Posted on 09-22-16, 08:12 pm


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Do they have to be?
Posted on 09-22-16, 08:57 pm
Fuzzy
Will never finish a hack

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They don't have to be hard, but... they seem rather easy. It seems like the star coin placement was a bit rushed. But I'm not complaining, the level still looks great.
_________________________
hey look, I did a thing
Posted on 09-22-16, 10:22 pm
Nipper Plant


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Posted by Asproek
Welp, there goes my idea for a level.

Just because skawo used the idea, doesn't mean you can't use it.
Posted on 09-22-16, 11:17 pm
Birdo


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Posted by cros107
They don't have to be hard, but... they seem rather easy. It seems like the star coin placement was a bit rushed. But I'm not complaining, the level still looks great.

Its a really athletic auto-scroller - that doesn't give you too many options for Star Coins.
Posted on 09-30-16, 06:33 pm


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A lot of work lately has been put into updating the sprites the game uses - enemies, blocks, switches, coins, pipes, platforms, etc. have been updated to look more NSMBUy.
Posted on 09-30-16, 07:39 pm
Panser
I AM DERP INCARNATE

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Noice, but no changes to the Mega Mushroom? LAAAAME

inb4 MeroMero updates his custom jyotyu with NSMBU rips instead of NSMBW
rip signature
Posted on 09-30-16, 07:46 pm


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I invite you do update the mega model if you can make custom nsbca animations
Posted on 09-30-16, 08:08 pm
Panser


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skawo where the file to change the top vine?
Posted on 09-30-16, 08:14 pm


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obj/item something ncg
Posted on 09-30-16, 08:15 pm (rev. 2 by Asprok on 09-30-16, 08:18 pm)
I Am Not Inteligent

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Posted by mico
skawo where the file to change the top vine?

The image is in FILESYSTEM\root\obj\I_item_ncg.bin and it uses the Jyotyu palette.

EDIT: Ninja'd.
EDIT2: By the way, this list might come in handy to know.

I could not…
Posted on 09-30-16, 09:20 pm (rev. 1 by  Hiccup on 09-30-16, 09:21 pm)
Birdo


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These new graphics give the game a nice new feel. But could you post a screenshot(s) of the game at the normal resolution, so I can see what they look like then?

Also, a different kind of question than usual: how do you think your level design is different or similar to Nintendo's (and similar/related companies) level design. Esp in regard to 2D mario platformers.
Posted on 09-30-16, 10:03 pm (rev. 1 by ImageBot on 11-21-16, 03:24 am)


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Sure, here:



I don't really understand your question
Posted on 09-30-16, 11:29 pm
Birdo


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I'm don't think there is anything more to my question than "how do you compare your level design to Nintendo's?". Sorry I can't come up with anything better and I understand if you can't answer it.
Posted on 09-30-16, 11:49 pm


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How could I possibly answer that without bias?
Posted on 10-01-16, 01:18 am
Birdo


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You don't necessarily have to
Posted on 10-01-16, 12:35 pm
Panser
I AM DERP INCARNATE

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Posted by Hiccup
I'm don't think there is anything more to my question than "how do you compare your level design to Nintendo's?". Sorry I can't come up with anything better and I understand if you can't answer it.

I think his level design is equal to Nintendo's, except that Skawo's levels are more original and inspired, meanwhile Nintendo keeps running out of ideas...
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Posted on 10-01-16, 01:31 pm
a

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I honestly think his level design is heaps better than Nintendo's, having beta tested Newer DS. It has more variety, looks better, feels better, and his levels are more fun IMO.
Posted on 10-01-16, 01:33 pm
Panser
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Posted by hamza62240
and his levels are more fun IMO.

Couldn't agree more
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Posted on 10-01-16, 02:27 pm
Birdo


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@skawo
I think you are right about you not being able to judge your own levels very well, so nvm about this question.
Posted on 10-01-16, 02:40 pm (rev. 1 by Thierry on 10-01-16, 02:40 pm)
この記号は… 解読できないよ…


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Posted by MarioKart7z
Nintendo keeps running out of ideas

Lolno

They don't even bother trying.