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A Plumber For All Seasons (climb a mountain, climb it steeper, steeper)
Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (climb a mountain, climb it steeper, steeper)
Pages: « 1 211 12 13 14 »
Oh yes, an exploration theme is a perfect fit for graphics like these!! I hope Mario doesn't blend it too much with the background, though, because that may become an issue.

Also whaaaattt?? WhiteYoshiEgg..e--editing the Mario sprite?? Am I dreaming? Someone pinch me..
I do think whenever one is doing a limbo/silhouette approach have enemies and collectable items have whites in their eyes and in the case of collectables, on the shape that makes it such (such as with Ace Coins have the "A" be white).

BTW those last two screenshots on the bottom right portion of the post... above the obvious spike walls in those screenshots, if that is décor with that triangle shaped object it should look less spiky.

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On Pixel Art Requests: I generally do not accept free work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that second part. I do not accept speculative work as I do have various art I made on-hand with me. I am more receptive to paid work and equivalent exchange of resources (trades) in which case, you can DM me wherever I have an active presence on for the details and we can work something out. If not, then don't DM unless absolutely necessary.



Originally posted by StrikeForcer
BTW those last two screenshots on the bottom right portion of the post... above the obvious spike walls in those screenshots, if that is décor with that triangle shaped object it should look less spiky.

Not entirely sure what you mean to be honest? Rest assured, though, everything that looks like a spike acts like one.

Showing the whites in enemy's eyes might look too silly I think, but thanks for the suggestion to make the star shapes visible on star coins! Here's what it looks like now (and I also increased the contrast a little more):






On to 3-4! Inspired by pictures like this, here's what I came up with for the forest background:


(previous attempt here)

Forests are the place most associated with Fall, so I thought it'd make sense to show the season from its bright side again (as opposed to the muddy and rainy one). As proven by my reference pictures, a glowing white sky works pretty well! I've always wanted to try that, and I think it came out adequately.

 

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Progress!



I gave the background a couple more revisions (remaking the layer 3 trees from scratch) and set up the tileset and some sprites I plan on using. The rideable leaf is Blind Devil's, the graphics are mine (might still tweak those to be darker and less banana-like).

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First of all, your usage of The Stranglers' "Golden Brown" (or the cover from The Wurzles) is appreciated.

Second, not having the parallax scrolling that was on #showoff is really doing this background a disservice.

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Currently working on Æther: The Infinite Library!

Other Submissions of mine:
SNES Controller Graphics
Originally posted by Deeke
Second, not having the parallax scrolling that was on #showoff is really doing this background a disservice.

You mean not showing it? Alright then:

It's pretty standard stuff and the layer 3 trees somewhat obscure the layers of depth, but hey, what can you do.

Also, here's an attempt at making the leaves fit in more and look less like bananas, as well as Chucks throwing acorns:



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I haven't commented yet on this yet and I usually don't really get into non-vanilla aesthetics, but this autumn aesthetic is really amazing! I'm also a fan of the rain level shown a few posts prior. I also like the haystack-tossing lakitu from a while ago lol. I'm (secretly) hoping that you come up with more custom or unique gimmicks yourself, as well as re-purposing existing stuff.

If you use those falling leaves, I found that the default momentum makes them a bit hard to land on for some reason, and a few people have agreed (so I'd suggest editing them or making the hitbox slightly wider).

Are you using the DKC status bar, or the coin-only one in that silhouette screenshot? Personally, I prefer the one in the silhouette level and how it matches with the atmosphere. I'd say that you could probably get away with nuking the life and coin counters and only keeping the star coin counter as well; it would help de-clutter the screen and make more room for the backgrounds; after all, those should take center attention. I'm not really sure if anyone actually pays attention to how many (regular) coins they have, and lives would rarely be an issue if you keep the player well-stocked.
Thanks for that feedback!

Originally posted by GbreezeSunset
If you use those falling leaves, I found that the default momentum makes them a bit hard to land on for some reason, and a few people have agreed (so I'd suggest editing them or making the hitbox slightly wider).

That's a good point! I've changed their hitbox and graphics to be wider now.

Originally posted by GbreezeSunset
Are you using the DKC status bar, or the coin-only one in that silhouette screenshot? Personally, I prefer the one in the silhouette level and how it matches with the atmosphere.

I'm using my DKCR status bar - not sure if there's a coin-only edit somebody else made? It counts lives, coins and star coins, but only shows the numbers when they changed (and when I took the silhouette screenshot that happened to be coins). I don't think it gets in the way too much (though I may be biased there).




In other news, I finished 3-4 a week ago, only six days after I started it! That has got to be a new record for this hack. I might actually upload a video of it later.

I've begun working on 3-S, which is going to basically be a cave level. Not much to show for now except the background:


(for several reasons this background is actually on layer 3, with the animated glow on layer 2.)

 

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3-S is also done! I'm pretty satisfied with the rate this is going at.

I had more or less planned a special gimmick for this, but eventually settled for just Moles™. There's not an awful lot more to say (except the video of 3-4 is hopefully still coming!), so have a handful of screenshots:



(edit: also I'm dumb, this is world 3, not 2)

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I wouldn't have minded seeing that level be a mineshaft/minecart level but it does look alright with moles being the gimmick.

As usual, I like your backgrounds on your art style, WYE.

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On Pixel Art Requests: I generally do not accept free work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that second part. I do not accept speculative work as I do have various art I made on-hand with me. I am more receptive to paid work and equivalent exchange of resources (trades) in which case, you can DM me wherever I have an active presence on for the details and we can work something out. If not, then don't DM unless absolutely necessary.



Finally found the time (and motivation) to make a video of 3-4! I think it came out pretty nice (the level, that is; the video quality is abysmal).



Credit is probably overdue: massive thanks to Moose for making this perfect fit of a forest song, as well as to everyone else generously making music for this hack! Don't know what I'd do without y'all. #tb{:)}

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So after looking at the video for 3-4, I am astonished at how well-polished this stage is! To start, the graphics are absolutely beautiful; I dig the semi-realistic look of the stage, and the palette is very pleasing to the eye. I also like how the falling leaves were used in this stage; though they're useful for getting to high places, I liked how they're also used for quick platforming sections. And the inclusion of the Slugs midway through the stage is very smart. If there were one or two issues that I have to point about the stage, it's that there is some slowdown at certain points in the stage- though it could be because of the video quality- and that the 2nd Star Coin could have a better placement. Beyond those nitpicks, this stage is effectively perfect!

I have heard about this hack for a while, though I haven't really looked into it until now. And from the progress shown, this is an incredibly well-done hack with a lot of love put into it! Each idea that the hack gives is introduced well and expanded upon nicely. I especially liked the screenshots for 1-4 and 1-6; the vine gimmick is really smart and is something that I haven't really seen before, and 1-6 looks really surreal with its use of slopes. Overall, I'm really interested in what this hack will bring, and I hope development for this project continues well for you.

Anyways, I have to stop writing for now. I wish you good luck on your endeavors, and I'll see you later.
Bye! #smw{:peace:}
Glad to see you're still working on it after all these years #smw{:TUP:}

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b
Thanks for the nice comments! #tb{:)}



3-5 is finally in the works now. The background graphics were somewhat more tedious to make than usual, and in the end I barely fit it all into seven GFX files (three for layer 2, four for layer 3). It's not very efficient, but it works, and I'm not too keen on starting over now. #ab{^^;;;}

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Every time I come back to check progress on this I'm blown away. That background is awesome! Love the scrolling clouds!
This really is amazing. One can really tell the amount of effort put into this!

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>Mark danced crazy!
Backloggery
What year do you expect to be finished with the hack? 2019 or 2020 or 2021?
Glad y'all like it!

Originally posted by Final Theory
What year do you expect to be finished with the hack? 2019 or 2020 or 2021?

Certainly not this year, but hopefully sooner than 2021.

Also, here's a bit of a preview of what the level will revolve (get it?) around: floating ground and rotating platforms. (the latter will probably get their palette changed still.)


I've been getting a little more comfortable with LM3's options, so I'm planning to make this level about square-shaped. Let's see if things will fit!

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will there be level with more than two exits paths kind of like the four seasons will the hack have bosses, daisy.
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Forum Index - SMW Hacking - Works in Progress - A Plumber For All Seasons (climb a mountain, climb it steeper, steeper)

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