Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
How long does it take to draw one tileset, this one for example? Keep up the great work.
It really depends. If I already have an idea of what I want, I can crank out a tileset in a few hours, plus a bit more time to go back and add things I forgot when I build the Map 16. It can take a bit longer when I'm not quite sure, though. The mountain tileset in Tower of Disarray had to be totally redone. Originally it had a 3d-ish cube pattern to it, instead of the angled lines you see now.
@Spinjumper: Your graphics reminisce games like Cave Story and Metroid. I like it, but the adding of some colors would be nice.
The stone blocks are too dark, I think. It is possible to fix that by changing the temperature of your palettes, maybe changing blue to brown or red or by decreasing its saturation, but that will completely change the scene overall.
I was definitely going for Cave/Story Super Metroid, yes.
By adding colours, I'm guessing you mean more variation, making things more colourful? And I originally had the masonry a shade brighter, but it didn't blend in well enough to the black.
I am drawing a carnival FG. A friend of mine requested it, but I will upload the graphics as soon as finished.
Originally posted by Nox
How does look so far?
Looking good. I like the texture in the dirt. I feel like there should be a couple variations for the grass, though, or at least draw unique grass for when it's in front of something. In general, I suggest avoiding copy-pasting when making tilesets. You're trying to get as much variation from a limited number of tiles.
It's pretty disappointing just how difficult it was to get this passed to begin with. It's pretty silly how much of a fuss people get over a stupid little rule like this, in a book full of stupid little rules. You don't see people getting all angry over others eating shellfish or mixing fabrics or whatever. Of course it's more complicated than that but my point still stands, and the Government has no business enforcing religious rules.
I have seen beautiful, then I have seen very beautiful, then we have Tower of Disarray.
Playing the C3 demo, these are my honest opionions.
Playing the game only for a couple minutes, I come to absolutely love the visuals, especially in the cloud level, those transparency effects just look great.
Not having played SMW or SMW hacks in a while though, it was a bit hard to make progress beyond the first level you start off on.
My biggest complain is that this hack doesn't work in the emulator I use, Snes9xpp 'SE, which I use to emulate games as if they were on an OC'd SNES, basically giving unrealisticly good FPS in just about all SNES games.
Because of the hack's incompatibility with my emulator, I had to move to. . . ZSNES, the only other emulator I have.
A warning is given to me that the emulator isn't fully compatible or something in ZSNES, but should I pass that off? The game ran perfectly fine, all the levels would start up and such.
I'm sorry about the Snes9x incompatibility. I was unaware of it until a day ago when I finally got Snes9x working on my PC. I'm going to work on that next, I think. As far as the ZSnes warning goes, the SA-1 patch can cause issues with ZSnes, and indeed has for me in the form of crashing. I'm glad it worked for you, though.
I just played the C3 demo (though I haven't beaten In The Clouds or Impact Valley yet), and wow, I may have to say this is one of my favorite hacks. I had a similar issue to zack30 as my main emulator of choice, Snes9x GX, did not run the hack but it had no problems for me in ZSNES. I hope the incompatibility will be fixed in the future, but I understand if it can't.
I believe the best thing about this hack is that it's absolutely beautiful, so there's another compliment to add to the increasing stack of similar compliments. I especially liked the little touches such as the room in one of the pipes in Celestial Cataclysm, and the level design overall matches the quality in graphics.
Although, there were a few tiny things I have recommendations for, mostly regarding clarity to the player. In the vertical section of Cloudy Clifftops, there are climbable walls where Mario automatically jumps up onto the top ledge once he reaches it. Unless this isn't planned to be the first level involving such a mechanic, I suggest adding a 'safe' ledge for the first time this is used, without an enemy to accidentally jump into before learning how it will work. And the other, extremely minor, probably personal nitpick, is that I felt the log sawed in half in Shady Sawmill should be able to be walked on.
Finally, one quick question - What is the music you used in Impact Valley? I really feel I should recognize it, but I don't.
I'm really looking forward to this hack, keep up the good work.
Thanks for pointing out the lack of conveyance on Cloudy Clifftops. I knew I was missing something with those.
Here is my submission
I'm not as good with backgrounds as I am with foregrounds, so I took this opportunity to grow as an artist. I've always been quite fond of space, and it seems to fit the theme fairly well.
I made an asteroid layer 3 for the space bg posted earlier. Unfortunately, this interferes with the status bar palette, so I couldn't submit it to the contest with the bg, but I can use it for my hack so it's all good.
Layer 3 transparency is a mystery for me. Sometimes it shows layer 1, sometimes it doesn't.
I believe you need to set the level to a certain mode to get layer 3 transparency to work on layer 1. Try changing the level mode to 0E (It's in the menu that the Mario head icon brings up). This seems to mess with sprite priority, though.
I really like that grassy foreground, by the way. The layer 3 water needs work, though. Try smoothing out the lines a bit. Make the shapes a bit more round, I guess.
EDIT: Here's an illustration of what I mean.
Left is original, right is a quick edit.
Note how the red circled areas differ.
I think this is actually the first time I post content in this thread, huh.
My entry for the GFX contest, a crystalline mine being illuminated by the moon. Got a bit of inspiration from Sonic CD's Quartz Quadrant stages. I got to practice my lighting and dithering skills quite a bit with this, which was nice and fun.
...And yes, the moon was a freaking pain to make.
Damn, that looks really smooth. How many colours is that?
The one thing that really bugs me though is the obvious mirroring in some places. Ideally you shouldn't have a tile adjacent to a flipped version.
So here's the level I'm working on. I need to know if the trap is obvious enough. The spikes retract by the way. Feedback on the tileset is welcome as well.
Having played a lot of Mega Man my first instinct is that you'll fall through the floor and hit the spikes. So I guess you have to wait so they retract and then you can fall into the pit and jump out? Pumpkinbot seems to think the ceiling spikes are the trap, so maybe it's not that obvious. What I'd recommend is forcing the player to see something similar beforehand, like having them fall through a similar looking piece of floor before they can get there. Mega Man does that a lot and it's a huge part of why the series is so good; you never feel cheated because you didn't know what something did.
You got it right. And I am familiar with Megaman's methods of teaching. I might have an enemy fall into the pit or have something like you mentioned. The idea is to jump the pit while the ceiling spikes retract, by the way. The hidden ones don't, should have mentioned that.