| The Screenshot/Video Thread |
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Forum Index - Archive - Display Case - The Screenshot/Video Thread |
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| Posted on 2008-02-18 04:18:48 PM |
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@ Mamaluigi: Nice, that looks great , it uses SMW Mario's Palette?
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| Posted on 2008-02-18 05:04:35 PM |
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Experimental level I will probably end up deleting.
The duoverse, idea taken from Smalls comic.
The level itself has not been made, just the palette.

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| Posted on 2008-02-18 05:16:48 PM |
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Originally posted by TLMB Nice, that looks great  , it uses SMW Mario's Palette ?
Yes, I just made his overalls darker and modified a little the red.
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| Posted on 2008-02-18 05:38:49 PM |
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Wow, that's a cool idea, Amanda. A suggestion: Make that level have it's normal version and the Neo version, and you can alternate between the two (some subtle differences will exist in the Neo version). If that seems too cliche'd, that's fine...
Here's a new level with SEVERAL new custom sprites, some made by me, some not.
<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/QQ-e9o-CBaI"> </param> <embed src="http://www.youtube.com/v/QQ-e9o-CBaI" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
Chain Chomp: Made by Carol.
Friendly Mega Mole: Made by mikeyk.
Spearman: Made by me. He's just like a Shyguy with a boosted tilemap to support the spear. He will not be available for download since he was so easy to make, but if you want him for some reason, PM me.
Basilisk: Made by me... My pride and joy! He follows you if you're far away, and retreats if you move after it, trying all times to stay in front of you, and spitting energy balls the whole time. It stands up when not moving, which affects the vertical position of the energy ball. He cannot be jumped on, except a spin jump. The graphics are from Zelda II, and once I finish editing him here and there he'll be available for download.
As for the level itself, I'm actually not happy with it, and will probably change it drastically before the hack is finished. If you guys recommend anything to change, add or take out, shoot.
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| Posted on 2008-02-18 05:42:20 PM |
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Originally posted by AmandaExperimental level I will probably end up deleting.
The duoverse, idea taken from Smalls comic.
The level itself has not been made, just the palette.

Sweet. I did that one time...
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| Posted on 2008-02-18 05:44:18 PM |
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The level is great, Schwa, but I think you should fix the coin counter. ;P
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| Posted on 2008-02-18 05:51:08 PM |
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Originally posted by SchwaWow, that's a cool idea, Amanda. A suggestion: Make that level have it's normal version and the Neo version, and you can alternate between the two (some subtle differences will exist in the Neo version). If that seems too cliche'd, that's fine...
Good idea, I'll take it.
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| Posted on 2008-02-18 05:55:29 PM |
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I definitely tried that inverse idea before. Except mine was much harder to implement. Layer 2 craziness...

Some paths are only open in the inverse side.
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| Posted on 2008-02-18 05:58:51 PM |
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Ok, that looks awkward, and hard.
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| Posted on 2008-02-18 06:20:50 PM |
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Well, i'd rather not have a triple post in the thread for my hack so here are some screens from it.

Pretty simple platforming part if you know how a spin jump works.

I finally found a use for the football bouncing in place. this is pretty hard but with some patience you can do it.

Even though the palette is different it's still the same level. Trust me, this is less complicated than is looks.

Floating skulls on a river of lava with bullet bills. Judgement is the key here.
I won't spoil the last part of the level though. There is a link to the main thread with more screenshots in my signature.
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| Last edited on 2008-02-18 06:21:12 PM by Caracc. |
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| Posted on 2008-02-18 07:50:02 PM |
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Schwa: That level looks awesome. But as far as the spear guy goes, ghettoyouth beat you.
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| Posted on 2008-02-18 11:19:01 PM |
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Schwa: The level is nice, but the FG/BG do not go together at all. It's like .. grass in a factory, from what I gather. It just looks too weird .. though I may be going on a rant. I love the basilisk however, it was done quite well.
Other then the whole clashing issue, good work.
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| Posted on 2008-02-19 12:35:50 AM |
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Okay, I made some super-heavy changes to the level.
<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/7u7kJyv_6O0"> </param> <embed src="http://www.youtube.com/v/7u7kJyv_6O0" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
The first half is the same, but I added a secret area and changed some things around... You can skip it if you desire.
The second half is completely redone from scratch, and is now a vertical level in which you guide the Mega Mole to the bottom so he can take you through the Muncher Tunnel and to the exit.
That blue block with the smarmy grin that turns white when hit... That's what made those sky-blue !-blocks appear. Otherwise they'd be outlines and it would be impossible to get the key.
The palettes have also been changed so the BG and FG don't clash as much. (I know they don't match too well, but this is World 6, and World 6, being the jigsaw-piece-shaped island, is based on puzzles and brain power... so a tech-looking-like background is going on every level. Also, each level will use a different main FG, such as desert, grass, ice, sky, etc.)
Finally, though you can't tell, the Basilisk code has been improved. Now he doesn't walk through walls when retreating from you. O_O
I'm going to improve him more (like, give him new features and stuff) then submit it to the database.
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| Posted on 2008-02-19 12:58:49 AM |
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I like it, especially the creativity with the Mega Mole. However, the player may find it annoying if he/she hits the P-switch and gets swamped by those Spinies without knowing they're there.
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| Posted on 2008-02-19 03:31:20 AM |
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Main poses (walk-jump-swim)
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/LygkJTq_sfI"></param><embed src="http://www.youtube.com/v/LygkJTq_sfI" type="application/x-shockwave-flash" width="425" height="350"></embed></object>
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| Posted on 2008-02-19 06:20:18 AM |
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Looks retarded MamaLuigi, everyone can do a palette change.
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| Last edited on 2008-02-19 06:20:32 AM by Buu. |
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| Posted on 2008-02-19 10:14:49 AM |
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Originally posted by pieguy1372I like it, especially the creativity with the Mega Mole. However, the player may find it annoying if he/she hits the P-switch and gets swamped by those Spinies without knowing they're there.
Exactly! It's a trap. Notice how no coins appear when you hit the switch? Yep, all you get is a face full of Spinies. >=)
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| Posted on 2008-02-19 10:23:29 AM |
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At least, I did one. You, in your hack, didn't.
Neither did you ripped Mario's frames from SMB3. Neither did you had to recolor it pixel-by-pixel. Neither did you spent an hour trying to make the swimming frames look OK. Looks retarded ?
Maybe, but, you see, I don't care. If you think this is retarded, don't look at what I do, and don't comment it by now.
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| Posted on 2008-02-19 02:13:29 PM |
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(to MamaLuigi) I dunno, I think it would be better if you actually got all of Mario's animations up there. You missed the fireball-shooting pose.
And what's with the Giygas bit? O_o
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| Posted on 2008-02-19 05:27:54 PM |
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I decided to make some Bumber graphics, all they are is a tweak of the Para-goomba and regular goomba graphics really.
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/M_2Be_x5kG0&rel=1&color1=0xd6d6d6&color2=0xf0f0f0&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/M_2Be_x5kG0&rel=1&color1=0xd6d6d6&color2=0xf0f0f0&border=0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
Please give feedback. I know the landed Bumbers look ugly with those deflated striped jellyfish on their heads, but I'm checking with you whether or not I should remove them after they've landed.
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Forum Index - Archive - Display Case - The Screenshot/Video Thread |