Topics that have reached 100 pages.
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h2643
- Birdo
- Posts: 2890
- Joined: Sat Dec 21, 2013 7:23 am
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Contact:
Postby h2643 » Wed May 13, 2015 11:34 am
because why not
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RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Wed May 13, 2015 11:41 am
h2643 wrote:
because why not
The second player will surely die at first, since he's so near at that kirby NPC. But who really plays the 2 players.
Other than this, there's not much else to talk about.
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Squishy Rex
- Posts: 1938
- Joined: Sat Dec 21, 2013 4:30 am
- Pronouns: he/him
Postby Squishy Rex » Wed May 13, 2015 5:34 pm
RudeGuy07 wrote:Squishy Rex wrote:So, here's this Sky-themed map I revamped from an ancient project of mine:
I don't get why the levels at the top are in air. Also, the path that collegates the mushroom house to the other levels is too long.
Other than this, it looks pretty fantastic!
I thought someone may have mentioned the skybound shipwreck actually, but, the top levels, aren't in the air, they are supposed to look more on the horizon. The Treasure Ships I thought, would pull that off well, since they do float. Maybe I'll move them down a touch. Also, I'm a general hater when it comes to long paths, but I can't say I actually noticed the Blue Mushroom House's one. I might shorten that one sightly, but keep it just long enough to still seem "out of the way". Thanks for the feedback.
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Erik
- Eerie
- Posts: 761
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Thu May 14, 2015 8:08 am
My level for Turtwig's Music Contest, it's going to be in my project as well.
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RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu May 14, 2015 8:14 am
Ludwig von Koopa wrote:My level for Turtwig's Music Contest, it's going to be in my project as well.
Remember to make it longer (it was a big flaw in my opinion)
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RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu May 14, 2015 10:28 am
LordKofu wrote:Who made this SMB3 Rex?
It's a graphic made for NGCA, it's in a level called "Yoshi Mountain".
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FanofSMBX
- Mouser
- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu May 14, 2015 11:41 am
LordKofu wrote:Who made this SMB3 Rex?
None of that stuff is SMB3.
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Mable
- Ludwig
- Posts: 5806
- Joined: Sat Dec 21, 2013 4:23 am
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Contact:
Postby Mable » Thu May 14, 2015 12:41 pm
1-4 Under the GhostHouse
Last edited by Mable on Thu May 14, 2015 1:17 pm, edited 1 time in total.
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RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu May 14, 2015 1:00 pm
The background doesn't fit very well in my opinion.
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Erik
- Eerie
- Posts: 761
- Joined: Fri Dec 12, 2014 2:46 pm
Postby Erik » Thu May 14, 2015 1:13 pm
RudeGuy07 wrote:The background doesn't fit very well in my opinion.
I agree, you should recolor it to SMB3, or use another blue cave BG.
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Mable
- Ludwig
- Posts: 5806
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Postby Mable » Thu May 14, 2015 1:17 pm
Updated the post with the smb3 recolored one from Legend-tony. If that doesn't work out i reuse the smb1 as the tileset is completly custom and i dunno if the bg now fits.
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RudeGuy
- Fry Guy
- Posts: 4993
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Thu May 14, 2015 1:46 pm
Try to make it a bit brighter and it'll be perfect.
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Zeldamaster12
- Cid
- Posts: 4103
- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Thu May 14, 2015 8:53 pm
Got a new level in the works. I'm trying to get better with using GFX, and I think this one is coming out nicely. I think the only GFX I've used so far in this is from Natsu, but I darkened the mushroom platform a little to blend in with the level. Anyways, this should be finished by around tomorrow if I won't be lazy, but here's a screenshot. I'd like to know what you guys think!
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Emral
- Cute Yoshi Egg
- Posts: 9722
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu May 14, 2015 8:56 pm
It looks incredibly cramped down there. I can see players having a hard time navigate past the spiny, as well as the second thwomp. You have pretty much filled in the entire upper half of the screen with fill blocks. Make use of it! Don't just disregard it!
Also, always remember: Not every pipe needs a piranha plant
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Zeldamaster12
- Cid
- Posts: 4103
- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Thu May 14, 2015 8:57 pm
There's actually more space before the screenshot's area, and the Spiny goes down on it. The first Thwomp, you just go up to it and jump over it. As for the second Thwomp, I'm actually still testing that part, haha. Anyways, thanks!
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Emral
- Cute Yoshi Egg
- Posts: 9722
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu May 14, 2015 9:00 pm
Ah that's good to know! Your level heavily reminds me of what I used to see a lot back in 2012/2013. The level has a far different atmosphere to it than what I see nowadays. Be it that you're still learning, be it that you don't exaggerate on custom graphics. I like it. I'm excited to see more from you and how you improve and develop your own style of making levels
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Zeldamaster12
- Cid
- Posts: 4103
- Joined: Mon Feb 24, 2014 7:43 pm
- Flair: stop looking at my flair dangit
Postby Zeldamaster12 » Thu May 14, 2015 9:02 pm
Thanks, I really appreciate it!
About the second Thwomp, I just decided to remove it as a whole; I don't really find it necessary and well, it wasn't really possible to pass anyways. xD
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Alagirez
- Boom Boom
- Posts: 3467
- Joined: Tue Dec 02, 2014 2:28 am
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- Pronouns: He/Him/That wolf
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Postby Alagirez » Fri May 15, 2015 3:33 am
My new level (WIP)
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Postby bossedit8 » Fri May 15, 2015 5:54 am
The invisible vine block that is over the hammer bro is a relatively bad idea. This makes me feel that I'm playing Super Mario Bros. - The Lost Levels again with all those stupid invisible blocks next to a hammer bro where a poison mushroom takes place. Other than that it Looks very nice and detailed.
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