https://smwc.me/1529323
Video of the original game and how it uses the tileset - https://youtu.be/ob648xBCMEw?t=2027
What it shows - That theres a clear conveyance of what is solid and not-solid on how the stage design uses it. Even among other levels in that game that opt for that perspective best exemplified by that town level you can tell what is interactable from what is décor. Additionally the in-game sprites of the character and NPC are rather similar in perspective to SMW's Mario having a 3/4ths view.
Now for an example of a SMW hack using that tileset well in the following: Seawar Mario World (Japanese hack, only hack on-hand to illustrate my point)
Seawar Mario World's implementation of the tileset is not at all dissimilar to how it works in the source game. The floor graphic is solid and conveys its solid, the blinds are obscurity décor, statues are large, shaded like a solid figure, and placed in way that is an obstacle, bamboo are spikes. With the drums one should be using a bounce block to properly use it. So your point of "can't even tell what's meant to be solid and what's not with this tileset" already is p filmsy bc the idea of using rips is as much as possible in the adapation process to your SMW hacks to generally maintain tile behavior consistency with how they are used in the original game.
Next point
Not really, the graphics are generally consistent with each other and show a mastery of pixel art seen within that game system. And as per your point with perspective on the tileset, I can think of a few instances of other rips in the section from different games using the similar foreground perspective with the one removed -
https://www.smwcentral.net/?p=section&a=details&id=22005
https://www.smwcentral.net/?p=section&a=details&id=21204
https://www.smwcentral.net/?p=section&a=details&id=14795 https://www.smwcentral.net/?p=section&a=details&id=15866
I understand SMWC has the right to maintain quality standards in their sections but if we were to reject graphics that use that kind of perspective, start with the ones linked if you think that kind of perspective have limited usability. :/
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)
On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.
Projects I support:
Originally posted by Dakras Hayashi
I can't even tell what's meant to be solid and what's not with this tileset. Not only is it inconsistent with perspective and outlines, but it's generally ugly overall and clashes with itself somehow.
Quote
I can't even tell what's meant to be solid and what's not with this tileset.
Video of the original game and how it uses the tileset - https://youtu.be/ob648xBCMEw?t=2027
What it shows - That theres a clear conveyance of what is solid and not-solid on how the stage design uses it. Even among other levels in that game that opt for that perspective best exemplified by that town level you can tell what is interactable from what is décor. Additionally the in-game sprites of the character and NPC are rather similar in perspective to SMW's Mario having a 3/4ths view.
Now for an example of a SMW hack using that tileset well in the following: Seawar Mario World (Japanese hack, only hack on-hand to illustrate my point)
Seawar Mario World's implementation of the tileset is not at all dissimilar to how it works in the source game. The floor graphic is solid and conveys its solid, the blinds are obscurity décor, statues are large, shaded like a solid figure, and placed in way that is an obstacle, bamboo are spikes. With the drums one should be using a bounce block to properly use it. So your point of "can't even tell what's meant to be solid and what's not with this tileset" already is p filmsy bc the idea of using rips is as much as possible in the adapation process to your SMW hacks to generally maintain tile behavior consistency with how they are used in the original game.
Next point
Quote
Not only is it inconsistent with perspective and outlines, but it's generally ugly overall and clashes with itself somehow.
Not really, the graphics are generally consistent with each other and show a mastery of pixel art seen within that game system. And as per your point with perspective on the tileset, I can think of a few instances of other rips in the section from different games using the similar foreground perspective with the one removed -
https://www.smwcentral.net/?p=section&a=details&id=22005
https://www.smwcentral.net/?p=section&a=details&id=21204
https://www.smwcentral.net/?p=section&a=details&id=14795 https://www.smwcentral.net/?p=section&a=details&id=15866
I understand SMWC has the right to maintain quality standards in their sections but if we were to reject graphics that use that kind of perspective, start with the ones linked if you think that kind of perspective have limited usability. :/
Modern Redrawn Mario Bros. 1.5 (last update - February 14, 2023, some new bonus frames, tons of minor touchups to various poses)
On Pixel Art Requests: Depends on what it is and if I have the time for it. If its complex and I don't have the time, don't expect me to accept it.
Projects I support: