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Screenshots/Videos
Forum Index - Events - SMW Central Production 2 - Screenshots/Videos
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You're welcome to show off whatever you've done for your level here in order to receive feedback from other users.
Preview of the first part of my level. How does it look? :)
Last edited on 2011-04-02 02:12:13 PM by JeRRy86.
Kinda hectic. Don't go too crazy on the cement blocks or munchers.

Also, is there a way to get past the part on the right without the switch blocks? It looks like you could spin jump on the fireball, but .. that's kinda cruel, honestly.
Originally posted by S.N.N.
Kinda hectic. Don't go too crazy on the cement blocks or munchers.

Also, is there a way to get past the part on the right without the switch blocks? It looks like you could spin jump on the fireball, but .. that's kinda cruel, honestly.

Yeah, it's still kinda work-in-progress, and I wasn't fully done with that fireball part yet. And about the munchers; I guess you're right, although you don't really notice it in-game, but okay.
Ugh, I've always hated that you abuse concrete blocks that much, seriously, instead of using concrete blocks there, the global floating ledge tiles would be way better and look more stylish.

And please, please, don't be afraid of changing the white colour the pipe uses to something darker, this just looks ugly.

The background also looks really bland, I sure hope it's just a placeholder, because even if it isn't, go ahead and use real hdma for this.

One last thing, you are missing your ground texture in that part where the thwimp is.
Originally posted by leod
Ugh, I've always hated that you abuse concrete blocks that much, seriously, instead of using concrete blocks there, the global floating ledge tiles would be way better and look more stylish.

And please, please, don't be afraid of changing the white colour the pipe uses to something darker, this just looks ugly.

The background also looks really bland, I sure hope it's just a placeholder, because even if it isn't, go ahead and use real hdma for this.

One last thing, you are missing your ground texture in that part where the thwimp is.


1. With the levels ledge GFX munchers seem floating. Also, the in-the-air concrete blocks are because it'd seem to look somewhat better if I did that. But I might just have been failing to see it correctly.
2. Good idea, haha
3. Yup, still gotta find a good gackground.
4. You mean that the inside is dark? that's because, if I did the rocks, it's look weird and ugly.
Last edited on 2011-04-02 02:29:08 PM by JeRRy86.
http://www.youtube.com/watch?v=4-tYJnpA6N4

So here's a first version of those Elite Koopas I was talking about earlier. Still got some bugs to iron out and balancing to do, but this at least shows off the basic behaviours of the sprites.

Very thankful for ideas concerning what to do with the green ones, as well as any kind of non-terrible graphics I could use for the set.
Last edited on 2011-04-02 02:28:34 PM by yoshicookiezeus.
Originally posted by JeRRy86
1. With the levels ledge GFX munchers seem floating. Also, the in-the-air concrete blocks are because it'd seem to look somewhat better if I did that. But I might just have been failing to see it correctly.

Then don't use the munchers?
Also, concrete blocks never look good, do you even mean what I mean by "global floating ledges"?
They are those NSMB styled floating blue mini blocks, FP used them in his fire level, just check the base ROM to see it.

Originally posted by JeRRy86
4. You mean that the inside is dark? that's because, if I did the rocks, it's look weird and ugly.

Just checked it in Paint, it looks much better than with the solid colour to me.
Wow, very nice sprites, YCZ. My personal favorite is probably the Red one, I like how he throws the fire balls at you.
Not sure what could be the characteristic of the Green one, maybe some earthquakes or exploding, but I assume they would be the "easiest" Elite Koopas, since the original Green Koopas are the weakest too (or - could be a funny twist if you made a very strong Green Koopa, but used it only a few times in the hack).
Originally posted by yoshicookiezeus
*vid*

You should make the red one wait a bit before he shoots the fireballs, if you first encounter them, an unfair hit is guaranteed.

Also, I guess you could just slap coolshades on the SMWCP2 koopas for them?
Last edited on 2011-04-02 02:45:23 PM by leod.
Originally posted by leod

Then don't use the munchers?
Also, concrete blocks never look good, do you even mean what I mean by "global floating ledges"?
They are those NSMB styled floating blue mini blocks, FP used them in his fire level, just check the base ROM to see it.

Oh you mean those. Well, if used once they're okay, but if used more times they start to get a bit weirdo, IMO.

Originally posted by leod
Just checked it in Paint, it looks much better than with the solid colour to me.

Now that I tried again, it does seem better if I use the correct map16 tiles instead :P
Originally posted by leod
Originally posted by yoshicookiezeus
*vid*

You should make the red one wait a bit before he shoots the fireballs, if you first encounter them, an unfair is guaranteed.


I agree with that. Make the red one wait a second before attacking.

As for the green one... uh, how about giving him high jumping?
Originally posted by yoshicookiezeus
http://www.youtube.com/watch?v=4-tYJnpA6N4

So here's a first version of those Elite Koopas I was talking about earlier. Still got some bugs to iron out and balancing to do, but this at least shows off the basic behaviours of the sprites.

Very thankful for ideas concerning what to do with the green ones, as well as any kind of non-terrible graphics I could use for the set.

Make them move up and down by a pixel everytime they change walking frames, just like SMW's original Koopas. They walk retarded as they are right now.

Otherwise neat idea.
Originally posted by JeRRy86
Oh you mean those. Well, if used once they're okay, but if used more times they start to get a bit weirdo, IMO.

They will be used throughout the whole game, the player will grow used to them by then, just use them.
Besides, they look fantastic and I don't see why they would look weird.
Last edited on 2011-04-02 02:52:27 PM by leod.
Well, I didn't plan on starting to work on my level this early but I started a bit.



Comments?
Originally posted by Weeabuu
Make them move up and down by a pixel everytime they change walking frames, just like SMW's original Koopas. They walk retarded as they are right now.

So that's why their walking animation was looking all weird. Thank you.

Originally posted by Hadron
Not sure what could be the characteristic of the Green one, maybe some earthquakes or exploding

Exploding Koopas?

...why the hell not? :V

And yeah, when I said that I had some balancing to do, I was talking about stuff like the firing speed of the red one.
YCZ

Honestly, the blue elite there is kind of lame compared to the other ones. Considering the typical 'order' of koopas, I'd give that shell ramming power to green, and find something 'more elite' for Mr.Blue that would put him in a closer tier to Mr.Yellow.
Last edited on 2011-04-02 03:00:54 PM by raocow.
Originally posted by super pokemon world
Well, I didn't plan on starting to work on my level this early but I started a bit.

*img*

Comments?

Nice job, SPW, that level's coming along fine so far. Keep it up.
Originally posted by super pokemon world
Well, I didn't plan on starting to work on my level this early but I started a bit.

*image*

Comments?

Looks good, man.
Originally posted by leod
Originally posted by JeRRy86
Oh you mean those. Well, if used once they're okay, but if used more times they start to get a bit weirdo, IMO.

They will be used throughout the whole game, the player will grow used to them by then, just use them.
Besides, they look fantastic and I don't see why they would look weird.

It's a red atmosphere, so it give a big lot of contrast. In grassland levels they'd be nice, but in fire/lava levels, I'm not really seeing 'em being that fantastic.
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