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Posted on 08-15-15, 01:10 pm
Mariomaster

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Beta Stuff (2)



This is the cave tileset. The beach and the forest areas will be connected with 1-3 - Flooded Cave, which will make use of this tileset. Maybe I will add a few decorations like cristalls or rocks. Also the quality is very low because I'm only using one pallete to make the map16 arrangement easier.

What do you think?
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Posted on 08-15-15, 05:48 pm
Hammer Brother


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Apart from the low quality, I like it.
Posted on 09-10-15, 02:55 pm (rev. 1 by RicBent on 09-10-15, 08:50 pm)
Mariomaster

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For the use with the above tileset I'm planning to recreate the Yoshi's Island Cave BG in a NSMB style (of course with animations ).

I'd also like to use the Yoshi's Island Crystal Caves music, but I can't find any fitting soundfont. If you know one please let me know

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Posted on 09-13-15, 12:16 pm
Mariomaster

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I don't know if this looks cool...
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Posted on 09-13-15, 12:41 pm (rev. 1 by  KingYoshi on 09-13-15, 12:43 pm)
Hammer Brother


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I like it, but it's a bit crowdy
(^^ not sure if 'crowdy' is the good word).

If this is going to be a background with animations, I would reduce the number of water falls. Otherwise the background will may distract people when playing the level.
Posted on 09-13-15, 12:42 pm
Mariomaster

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Yea indeed. But somehow I'd like to keep it like this, because of retro
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Posted on 09-13-15, 06:01 pm (rev. 1 by WoJjTeK on 09-13-15, 06:01 pm)


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It would be best if we could see the background in the test level , only then it is posible to actually see if it's distracting. I think that the water might stand out a bit too much, but making it slightly darker while preserving strong colors on the tileset should make the level stand out. Anyway, it's really great seeing those animations, it adds something very fresh to NSMB.
Posted on 10-05-15, 02:00 pm (rev. 2 by RicBent on 10-05-15, 02:16 pm)
Mariomaster

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Beta Stuff (3)

This time a video of the finished cave tileset plus animations:


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Posted on 10-31-15, 07:35 pm
Mariomaster

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As you might know (or not) I'm working on CoinKiller right now.
While seeing all these new sprites and possibilitys such as another layer, I realy want to make a NSMB2 hack.
I'm undecided, how to treat this project. It has some IMO realy great levels and ideas. I got the idea, to port them to NSMB2 when CoinKiller is ready. But I spend a lot of time creating some ASM hacks, which would get dropped then. I also made a cool loking and working Angry Sun sprite from
 Arisotura's first custom sprite thingy.

What do you thing about that situation?

Should I...
A: drop NSML, port the cool stuff to NSMB2 and release all ASM hacks and (animated) tilesets.
B: continue NSML (I doubt that it'd be ever become more than 2 or 3 Worlds, but with some hax it should look like a finished project).

I have to admit I prefer A.
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Posted on 10-31-15, 08:26 pm
swamped with work

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As long as your work isn't lost and is published by yourself, either of them is fine IMO.
Posted on 10-31-15, 08:40 pm
We do what we must because we can

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Posted by Mariomaster
Should I...
A: drop NSML, port the cool stuff to NSMB2 and release all ASM hacks and (animated) tilesets.

I have to admit I prefer A.


Do your thing, NSMB2 is the future
If there's an editor which is okay to work with I will begin with that too.
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Posted on 10-31-15, 09:11 pm


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Since according to the first post You've only completed about 12% of the game I'd say it's not worth it to force Yourself to still work on NSMB hack. If You say that it'll probably be 2-3 worlds it's pointless. It has a lot of potential, and I think NSMB2 engine will allow You to make this hack even more awesome.
Posted on 11-01-15, 04:06 am
Roy Koopa
The guy who does things.

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Seems like 'A' is the thing you really wanna do, so go and do that.

I'm gon' steal yo ASM hax tho.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 11-01-15, 09:27 am
Birdo


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I think A, for other people's reasons
Posted on 11-01-15, 10:44 am
a

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I'm gonna be preferring A, cause of all the reasons everyone else has mentioned.

Posted by Mariomaster
I also made a cool loking and working Angry Sun sprite from
 Arisotura's first custom sprite thingy.


Interested. Video. Why u no video.
Posted on 11-08-15, 01:34 pm
Paragoomba


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Huh. Nice. How did you create the shadow effect on mario?
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Posted on 11-08-15, 01:54 pm (rev. 1 by  Arceus on 11-08-15, 01:54 pm)
We do what we must because we can

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Posted by TheToaster
Huh. Nice. How did you create the shadow effect on mario?


It's a simple trick, just replace the texture of the unused fog effect with completely black and put some of the sprites in a level.
You'll see, Mario gets more and more black.
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Posted on 11-08-15, 11:10 pm
Paragoomba


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So where is the download for this? Can't seem to find it.
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Posted on 11-09-15, 02:09 am (rev. 1 by Thierry on 11-09-15, 02:10 am)
swamped with work

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It is in progress, there isn't a download yet (and I'm not sure there will ever be).
Posted on 11-09-15, 01:41 pm (rev. 1 by RicBent on 11-09-15, 01:41 pm)
Mariomaster

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Nope, there isn't and won't.

CoinKiller is getting better every day, so switching to NSMB2 will be possible for everyone soon.
I'll continue this project. Just in NSMB2 (And probably reuse this thred then)
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