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Forum Index - Events - SMW Central Production 2 - Screenshots/Videos
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GN : The wall is really odd when it abruptly ends near the waves. Use the underwater palette-swapped walls for some continuity.
Last edited on 2011-09-23 10:56:39 AM by Hielus.
Grassland Background i'm doing. It's an update from the one i showed on the Base rom thread.

and an night palette

How is it?

EDIT: It's still unfinished.
Last edited on 2011-10-02 10:48:00 AM by Ludus.
HOLY FRICKIN' HELL THAT'S AMAZING.

The palette of the sky in the upper one could be changed a bit, it looks like a night sky now.
Looks great! I agree with the palette. Make the sky in the first one brighter.
I sort of like the subdued sky, myself; it gives the feeling of a brisk late afternoon/early evening in November with a light cloud cover on the horizon. Consider also that this background is (I believe) intended for the grassland-to-industry transition stages, and a particularly bright color might actually seem somewhat out of place. That said, palettes are something which can easily be (and usually are) altered to suit a particular level, so it's probably not a major issue in any event.
Is it just me or does that look like it would fit the title screen image better than a level background? The metal structure is very large, much larger than most of the set pieces in the Foreground. It's a little off-putting, and wouldn't it tile a lot ingame?
Bloop, Wormer21, Rameau's Nephew, Thanks =)
The sky gradient was made on paint.net, so its not part of the BG, i'm not sure if there will have HDMA, but i can make an fake gradient if it don't.

FirePhoenix: hmm... i'm not sure if it would fit the title screen, but with more decorations and stuff it can be a good choice. About the tiles, i guess that it does take lots of tiles, but i can try and use only 2 GFX slots for it.
Oh no, I'm not talking about tile space, I'm talking about its physical size compared to the Foreground objects. It's very large in the background, which I assume is supposed to be some distance away. Were that structure in the Foreground, I'm sure it would be at least 8-10 tiles tall. It just seems rather large for the background, something smaller would feel more appropriate I think.
If it becomes too complex for a background, you could definitely turn it into a title image. I really love the way it is shaping up, almost to the point where I'd want it to get more recognition on the front cover.
Well, i decided to try and re-do my level, since i felt that... it wasn't THAT good. Guess it is not a problem that i want to do that. Or is it?
Btw, i have something already, though the gradient and the BG is fake, it was just some test I was doing using paint.net, to see how it would look like with HDMA and a cloud BG (That is not final by all means)
How it will probably look in the hack:

How i wanted it to look...
Last edited on 2011-12-05 03:56:29 PM by Ludus.
The 1st one is pretty much possible (except for that shading on the lower part of some rocks), but the HDMA wouldn't be as smooth as this one (but would be a great addition, nonetheless). That 2nd screen is impossible, unless the BG keeps on Layer 3 and the fog effect keeps on Layer 2 but obviously, you would have to spend a whole palette row, find space for that ExGFX out of nowhere, and the maximum screen limit would decrease significantly. But obviously, you already knew all that #w{=D}.


Anyway, if you're really remaking the level, make sure you don't place the tiles one by one on the FG like you did last time, because the first part of your level all alone had 1769 tiles, which would be more or less 8845/228D bytes thrown away.
Magiluigi- Yeah, Of course I know the 2nd screen is impossible. It was just fun with Paint.Net. But i plan on using the first one as a base of what the level will look when i finish it.

And here some progress.
Level Image Is HUGE
I have most level in mind, just need to figure out some fun mini puzzle to reach a secret area.





Remodelling Myrkka Mainline with Ludus' unused GFX. The stuff in the first screen is just for testing purposes so I don't constantly mangle Mario's starting positions with my edits. Additionally, I discovered that Water Level 3 (Slash Man's) can fit as a working alternative in the event the eventually updated Submerged Micromelx doesn't quite work out in the end.

I will most likely readjust sublevel 130 around so Imamelia can do his thing with the transparent Layer 3 water, but I should be able to work around any troubles he runs into.
Last edited on 2011-12-28 02:18:50 PM by MrDeePay.
Looks pretty cool but I think a BG would be nice there. Or is it unfinished? Just asking (I'm not always checking the level threads)
Because Layer 2 is currently being used by the water. Once/If Imamelia does what he needs with Layer 3 water, I'll replace it with a BG.
Can't you make a nice small Layer 3 BG?
Wow. That's really cool to see this set being used, and very well used at that. The third screenshot looks very well made, and it's palettes are great. Well, good luck with the level.
Originally posted by Torchkas
Can't you make a nice small Layer 3 BG?


Requires Layer 3 ExGFX, which I am unfamiliar with. SCORPION volunteered to do it for me months ago, but I never heard anything from him. Imamelia proposed that the water be made Layer 3 instead (though I'll need to readjust the level a bit to compensate).




Months back, Flareblade requested some "fancy-ish" castle GFX for Stomry Citadel. I didn't bother with it at the time because I was busy on my second level. In any case, some early work on said graphics in action; I dolled up the brick texture of castle GFX I was planning on using myself for the Fire/Ice castle had I got that level; Yonowaruu (sp?) tried the set out initially (who had the cloud castle level at first), but the result was a mangled mess.

The main problem with how I styled the GFX is that they produce cutoff when connected to the clouds present in the level (nothing I can't fix), however. While my opinion of the level itself still could be higher, this is a start.



Proof of concept of something for Blazing Brush's secret exit. Combining both of WYE's treetop sets while maintaining BB's firey theme. I'll post a sample IPS in the 00B topic after someone posts behind me in that topic or 24 hours pass, whichever comes first.
Last edited on 2012-02-05 11:47:06 PM by MrDeePay.
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