Posted on 09-23-14, 05:22 pm (rev. 4 by  Hiccup on 09-23-14, 05:44 pm)
Birdo


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This thing...








EDIT:

Tilesets:
castle.nmt
j.nmt
Posted on 09-23-14, 05:38 pm
この記号は… 解読できないよ…


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What about the custom tileset used for this? (Jyotyu)
Posted on 09-23-14, 05:42 pm
Birdo


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Posted by Thierry
What about the custom tileset used for this? (Jyotyu)


Sorry, updated post.
Posted on 10-26-14, 06:00 pm
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Posted on 10-26-14, 06:52 pm
Giant Red Koopa


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looks... ok.
I kinda hope that wont be the real 1-1, I mean, it makes no sense, why is there purple water? why are those platforms there? What is the point of the level? And WHY can you climb the clashy smb3 hills
Posted on 10-26-14, 06:56 pm (rev. 2 by  Hiccup on 10-26-14, 07:15 pm)
Birdo


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Can you post the level?

EDIT:

I agree with Arceus, it is a nice level.
Posted on 10-26-14, 07:11 pm
We do what we must because we can

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well, I like this level

It has some cool ideas like the climbable hills and is also a nice challenge. If this is 1-1 then I expect a really challenging hack. A few things you could do better:
- a bit more decoration (flowers, bushes), sometimes it looks a bit empty.
- the sun effect doesn´t fit into this level

But all in all it´s good.
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Posted on 10-26-14, 07:20 pm (rev. 5 by  mario1luigi9 on 10-26-14, 07:33 pm)
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Heres the story: bowser tries to kill off all living things with poison so he can rule the land. yes, it is challanging, and the sunset 3d lighting was the closest I could get to a sun rise. I agree the sunset isn't that good, but the hills aren't clashy, it's just bandicam and it making the contrast brighter, yes, it is 1-1, SATURNYOSHI. I'll post it when I'm finished making it, there is a secret smb3 graphics level in each level and I'm gonna work on the scenery, thamk you arceus, for helpful criticism, thats what I was looking for.
Posted on 10-27-14, 07:55 am
Roy Koopa
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Solid first level you have there.

One thing that you and many other newcomers do is make levels with many square-shaped blocks of flat grassland, followed by a brief section of precision jumping until you reach the next block. This isn't a level design problem per se, but it is unappealing to the eye, and for future levels you'll have to get a bit more creative.

Try placing tiles in a way that feels organic and natural before you place any sprites, and if there's something in particular that you want to do with a sprite just edit a part of the level to make it work.

As for graphics, the SMB3-style hills need work. They don't fit in with the 2.5D NSMB art style, so your choice is to either make the NSMB tilesets 8-bit or update the hills. And you'll need to make Top BG that'll accompany the poison water. I think it should be something dark and bushy, about 96 pixels in height.
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Posted on 10-27-14, 11:53 am
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thank you, MarioFanatic, I'll put that on my to-do list.
Posted on 10-28-14, 12:58 am
Giant Red Koopa


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Here you go, this is the video
Posted on 11-14-14, 07:19 pm (rev. 1 by ImageBot on 11-21-16, 03:09 am)


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So i wanted to show you guys what i have been working on for the past 2 days, i completed 2 levels, 1-1 and 1-3.
DeSmuME was playing up on me, so i took them in the editor instead

1-1



1-3


And the link:
https://www.dropbox.com/s/w7rr3opx9pj9ax2/SMR.rar?dl=0

If this gets enough support, i might turn it into a full hack, i already have some people willing to make some levels for me.
Posted on 11-14-14, 08:23 pm
Giant Red Koopa


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They look good, I would just add some enemis to 1-3 and make them longer .
Posted on 11-17-14, 08:51 pm (rev. 1 by ImageBot on 11-21-16, 03:10 am)
Red Koopa


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Posted by darthsonic2
So i wanted to show you guys what i have been working on for the past 2 days, i completed 2 levels, 1-1 and 1-3.
DeSmuME was playing up on me, so i took them in the editor instead

1-1



1-3


And the link:
https://www.dropbox.com/s/w7rr3opx9pj9ax2/SMR.rar?dl=0

If this gets enough support, i might turn it into a full hack, i already have some people willing to make some levels for me.


Looking nice. Just try making the levels longer. They seem short. Other than that, it's really great.
Posted on 11-18-14, 06:02 pm (rev. 1 by  SaturnYoshi on 11-18-14, 06:11 pm)
Giant Red Koopa


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Here's a level I made today.




(To import copy that text and click "Import Clipboard".)

The only reason I made this level was to practice and improve my skills, I want to eventually be as good of a level designer as Skawo, even though thats impossible (But hey, its good to set impossible goals fot yourself, right?)
Also, I have finally started to place blocks, coins, and pipes more, too.

I think this may be one of the best NSMB levels I have made, but it's defenitly the most Nintendo styled one I have made.

Also yay, I broke my Paragoomba curse.


EDIT:
Also, if you play, I would like any feedback you can offer. ANY.
Posted on 11-18-14, 07:48 pm (rev. 3 by ImageBot on 11-21-16, 03:10 am)


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Why didn't you make a .nmt for the level, instead of that long code? It stretches horribly the whole page and it's almost impossible to copy that code. It would also save much time. Also, made a video for the courtesy of this page, the ones that want to have a brief look at the level and me.



The level is pretty nice and it would be a great presentation for an hack, but there're some things that you could improve...

Well, you didn't gave much hints for the entrances for the 1st and 3rd starcoins' bonus areas. For the first one, you probably could've put other different pipes near the red one. Or some other sprites to indicate that the pipe leads to a starcoin. Same thing goes for the 2nd screenshot.

The bonus areas for the starcoins are a bit...empty. You probably could've put some other stuff to make the starcoins a bit more difficult to pick. You also could've putted starcoins in the main area.
Posted on 11-18-14, 08:19 pm (rev. 2 by Thierry on 11-18-14, 08:21 pm)
この記号は… 解読できないよ…


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Just tested it. It's good, you improved a lot since when you made the first level you ever did make for the NSMB community remix. Not Swako design, but NSMBWii design. It'd be good enough for a Wii port. Also, you could of used the zoom sprite.
Posted on 11-18-14, 09:02 pm (rev. 2 by  SaturnYoshi on 11-18-14, 09:03 pm)
Giant Red Koopa


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Posted by Thierry
but NSMBWii design

Wow! Awesome! Thanks a TON!
You reaslly think its Nintendo quality?!?
Posted by Thierry
you could of used the zoom sprite.

I was gonna, but I dont know how.

Why didn't you make a .nmt for the level, instead of that long code? It stretches horribly the whole page and it's almost impossible to copy that code. It would also save much time. Also, made a video for the courtesy of this page, the ones that want to have a brief look at the level and me.

I find it faster, actually.
Also, thanks for that video! Was that your first time playing?

Well, you didn't gave much hints for the entrances for the 1st and 3rd starcoins' bonus areas. For the first one, you probably could've put other different pipes near the red one. Or some other sprites to indicate that the pipe leads to a starcoin. Same thing goes for the 2nd screenshot.


The first one is hidden in the only red pipe, but I guess your right, because the player hasn't seen that many pipes in the level yet so they would not know it would be the only one.
I kinda liked the way I placed the third one, but you're also right.


The bonus areas for the starcoins are a bit...empty. You probably could've put some other stuff to make the starcoins a bit more difficult to pick. You also could've putted starcoins in the main area.


I know, I was just worried of making it too much.
Posted on 11-18-14, 09:53 pm (rev. 1 by Thierry on 11-18-14, 09:53 pm)
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Woah, such a long post for these small answers.


Posted by SaturnYoshi
You reaslly think its Nintendo quality?!?

You know, Nintendo quality isn't really hard to reach. Just, decent design, good ideas, variety. And a good level.
Posted on 11-18-14, 10:11 pm (rev. 1 by  SaturnYoshi on 11-18-14, 10:11 pm)
Giant Red Koopa


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Posted by Thierry
Woah, such a long post for these small answers.


Posted by SaturnYoshi
You reaslly think its Nintendo quality?!?

You know, Nintendo quality isn't really hard to reach. Just, decent design, good ideas, variety. And a good level.

Says Thierry

Well hey, Nintendo quality is still good and a lot better than I used to be.