a W.I.P Screen From a level In my Project kind of wondering how I did on the reshading of the pipes elbows and water falls as background objects so heres the screen and enjoy
icez wrote:a W.I.P Screen From a level In my Project kind of wondering how I did on the reshading of the pipes elbows and water falls as background objects so heres the screen and enjoy
xtremegamer51 wrote:I felt like posting a pic showing some things that are gonna be in my upcoming gfx pack.
I see where your going with those goombas, do they also act like the originals too?
Well kinda...the mad and sad goomba replace the smb3 normal goombas,though Im planning on making a version replacing the rex so when you jump on the sad goomba it will turn mad.The happy one replaces the smw ninji so it jumps when It gets near a platform thats is the air.And the sleepy one replaces the smb1 goomba but in the next version of my pack I will have a sprite of it sleeping replacing something like a bgo or npc,so this means you can make it that when you go next to it then it will wake up (You will need to use layers and events for this of course)
StrikeForcer wrote:And nice oriental buildings Airship. But I am concerned with the first screenshot having some parts pillowshaded and all.
This image is outdated, I have remade this tileset.
ElTipsta wrote:AirShip, those tilesets are outstanding! The pallettes are perfectly fitting and I cannot fault anything with the graphical design. I would use those if they were released!
Thanks, I will launch it in the next version of AirSheep Pack. =)
Shinbison-Kof wrote:This graphic is excellent ...
Very original and creative, besides being very well designed. I am anxious to see a level with this graphics ^^
Thanks². =)
Joey wrote:AirShip, those Chinese tilesets look great.
Thanks³. =D
FutureNyanCat2014 wrote:A chinese tileset, AirShip? That looks great! No flaws! What's next? A Tokyo tileset with the nintendo building?
That npc test was good, but the way the pirahna plant was acting was kinda glitchy. Imo I think it would look more natural if it rotated around it's vine(whatever its called). To specify, the vine is in the middle, it turns left or right, but the vine is still in position. If that all makes sense...
The first image is my first Chinese tileset, I did it in 2012.
The second image is the Chinese tileset based on Hand-on-Hall, still have to add a few more things.
Could you please, please, please, please, please release it. I've been looking for that kind of gfx everywhere I didn't find it anywhere. Could you please release it....
Airship, out of personal experience with doors I suggest you change the white lines of ghe opened door a bit: it makes little sense for a 64x64 door to open a path which is 64x32 in it's dimensions. You cold remove the white lines to the left and right, make the open part twice as wide or make the doors 1/2 as wide. The rest of the tileset looks rather nice. I thought I was the first SM3DW-tileset-inspired person 'round here with my unreleased circus tileset which bears no resemblance to the one from SM3DW after all, but I guess you've been faster on this xP
Edit:
Master Plan's castle tilesets (the first 2 at least), are finally ported into SMBX and ready for use. This is just a little teaser. I'll release them with V3 of my GFX pack which'll be released shortly after the first Master Plan demo. I don't know when that'll be, but I'm close to releasing it actually. Just 2 more castles, 1 city and a bonus level
Edit: Just now realized I still need to make a bgo for the gate shown on the lefthandside of the image. That shouldn't take longer than 5 minutes though.