The diagonal part of the slope is made of a tile from GFX 19 (Used in the hill and leafy forest bgs). The rest of it is made entirely up by sprite graphics- the carrot platforms (including the slope one) and mega mole, actually.
Looks pretty good visual-wise. A few things don't quite work out though imo.
First of I'm not a fan of the ground palette. That grey/light blue doesn't really work together with any other color in the screenshot in my opinion.
The ground in the BG also looks quite weird. It's got like a green to brown gradient that doesn't look to great.
And the last thing I noticed is that the sand looks kind of out of place since it doesn't have an outline. Of course that's pretty much unfixable (while keeping it decent looking) so I would honestly just suggest finding a replacement for it. Up to you though.
Just a few suggestions, good luck with your level.
I did some major changes to the palette, added a dirt pattern for the boring ground, added a lot of usable decoartions, and crammed everything onto one ExGFX file. I think I may be finished with the aesthetics, though I might still do more modifications to the palette. At least it's looking bright and cheerful, as I wanted it to . Hopefully this isn't too cluttered.
Originally posted by bandicoot
Great gfx use,How you made that yi-styled cloud
It uses tiles from the castle destruction sequence. I think you can find them in GFX2C. If not, 2D.
I really like seeing new FGs built out of SMW graphics. Nice job so far!
There's something I noticed with the lower grass part just above the dirt. It's a little too repetitive in pattern. I would flip an 8x8 tile in the grass to reduce visual repetition. It's very minor, but for some reason it bugs me
Either way, I'd love to see what the finished product looks like!
There's not much I can really do with them since I lack palette space. It is possible to take their graphics, recolour them, and ExAnimate the newly recoloured tiles, but I'm not interested in doing that and end up wasting an ExGFX file.