:25 pm
by TheKingOfBoos
bossedit8 wrote:Section 7 from the same level:

I smell KIRBY
Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 12:01 am
by Alagirez
RudeGuy07 wrote:
That really needs more color variation. And especially you shouldn't really recolor every enemy to green
If i use normal colors it wouldn't fit IMO, and that's how acid visual level works.
Ludwig von Koopa wrote:That acid sewer looks amazing, can't wait to play it.
it supposed to be factory level, and thanks!
bossedit8 wrote:Section 7 from the same level:

The gradient between black and purple looks great! and the atmosphere and design looks nice, too.
Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 4:06 am
by Emral
Harvey36Dice wrote:RudeGuy07 wrote:
That really needs more color variation. And especially you shouldn't really recolor every enemy to green
If i use normal colors it wouldn't fit IMO, and that's how acid visual level works.
This statement is incredibly false.
First off, what you're doing is NOT an acid visual level. Watch MagLX 2 if you want to see some of those. Acid levels are levels which look like if the player took acid.
Secondly, acid doesn't turn enemies green. Neither does it turn the ground green. What you're doing is create a monochrome level in which the lava determines the colour. Imagine if every lava castle was bright red. Doesn't look good, it just makes things harder to look at.
Lastly, normal colours DO fit. Infact, nothing aside from the lava/acid has to be green in your level. A good example for this is bossedit's level: He uses a tileset which he hasn't changed whatsoever in sections involving varying colours such as cyan and pink.
Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 10:19 am
by bossedit8
Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 12:06 pm
by TheKingOfBoos
bossedit8 wrote:
That's a lot of roto-discs. Are those multiple different enemy types or all roto-discs?
Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 6:51 pm
by Snowburger
I've been working on my Worldmap a lot since you guys last saw it...

And I restarted 1-4,I didn't like the sky level I showed off a while ago,so...

Re: Screenshot thread number NEIN (9)
Posted: Fri Nov 13, 2015 11:04 pm
by Wiccano
Swinder wrote:I've been working on my Worldmap a lot since you guys last saw it...

And I restarted 1-4,I didn't like the sky level I showed off a while ago,so...

I think you need to put more coins in that more open part at the beginning of level...

This is an initial level of my episode and was totally based on music (I'm using as the theme of the level).
And was wondering if anyone forum is working on the compatibility of versions 1.4 and 1.3 of SMBX? I'm out of this, if anyone can help...
Sorry for my bad english, but I am Brazilian and I do not speak fluent English (use google translator sometimes).
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 1:25 am
by StrikeForcer
http://postimg.org/image/bhzuzhgup/full/
More of a graphical preview than a level preview.
Tileset/BG: Me
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 8:13 am
by Alagirez
wow I love the tileset! and the design looks pretty good, but the BG isn't fit with the tileset IMO.....
Uchiha Madara wrote:

This is an initial level of my episode and was totally based on music (I'm using as the theme of the level).
And was wondering if anyone forum is working on the compatibility of versions 1.4 and 1.3 of SMBX? I'm out of this, if anyone can help...
Sorry for my bad english, but I am Brazilian and I do not speak fluent English (use google translator sometimes).
The design looks nice and the atmosphere looks great! keep up the good work, Madara!
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 11:28 am
by deleted_account
I like the warm feel of the level, feels comfy.
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 4:40 pm
by Mable
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 6:13 pm
by Erik
Re: Screenshot thread number NEIN (9)
Posted: Sat Nov 14, 2015 6:19 pm
by PixelPest
Simple yet effective.
Ludwig von Koopa wrote:Making a cave level.
I like the look of this so far. The layout immediately reminded me of Woody Walkway. One suggestion though: You might want to choose one type of wooden platform since the two colours of platforms really don't look good together.
Re: Screenshot thread number NEIN (9)
Posted: Sun Nov 15, 2015 3:28 am
by PersonNamedUser
3-2 Of Toad's SMB Adventure
EDIT:
Feedback would be apprenticed.
Re: Screenshot thread number NEIN (9)
Posted: Sun Nov 15, 2015 10:28 am
by RudeGuy
Re: Screenshot thread number NEIN (9)
Posted: Sun Nov 15, 2015 4:03 pm
by StrikeForcer
http://postimg.org/image/8l00q3iuf/full/
More progress on an SMBX level shown here earlier.
Bob-Omb graphics by Skewer, rest of the background and tileset graphics is mine.
Re: Screenshot thread number NEIN (9)
Posted: Sun Nov 15, 2015 4:30 pm
by Destiny
I'm not going to beg for feedback, but if ya want to give some...
Re: Screenshot thread number NEIN (9)
Posted: Sun Nov 15, 2015 4:38 pm
by Snowburger
Destiny wrote:
I'm not going to beg for feedback, but if ya want to give some...
Needs some more coins...
In all seriousness,it looks pretty cool,but why so many coins?