SMB3 expanded GFX-pack v2.0 (download works again)

Share and discuss custom SMBX graphics.
MrPunchia
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Re: SMB3 expanded GFX-pack v1.0

Postby MrPunchia » Thu Nov 06, 2014 8:24 pm

You know, there are a few tiles which I can't place next to each other because of their size.

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Re: SMB3 expanded GFX-pack v1.0

Postby DatDude » Thu Nov 06, 2014 11:36 pm

Yeah, quite a few of the tiles are bigger than the original ones, so it gets glitched. Can you please make this so that you aren't forced to use PlatGenWohl?

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Re: SMB3 expanded GFX-pack v1.0

Postby SilverDeoxys563 » Thu Nov 06, 2014 11:47 pm

DatDude wrote:Can you please make this so that you aren't forced to use PlatGenWohl?
You're never forced to use it in the first place. If you really want to use the 64x64 blocks, just do some renaming in your level folder--simple enough, right? The PGE does allow you to do a lot more with this pack's 16x16 blocks and 32x64 slopes, though, so I don't really see why you're making yourself miss out on some of SMBX's greatest capitbilities in terms of customization. In fact, it's really not possible to use blocks with those specific dimensions without the PGE since only that editor can dynamically change the boundaries of each block based on its custom graphic. You really should go pick up the PGE--it's not too hard to settle into once you get the hang of the simplistic GUI.

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Re: SMB3 expanded GFX-pack v1.0

Postby DatDude » Thu Nov 06, 2014 11:58 pm

SilverDeoxys563 wrote:
DatDude wrote:Can you please make this so that you aren't forced to use PlatGenWohl?
You're never forced to use it in the first place. If you really want to use the 64x64 blocks, just do some renaming in your level folder--simple enough, right? The PGE does allow you to do a lot more with this pack's 16x16 blocks and 32x64 slopes, though, so I don't really see why you're making yourself miss out on some of SMBX's greatest capitbilities in terms of customization. In fact, it's really not possible to use blocks with those specific dimensions without the PGE since only that editor can dynamically change the boundaries of each block based on its custom graphic. You really should go pick up the PGE--it's not too hard to settle into once you get the hang of the simplistic GUI.
I do have PlatGenWohl, but i still don't understand how to put custom graphics in it, and also how to make the tiles align with each other automatically. (Like in SMBX)

FanofSMBX
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Re: SMB3 expanded GFX-pack v1.0

Postby FanofSMBX » Fri Nov 07, 2014 12:15 am

Is round player blocks out of the question? Are you trying to allow them to be placed in PGW and be played in SMBX, or just not care about SMBX?

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Re: SMB3 expanded GFX-pack v1.0

Postby DatDude » Fri Nov 07, 2014 5:12 am

FanofSMBX wrote:Is round player blocks out of the question? Are you trying to allow them to be placed in PGW and be played in SMBX, or just not care about SMBX?
I was trying to allow them to be placed into PGW, and be played in SMBX (Without any errors).

Villager103
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Re: SMB3 expanded GFX-pack v1.0

Postby Villager103 » Sat Nov 08, 2014 12:26 pm

May I give a suggestion? More pipe colors. Yellow and dark blue would be cool. Maybe an icy blue/aquamarine color and a white one?

Sednaiur
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Re: SMB3 expanded GFX-pack v1.0

Postby Sednaiur » Sun Nov 09, 2014 5:57 am

SilverDeoxys563 wrote:I'm sorry, let me add copyright to that idea until we can post the topic for what we're doing--

[3:30:43 PM] Red Yoshi: lol
[3:30:49 PM] Red Yoshi: copyright it
Do not worry about that. I don't have the time to check it, nor do I want to steal your ideas anyways ^^. Since you and some others are researching the thing, it would be somewhat rude, to research for it on myself. I did realize this already, when I logged out last time.
Snessy the duck wrote:ITS GREAT. But one thing, in the screenshot i can see that the smb3 woods section uses tiles from the smb3 underwater section :!: Could you please fix it if its not already fixed ;)

Edit: I meant coral
Don't worry about that. I just messed the screenshot up about this. In the pack, it is totally fine.
MrPunchia wrote:You know, there are a few tiles which I can't place next to each other because of their size.
DatDude wrote:Yeah, quite a few of the tiles are bigger than the original ones, so it gets glitched. Can you please make this so that you aren't forced to use PlatGenWohl?
I could do that, but you need to know, that I had many hours of trouble arranging it, like it is now (at least 5 full hours got used up just for this), so I don't have the will to scrap all this :-/. I tried to arrange the tiles in a way, so everything can be used right from the start, without the need of setting the GFX up by themselves. Also, it cannot be changed without too much trouble, since I would need to just plain remove several tiles from the pack entirely (like all the giant pipe-pieces, all the corner-pieces, the 16x16 blocks etc.), since SMBX' editor is not able to resize the blocks automatically.
SilverDeoxys563 wrote:
DatDude wrote:Can you please make this so that you aren't forced to use PlatGenWohl?
You're never forced to use it in the first place. If you really want to use the 64x64 blocks, just do some renaming in your level folder--simple enough, right? The PGE does allow you to do a lot more with this pack's 16x16 blocks and 32x64 slopes, though, so I don't really see why you're making yourself miss out on some of SMBX's greatest capitbilities in terms of customization. In fact, it's really not possible to use blocks with those specific dimensions without the PGE since only that editor can dynamically change the boundaries of each block based on its custom graphic. You really should go pick up the PGE--it's not too hard to settle into once you get the hang of the simplistic GUI.
Just as you say. I think PGE is much more convenient to use, once you get into it a bit. First it can feel a bit strange, since some things are really different handled, but in my opinion, they are more intelligent and way more convenient to use, than in the SMBX-editor. But I still understand that it is not all too easy for the start.
DatDude wrote:I do have PlatGenWohl, but i still don't understand how to put custom graphics in it, and also how to make the tiles align with each other automatically. (Like in SMBX)
To put any custom-GFX is working just the same, as it works with SMBX. You can, for example, just copy any level-folder or world-folder from the SMBX-folder over to the PGE-folder, and it still works as fine, without any problems. Even the order of the folders is the same, so all you need to do, is to make it exactly like you do for the SMBX-editor :-).
FanofSMBX wrote:Is round player blocks out of the question? Are you trying to allow them to be placed in PGW and be played in SMBX, or just not care about SMBX?
I cannot make them round for SMBX, because they don't use a mask unfortunately. I would do it otherwise.
Villager103 wrote:May I give a suggestion? More pipe colors. Yellow and dark blue would be cool. Maybe an icy blue/aquamarine color and a white one?
I can do that :-). I just make a second folder with pipes, that is named "alternative colors". So one can choose from both folders, which colors he/she prefers. And about icy blue and white, this is already planned, since there are 4 ice tilesets to come (snow, snow wood, giant snow wood, and ice blocks), so we certainly will need them ^^.

Also another tileset is done:
Spoiler: show
Image
It resembles the dark world-grass, that you can see in the tank-levels, for example.

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Re: SMB3 expanded GFX-pack v1.0

Postby Sewpah » Sun Nov 09, 2014 6:07 pm

Sed, you made me proud once again. This pack looks very interesting. I am looking forward for later versions.

Villager103
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Re: SMB3 expanded GFX-pack v1.0

Postby Villager103 » Mon Nov 10, 2014 9:43 pm

Aesthetic wrote:World map tiles?
I know he already has them the last time I checked. But maybe some more scenery?

SilverDeoxys563
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Re: SMB3 expanded GFX-pack v1.0

Postby SilverDeoxys563 » Mon Nov 10, 2014 10:41 pm

Aesthetic wrote:World map tiles?
you actually scared me into thinking I posted my reply to GMarinaX's pack here.

gg

Villager103
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Re: SMB3 expanded GFX-pack v1.0

Postby Villager103 » Wed Nov 12, 2014 4:50 pm

Suggestion: More ice spike variants. Maybe one with a small, medium and large ice spike with one big one behind. or maybe some pipe scenery? Y'know, like the warp pipe level but with pipe sections as scenery.

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Re: SMB3 expanded GFX-pack v1.0

Postby Lx Xzit » Fri Nov 14, 2014 6:54 pm

Wow those graphics are really impressive!, I like the way to you expand the graphics and you add your "personal touch", I have curiosity, Will you expand the SMW graphics?, and I like the new custom graphics, I will give use of them, I have a question, the graphics can be adapted in this way on the PGE ? if so How I can do?... Continue with the good work. ^^

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Re: SMB3 expanded GFX-pack v1.0

Postby underFlo » Fri Nov 14, 2014 7:32 pm

Dark-Mecha77 wrote:Wow those graphics are really impressive!, I like the way to you expand the graphics and you add your "personal touch", I have curiosity, Will you expand the SMW graphics?, and I like the new custom graphics, I will give use of them, I have a question, the graphics can be adapted in this way on the PGE ? if so How I can do?... Continue with the good work. ^^
He said SMW expanded will be his next big pack iirc. Also, in the folders you download there should be GFX, occasional txts and tileset files. Just copy these to the same place as your level.

Sednaiur
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Re: SMB3 expanded GFX-pack v1.0

Postby Sednaiur » Sun Nov 16, 2014 6:48 am

Sewpah wrote:Sed, you made me proud once again. This pack looks very interesting. I am looking forward for later versions.
Thank you :-).

For the upcoming update I have planned to add at least 8 new tilesets, and many NPCs (hopefully around 100 NPCs will be possible for me).
Maybe you will like it ^^
Villager103 wrote:Suggestion: More ice spike variants. Maybe one with a small, medium and large ice spike with one big one behind. or maybe some pipe scenery? Y'know, like the warp pipe level but with pipe sections as scenery.
I assume for the pipe-BGOs, that you mean like having darkened pipes, that you can puzzle together, like the real pipes, right? Maybe I can do this.
About the "ice spikes" (I guess you mean the small spikes with the little brown blocks) I don't know, but maybe I can do this too. But all of the stuff needs to replace something else, since there are almost no free GFX-slots left in SMBX :-P.
Dark-Mecha77 wrote:Wow those graphics are really impressive!, I like the way to you expand the graphics and you add your "personal touch", I have curiosity, Will you expand the SMW graphics?, and I like the new custom graphics, I will give use of them, I have a question, the graphics can be adapted in this way on the PGE ? if so How I can do?... Continue with the good work. ^^
Thank you very much ^-^.
Yes, I aways try to remove any cutoff from the original graphics, so they can be placed more accurately. I hope this was a sucsessful attempt.
About your questions:
Yes, I also will do a SMW expanded GFX-pack, since I also really like SMW. It sure will be fun to make ^^
And for PGE, yes you can use it from the get go. I have placed the ".tileset"-files into the folders together with the graphics, so no one needs to assemble the tilesets by him/herself.
Just do it like "Nickname" said, to make them work automatically :-).
And since many GFX are not usable with the SMBX-editor (because the SMBX-editor is just dump and cannot resize the blocks by itself, as someone stated before ^^), it is recommended to use PGE for this pack too.

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Re: SMB3 expanded GFX-pack v1.0

Postby MECHDRAGON777 » Tue Nov 18, 2014 5:04 am

Sednaiur wrote:
Sewpah wrote:Sed, you made me proud once again. This pack looks very interesting. I am looking forward for later versions.
Thank you :-).

For the upcoming update I have planned to add at least 8 new tilesets, and many NPCs (hopefully around 100 NPCs will be possible for me).
Maybe you will like it ^^
Villager103 wrote:Suggestion: More ice spike variants. Maybe one with a small, medium and large ice spike with one big one behind. or maybe some pipe scenery? Y'know, like the warp pipe level but with pipe sections as scenery.
I assume for the pipe-BGOs, that you mean like having darkened pipes, that you can puzzle together, like the real pipes, right? Maybe I can do this.
About the "ice spikes" (I guess you mean the small spikes with the little brown blocks) I don't know, but maybe I can do this too. But all of the stuff needs to replace something else, since there are almost no free GFX-slots left in SMBX :-P.
Dark-Mecha77 wrote:Wow those graphics are really impressive!, I like the way to you expand the graphics and you add your "personal touch", I have curiosity, Will you expand the SMW graphics?, and I like the new custom graphics, I will give use of them, I have a question, the graphics can be adapted in this way on the PGE ? if so How I can do?... Continue with the good work. ^^
Thank you very much ^-^.
Yes, I aways try to remove any cutoff from the original graphics, so they can be placed more accurately. I hope this was a sucsessful attempt.
About your questions:
Yes, I also will do a SMW expanded GFX-pack, since I also really like SMW. It sure will be fun to make ^^
And for PGE, yes you can use it from the get go. I have placed the ".tileset"-files into the folders together with the graphics, so no one needs to assemble the tilesets by him/herself.
Just do it like "Nickname" said, to make them work automatically :-).
And since many GFX are not usable with the SMBX-editor (because the SMBX-editor is just dump and cannot resize the blocks by itself, as someone stated before ^^), it is recommended to use PGE for this pack too.
May I ask a request? Do you remember the Spiked Pillars from SMW? Can you make a SMB3 Styled version for the pack,even if you have limmited space?

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Re: SMB3 expanded GFX-pack v1.0

Postby Villager103 » Wed Nov 19, 2014 6:53 am

Sednaiur wrote:
Sewpah wrote:Sed, you made me proud once again. This pack looks very interesting. I am looking forward for later versions.
Thank you :-).

For the upcoming update I have planned to add at least 8 new tilesets, and many NPCs (hopefully around 100 NPCs will be possible for me).
Maybe you will like it ^^
Villager103 wrote:Suggestion: More ice spike variants. Maybe one with a small, medium and large ice spike with one big one behind. or maybe some pipe scenery? Y'know, like the warp pipe level but with pipe sections as scenery.
I assume for the pipe-BGOs, that you mean like having darkened pipes, that you can puzzle together, like the real pipes, right? Maybe I can do this.
About the "ice spikes" (I guess you mean the small spikes with the little brown blocks) I don't know, but maybe I can do this too. But all of the stuff needs to replace something else, since there are almost no free GFX-slots left in SMBX :-P.
Dark-Mecha77 wrote:Wow those graphics are really impressive!, I like the way to you expand the graphics and you add your "personal touch", I have curiosity, Will you expand the SMW graphics?, and I like the new custom graphics, I will give use of them, I have a question, the graphics can be adapted in this way on the PGE ? if so How I can do?... Continue with the good work. ^^
Thank you very much ^-^.
Yes, I aways try to remove any cutoff from the original graphics, so they can be placed more accurately. I hope this was a sucsessful attempt.
About your questions:
Yes, I also will do a SMW expanded GFX-pack, since I also really like SMW. It sure will be fun to make ^^
And for PGE, yes you can use it from the get go. I have placed the ".tileset"-files into the folders together with the graphics, so no one needs to assemble the tilesets by him/herself.
Just do it like "Nickname" said, to make them work automatically :-).
And since many GFX are not usable with the SMBX-editor (because the SMBX-editor is just dump and cannot resize the blocks by itself, as someone stated before ^^), it is recommended to use PGE for this pack too.
The pipe graphics are not darkened so you can connect them with real ones.

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Re: SMB3 expanded GFX-pack v1.0

Postby goombaguy » Wed Nov 19, 2014 4:17 pm

That is it, STOP IMPRESSING PEOPLE!!!!!!!! I was trying to find your smb1 gfx pack, but I also found this one and this is how I'm here. You catch so much attention, you know that?

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Re: SMB3 expanded GFX-pack v1.0

Postby Waddle » Wed Nov 19, 2014 4:20 pm

By the way, when can we expect the NPCs?

Sednaiur
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Re: SMB3 expanded GFX-pack v1.0

Postby Sednaiur » Sat Nov 22, 2014 4:12 pm

Villager103 wrote:The pipe graphics are not darkened so you can connect them with real ones.
I guess I now understand what you mean. I have made the sizables in the pipe-folders, to be used as cutoff-blockers, but I forgot to mention that.

But since there is limited space, I only could to vertical versions for that. But for the small pipes I couldn't do anything, because of the same problem.
goombaguy wrote:That is it, STOP IMPRESSING PEOPLE!!!!!!!! I was trying to find your smb1 gfx pack, but I also found this one and this is how I'm here. You catch so much attention, you know that?
xD thank you for that funny comment.
Thanks for yor interest in my graphics. May it be of fun to use them :-).
Waddle Derp wrote:By the way, when can we expect the NPCs?
You can expect them to be here...tomorrow (sunday), alongside with 8 more tilesets. I already got done most of the stuff, but it takes some time :-P:


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