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Tip: Make sure your overworld's aesthetic, and the levels within, are coherent.
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Super Dangerous Dungeons - Grassland by BootaNoBijuu
Forum Index - Valley of Bowser - Moderation Questions - Graphics - Super Dangerous Dungeons - Grassland by BootaNoBijuu
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File Name: Super Dangerous Dungeons - Grassland
Submitted: by BootaNoBijuu
Authors: BootaNoBijuu
Type: Ripped
Purpose: Background, Foreground
Description: A Grassland used in the Cutscenes of a Android Game called "Super Dangerous Dungeons". It contains 3 variants of Color (used in the Game). I also ripped some Graphics and lefted it on the "ExGFX82" that will be good if were used for custom blocks (or sprites). give credit to me (if you want).
NOTE: if you will not use the "Night" background, change the "Layer 2 Scrolling Rate" to "H-Scroll: Variable, V-Scroll: Slow" or "H-Scroll: Constant, V-Scroll: Slow" for a good view of the background.
Going to have to reject this primarily over the palmask and palette. The biggest thing is the daytime one, which isn't masked correctly. The clouds do not change color when applying the palette. It looks like row 0 isn't masked properly?

Though there's also quite a bit of optimization you could do here. I'm seeing quite a few unused colors in the palettes (The pinks in the water row, for one. Quite a few duplicated colors too.) I think you could do some cleanup and shrink down the amount of space they take up quite a bit.

As a suggestion you should include a second mwl file for the day/sunset palettes with the stars and moon removed. It's quick to delete them, but this helps with quicker insertion by allowing people to just copy/paste the background into their levels. Don't worry about the layer 3 for now like you mentioned in your notes, I suggest just correcting these things and resubmitting, because it's a good rip with just a few issues.
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Forum Index - Valley of Bowser - Moderation Questions - Graphics - Super Dangerous Dungeons - Grassland by BootaNoBijuu

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