h2643 wrote:Sednaiur wrote:Also, I didn't get what the message at the end of the SMBX credits means up to this day. Does it even make sense? Who are the "collosians" and why is there ameasure (1:13) told?
It's a quote from Bible, actually. And that "Collosians 1:13" is a scripture in Bible for that quote. Dunno why it's in SMBX, but... it's there.
Great work on making new exe, though.
Oh - so that is all that stuff meaning. I really had no idea about it. But no wonder, I am more like a (elementary-level) buddhist, instead of a christian. Also, I am glad that you like it :-).
MECHDRAGON777 wrote:
All of those screens just look pleseant! What I mean, is it possible to say "Rosalina" instead of "Peach" and is it possibe to say "Daisy" instead of "Peach" That is what I meant.
Also, I love the effect of the background for the world map very much so, simce I like space and it has a bit more flare! (Level Name)
Suggestion
---------------------
Why not add "Status and points" at the top?
I already had the idea that you would mean a "Rosalina Game", but as far as I am aware, it is not possible to do. Sorry.
I am happy about you liking it. I only need to figure out how to pack all that stuff together, so it comes as an installer like the original SMBX.
And about the "Status and points"-thing, I think it looks bad when I put something that long and huge over a box, that already if far higher than the "level"-part. But I could try to see how it looks for real.
Enjl wrote:Many things and his true opinion
Dear Enjl,
thank you for speaking out your honest and true opinion about my graphical design. While everyone of us has the given rights to do so, not everyone does it unfortunately, as we all need critism to improve our behavior, level-design, graphical-design etc.
So, here are your points and my reasons for doing them:
Enjl wrote:I'd approve of this under one condition: If you resprited everything to look like something from the New Super Mario Bros series.
Because ARGH it just hurts me so much, why would you remove the retro look from a retro game?
I remove the retro look from a "retro game", because I want to make something new with SMBX. It can show all these colors, it has the resources to let me put in custom-styled stuff, I want to do it - simple as that ^^.I really like to put my ideas and work into something, so I can enjoy it the most. Also, not a single person complained to me about going a step into that direction.
Enjl wrote:And don't say something like "eh but it's still pixel art" because while that may be true, it's some of the worst pixel art I've ever seen.
Why shouldn't I say it then, if even you confirm that it is pixel art. If you think it is one of the worst pixel art you have ever seen, than I accept that, as it is your given right to think so. ^^
Enjl wrote:Sorry for rambling here, but I just can't comprehend why you would need to use a billion colours for everything in a 16x16 (or 32x32) tile based game. It's just ugly, especially taking into consideration problems like banding and making it harder to find a decent palette.
I do use many colors (even, though, they are usually around 15 in number, onto a single sprite, not billions) because I like it and because that is the way my style looks. Colorful and cartoony, just like "Tomba" on Playstation :-).
What I, on the other hand, just can't comprehend, is why you think that a game that uses 16x16 tiles as it's world's structure, also needs to limit itself to 9 colors max. Did you play "Alundra"? "Akumajou Dracula X: Gekka no Yasoukyoku"? "Wild Arms"? This are all games for playstation that are also using the by you mentioned tile-system, and also having the same amount or even more colors, than I use. And if you refrain from doing something, just because it can become too difficult, then this is your decision, not mine ^^.
Enjl wrote:See, if you use a lot of colours, one thing you most certainly won't sell your stuff as is pixel art. And one thing you REALLY want to avoid is black outlines.
Where did I state that I want to "sell" my stuff as pixel art? I cannot recall calling me an "professionel pixel artist", nor did I say I want limit myself to do that. If anything, I would call me an "hobby pixel artist" who thinks out of the "only use limited color and do dithering instead"-box. And I use a black outline, since that is the way I started doing my graphics. And "when you start doing something, you need to finish it", a line that you may know. It is nice that you give me an advice, even though, I already know that it would look better with a colored outline. Also, When Lowser's Conquest" is done, I may step a bit furter, but I rather dislike editing the outline of all my already done graphics, as it would take it's time to rework around 250 different NPCs, around 50 different tilesets - containing approximately 40 tiles each, or many houndreds of different background objects, to keep on some rules I have never adapted to, or to please someone, who dislike my style anyways ;-).
The toadhouse itself is a graphic from around 30 months ago (which I also still need and want to update), but thank you for pointing out the flaws of it :-).
Enjl wrote:I mean yeah I can see why people would like this but, to me it's just ugly all things considered. Please consider making sprites for different kinds of games.
You mean something like this?:

This is a graphic from the PS1-game Akumajou "Darcula X: Gekka no Yasoukyoku".
The most right one (the owl-one) is made by me around 3 years ago. It may not be the best one, but I did it pixel by pixel .
Also, my avatar is pixeled by myself too, so I guess I at least know how to use pixels, do I? ^^
Enjl wrote:I'm pretty sure a handdrawn indie game with your sprites would look gorgeous, but this is just wrong.
Thank you very much for that. I am far from being perfect, but I always try. But what exactly is wrong about doing it the way I do (I mean generally speaking)?
Enjl wrote:It's trying to bring a hyperrealistic look to a field which doesn't need it by any means.
I never tried that, as I am working onto a jump 'n run, not onto a game like CoD, which only cares about money and look, to paint over it's wall of boringness ^^.
Enjl wrote:It's like pouring milk into your Dr. Pepper drink. What are you doing, maniac! That doesn't even taste well!
Well, you seem to know it for real. But I am not the maniac, trying to find new flavours by mixing the oddest things together, just because I drank so much Dr. Pepper, that I am already sick of the original taste ;-) (not meant to be offensive)
Also, I would never drink something like an energy drink, as I already have enough energy by myself, to stay up longer at evening, as I should ;-D
And for a "tldr":
Pixel art is also a kind of art. And art always brings people up, who holds wars about what is art, and what is not art at all. (you really look like one of those people to me, honestly)
So, I gladly accept your critism and learn from it, where I can.
But I also ask you to accept my (and probably others) opinion about my style and about what is "pixel art". If so many people like my "pixel art", it cannot really that bad, or am I mistaken ? ^^
Kuribo wrote:
His goal is obviously to match the style of his own smbx project
This is kind of true, but I also did it this way, because I just like to have something new and fresh. He may dislike it, but this is his right to do :-).
Kuribo wrote:so none of your objections are relevant; for all intents and purposes, he is constructing an indie game, insomuch as all of the art is his own.
I would not really say an "Indie game", but I even saw another SMBX-episode called like this, onto some other site. But yes, I always try to keep every graphic consistent, and when there is a big inconsistency, I work it out and update the graphic, like I did with my piranha plants recently.
Kuribo wrote:But I also don't get why it matters if his sprites match your arbitrary definition of "pixel art." It's all consistent with his own style so who cares?
I also do not get the problem with all that pixel art-stuff. I never claimed to belong to a group called the "fighters of true pixel art", otherwise I would understand. I for myself do not really like, when someone calls himself an "Anime-fan", while he only watches the mainstream of Anime, but cannot even tell me, what ""Kaze no tani no Naushikaa", "Loudoss tou senki", or "MD Geist" is. Someone like this is more like an "Anime-
fanboy", but not an Anime-fan ;-).
Willhart wrote:I personally like the sharp and colorful style with black outlines on the screenshots above. It looks like something that could be nice to play in, if the enemies and backgrounds are still different enough from each other, which they seem to be. Some of the gradients on the text and the menus make the words in them a little less readable though.
I guess I get what you mean by "Some of the gradients on the text and the menus make the words in them a little less readable". I could just remove the gradient, or tone it down a bit. Let me see about it :-).
Kuribo wrote:I don't care if it's an accepted definition of pixel art, I'm questioning why it matters if it's technically pixel art at all. The quality of the work is what matters.
LordKofu wrote:Honestly, I love Sed's style and approve of the awesome work he did. That HDish pixel art is awesome in my opinion, and just because it doesn't fit into some made up 'rules' of pixelart, it isn't bad. I like it very much.
You clearly seem to share my opinion of this. I never "studied" the rules and limitations of what means to do "true pixel art", nor did I say that I will adapt to it's rules. I put in all effort to make it of quality look, not to let it look like some 90s game, that tries to copy something already existing.
StrikeForcer wrote:
It is important to note that pixel art is meant to be a call back to the mediums where pixel art is a necessity to deliver on the game's presentation when made for x specific mediums with their respective hardware limitations.
And since I am using SMBX as a base, I do not need to adapt to this rules, nor did I ever wanted to do it with my project, or the edited SMBX.exe :-)