I'm not a fan of the texture of the grass tiles at all, for me they look kind of weird. But they don't need to be changed. The water details being darker instead of brighter is also a little weird IMO.
I really like the dirt's texture though, and I'd like to see the final product you'd get with these new overworld graphics.
the shading of your overworld there, including the water waves, hills, and sand (layer 2 paths) look a little strange, and you should change their palettes, so they could look a bit better. but i understand it, since it's still w.i.p.
it still looks similar to super mario world's version, though. good luck with it!
So I've been playing the VLDC hack you guys made and what impressed me the most is how you made some awesome new level archetypes like deserts and mountains utilizing vanilla resources. It inspired me to make new FG's and BG's using the original SMW GFX's
So I'd like to know some opinions on these BG's and palettes I made and see how I can improve on them:
all the backgrounds look nice, except for the first screen; i feel like it's too cartoony compared to the original super mario world foreground. it's not a big problem, though. just try to have consistency when creating custom graphics.
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
First screen is a nice foundation, but it will need a lot more work before it can be considered "full". Play the second place entry if you want a better reference for what I'm talking about. Second screen's fitting, though faux-gradients are pretty common and simple to make. Third screen looks quite good, though- no real complaints there.
Gonna see to have some 16x16 barrel graphics made by a friend.
Actually, this generator does exactly that. I used it in my hack and works just right. You'll maybe have to tweak the water's palette a bit though, because the darker the colors, the more transparent it gets and vice-versa. The water GFX can be edited in 2BPP GB mode in YY-CHR. I don't think you'll need Terra Stripe for this job.
To be very, very honest: I don't think it's worth the trouble at all. The vanilla GFX are just alright with that level's graphical style, imo.
B.B.Link, your screenshots look pretty good, though I'll have to agree the first one seems a bit cartoony, or rather overly simplistic and kinda clashes with the foreground. I don't think it's been said yet, so in the second and third screens the palettes need a bit of work. In the second one the seaweed sticks out a lot, so I recommend darkening the palette and making it a bit more of a blue-green. And in the third screenshot, I think the ground seems a bit light making the hills seem to be floating, so I recommend darkening that a bit and lowering the saturation on the flowers since they stick out a lot too.
Also, I have something I would like to show from my own hack thread. If it's against a rule I may have overlooked to repost from there, I apologize. Please read the video description before giving feedback, since there are some things I plan on changing.
Also, having problems with the brick, as it changes palette with the foregrounds ^^;
You can either change the palettes used be it with YY-CHR so both the brick block and foreground don't share the same palette, or change the palette of the brick block through the Map16 editor.
Commenting on your screens, I really like what I see so far. The level design seems to be well done, and assuming it's the first level of the hack, I think it is a good introduction of the hack to the player. The overworld actually looks good, but since you said it's still WIP, I'm slightly curious to see the final product of it.
@XerX, I like it, but I think the yellow is a bit too bright. Try darkening it a little.
@Rykon-V73, looks like a factory themed castle. Looks good.
@B.B.Link, nice background and palette. Sorry to be nitpicky, but the grass ledge doesn't have any shading, also I think a slightly darker BG would look a little better. You don't have to fix them though.