Re: Screenshot Thread Formula Five
Posted: Wed Jan 14, 2015 1:34 pm
Go matrix style and have binary code running downwards.Nickname wrote:Atm my biggest need are BGOs.
Another idea is a grid-texture smb1 bush (green and transparent).
Forums for SMBX
https://www.smbxgame.com/forums/
Go matrix style and have binary code running downwards.Nickname wrote:Atm my biggest need are BGOs.
The code loops as in it is the same codeNickname wrote:If I include a boss, it'll be something more special (the boss I might use for this actually inspired something you've seen in the screen). I also don't plan on using custom powerups. Atm my biggest need are BGOs.
Edit:
Some progress. Added a Sizable, two new NPCs and an actual BG. Now I need to think of BGOs and have to do some slopes.
BG and the Bird robot NPC (which replaces a SMW Ninji) are from Sonic Advance 2 and the Virus (get it) is from M&L SS
I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I made a binary graphic once, maybe it can help with this problem:SilverDeoxys563 wrote:I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
I know what you mean, but I did this with Henry Richards moddle about a month ago... Or two!SilverDeoxys563 wrote:I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xD
It's just so odd seeing Mario fighting Doctor Ivo Robotnik.. not odd in a bad way mind you... just... odd.beanluv wrote:(WIP) This Is Exactly Why You Should Never Trust A Demon Bat, THIS will Happen. It's Just Ordinary:(I Will Make The Flamethrower SMB3 Styled)Spoiler: show
That looks like it'll work, but I don't quite like the style of the 1. I'll see about it.HenryRichard wrote:I made a binary graphic once, maybe it can help with this problem:SilverDeoxys563 wrote:I like what you're saying about this, but the thing is, the 1s are two pixels wide (3 including spaces) while the 0s are three pixels wide (four including spaces). If the 1s were three (4) pixels wide, he could easily interchange the 1s with 0s in a random assortment of 9-10 different blocks, but what you're asking for sounds like a LOT of work.MECHDRAGON777 wrote:The code loops as in it is the same code
1111011110111101111011110
0111101111011110111101111
That is the code ou have in the blocks! You should make it so you can change the numbers around to actualy make it look like it is bin art and not a uniform pattern!
I probably just unnecessarily overcomplicated things didn't I
trust me though I encounter problems with widths of things not being able to properly divide 8 and its derivatives all the time xDEach number plus the space is 4 pixels wide, so you can fit 16 numbers in one 16x16 tile.Spoiler: show
Woah, that looks pretty cool! I like the mixing of tiles!Ghale wrote:Spoiler: show
Thanks, and yeah, those "linear" blocks and BGOs are from TSRPR, though I made the slopes, steep slopes and second sizable block myself.Aeon wrote:TSRPR? Looks pretty neat @h2643. There's not much to comment on, but the rip was pretty well done and yeah, PGE has some awesome features.
It'd be good if you recolor those pyramid tileset and that star so they are brighter.Ghale wrote:Spoiler: show
The star is darker because its in a bubble :pRudeGuy07 wrote:It'd be good if you recolor those pyramid tileset and that star so they are brighter.Ghale wrote:Spoiler: show
I don't think the stones need to be recolored, for me it looks ok. Also, as Waddle Derp said, the star is dark because it's in a bubble.RudeGuy07 wrote:It'd be good if you recolor those pyramid tileset and that star so they are brighter.Ghale wrote:Spoiler: show
I didn't found anything better, so I put these.Aeon wrote:I think those stones slightly clash with everything else, as they might be a bit too detailed.