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Screenshots & Videos Thread 6.5

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Twoka: Not bad Twoka but I still believe there are graphical issues regarding the palettes. They seem to be not well constructed and I believe more effort should be put into them.

S.R.H.: The palette for the most part creates a distinct atmosphere that I really like. Nice work!
@S.R.H
That is probably the best palette for vanilla graphics I've seen so far.

I was trying to make a level, but I got bored in the midst.
Here's a screenie.



(Oh, and yes. The clouds are on layer 3.)
rest in piece, Tyrone :^(
@MoosieHD: Welcome back, and glad to see you're making stuff. What I had to admire most was the patch of water you swim in. It looks much easier to distinguish from the water with landmass in it.


Also, I haven't yet stopped drawing graphics. I plan to use this tileset in World 6, and as soon as I envisioned it, I wanted to have it implemented relatively quickly (even if it only gets used later).
@MoosieHD Nice scene you got there! The shaded water is a great touch. I really like the look of that. Good work!

@LevelEngine Good stuff! I like the colors and the base of the foreground, what looks like a cement-like texture, is very well done. Keep it up. #w{=)}
@LEVELENGINE

Looks pretty cool :)
Is there going to be a background? Or is there layer 2 physics in that level?
rest in piece, Tyrone :^(
I wanted to throw in a background. Besides, this tileset isn't perfected yet.
@MoosieHD - That's quite a nice screenshot. But, while the effect of the water is neat, I find it a bit strange looking that the water with no land behind it is translucent, yet the water with land behind it is opaque. I understand it wouldn't be the easiest thing to do, but I think it would make it look much more believable.

@Levelengine - I understand that you said the tileset isn't perfected yet, but I'm not fond of those "background" (for lack of a better term) tiles with blue/yellow checkered pattern. The palette of them is a bit to bright and indistinguishable from the grounds palette. I find the pillars shading is also a bit strange, but other than that, it's a cool isometric tileset, something which is daring to attempt. Great work!
MoosieHD: Nice looking level you have there. It seems quite good to me. One thing that is quite annoying is the water there; you have it dark when it is over land and light when it is not which is fine by me but one of them has translucency while the other does not and that is quite distracting in my opinion.

levelengine: Not a bad tileset there! However, I think the blue and yellow colors there look out of place in my opinion. Perhaps you could make it more fitting with the rest of the tileset?
me attempting hacking once again


BEFORE: (2012)


AFTER: (2014)

Steam: controversialbread
Get rid of the crazy dirt stuff and put some challenge in and it'll be fine.
Best part is you updated to png, whooo! Annnnnd there's nothing wrong with those dirt decorations, as long as it's complimented by decent level design
Originally posted by Gregor
Originally posted by DevEd
Feedback plz


cool

I'm not sure if making a Sonic game in SMW is such a feasible idea, considering how the classic Sonic games are based on gaining momentum, which I don't think is very easy to replicate in SMW.

But it's worth a shot, I suppose.


If you model the game after the Game Gear or Master System games, it could feasibly work rather well. I had a similar idea, and it only needed a couple very minor ASM hacks to do it.

First off, to replicate Rings, a custom block that would act as a coin and instantly turn Small Mario into Super Mario when touched, without the full "cinematic", for lack of a better term, that occurs when you pick up a Mushroom. (The GG/MS games didn't have the Rings go flying when you got hit.) As long as the graphics for Small Mario and Super Mario are the same, and have the same hitbox (which I'm sure a minor edit found in the ROM map would achieve), you'd have a seamless Ring system working.

Secondly, an ASM edit that would turn on ice physics when Mario ducked, and turn them off when he stopped ducking. That would do a passable imitation of Sonic rolling along the ground, and at a glance could pass visually for the physics. It wouldn't be perfect, but it would be much better than some Sonic fan-games I've seen.

Finally, an ASM edit that would cause Mario's ducking state to always count as sliding as long as he's moving left or right, so that it would kill enemies he ran into instead of the other way around.

The oldest Sonic games didn't have the Spin Dash, so you could get a passable imitation with these three edits. I would have done it a long time ago, but I don't know ASM hacking, and nobody ever replied to my requests.
Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
@MercuryPenny: I haven't added enemies yet xD

I was posting mainly for feedback on the palettes.
Steam: controversialbread
Nothing much to say considering that it's just a darkened version of the vanilla grass palette. I think the transition from the grass to the dirt could be a lot smoother though.
Originally posted by sleepy
me attempting hacking once again


BEFORE: (2012)


AFTER: (2014)


I don't see any improvement. I mean, sure, the background isn't a badly contrasting ugly bright green + plain black, but the level design looks the same and the ground color is still bad (dead colors that blend too much that also look totally unfitting with the bright BG).
Sleepy: Although I do see an underlying structure of the level there (which can turn out good but there is not enough screenshots to say definitely), I cannot say there is much improvement when comparing those two screenshots. The foreground grass colors in the second screenshot do not really seem fitting to me when contrasted with everything selse there especially the background.
I will post more screens when the level is finished.
Steam: controversialbread
Here's the overworld for a side hack I'm working on:

Yep, It's a space themed OW. I've never seen this done before, so I figured I'd make one. I'm gonna add more planets around the sun soon. And don't worry about decoration, I'm gonna spruce it up in the end with some stars N' shit.
Get some stars going to fill the void and you're golden.
Your layout has been removed.
Originally posted by Kurt91
Originally posted by Gregor
Originally posted by DevEd
Feedback plz


cool

I'm not sure if making a Sonic game in SMW is such a feasible idea, considering how the classic Sonic games are based on gaining momentum, which I don't think is very easy to replicate in SMW.

But it's worth a shot, I suppose.


If you model the game after the Game Gear or Master System games, it could feasibly work rather well. I had a similar idea, and it only needed a couple very minor ASM hacks to do it.

*wall of text*


I've probably mentioned this before, but I'm only porting the LEVELS. I'm not planning on making the whole game more Sonic-like. What I AM planning is a mixture of chocolate and vanilla levels. Here's a couple of vanilla levels I'm working on:
Link because the screenshot is big
A grasslands level. This one is the closest to being finished, as I've built up to the midway point. However, the enemies you see here are the only enemies in the level.
Link because this screenshot is also big
An underground level. This one is barely even started. After the first skull raft section, the level comes to an abrupt stop.
Originally posted by Unknown
There are two kinds of people in this world: those who think there are two kinds of people in this world, and those who don't.


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