Perfect SMBX Screenshot Thread 10

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Re: Perfect SMBX Screenshot Thread 10

Postby Wohlstand » Thu Apr 05, 2018 4:47 pm

Electriking wrote:
HealthyMario wrote:the background's kinda weird cause the pale orange sky is connected to the green rocks
It is the editor rendering the background incorrectly. It probably isn't like that in game.
For backgrounds like this you must turn off "force vertical background tiling" while exporting. It's a background which must NOT be repeated vertically and must be aligned to bottom. Use this feature only in cases when background CAN be repeated vertically (for example, brick walls, sky, etc.). If background is repeated vertically by default (shown in editor's window and shown vertically tiled even "force tiling" is turned off while export), this means you must to create the `background2-*.ini` in your level custom folder where you must add the `tiled-in-editor = 0` option and reload your level (hit F8 key to reload currently opened level), then Editor will render background as you want.
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Re: Perfect SMBX Screenshot Thread 10

Postby WildWEEGEE » Fri Apr 06, 2018 11:52 pm

Wohlstand wrote:
Electriking wrote:
HealthyMario wrote:the background's kinda weird cause the pale orange sky is connected to the green rocks
It is the editor rendering the background incorrectly. It probably isn't like that in game.
For backgrounds like this you must turn off "force vertical background tiling" while exporting. It's a background which must NOT be repeated vertically and must be aligned to bottom. Use this feature only in cases when background CAN be repeated vertically (for example, brick walls, sky, etc.). If background is repeated vertically by default (shown in editor's window and shown vertically tiled even "force tiling" is turned off while export), this means you must to create the `background2-*.ini` in your level custom folder where you must add the `tiled-in-editor = 0` option and reload your level (hit F8 key to reload currently opened level), then Editor will render background as you want.
I’m fine with the way the background looks in the editor but thanks for the tips!
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Re: Perfect SMBX Screenshot Thread 10

Postby Wohlstand » Thu Apr 12, 2018 5:42 pm

WildWEEGEE wrote:I’m fine with the way the background looks in the editor but thanks for the tips!
No problems ;3
I only explained behavior of the editor, and when you understand it, you can control the way background will be rendered on the scene or exported image.
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Re: Perfect SMBX Screenshot Thread 10

Postby YoshiSuperstar » Mon Apr 16, 2018 2:49 pm

Sneak peak for yet another Super Mario World Level Remake! (Forest of Illusion 1)

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Re: Perfect SMBX Screenshot Thread 10

Postby PopYoshi » Mon Apr 16, 2018 3:18 pm

Yoshi_Superstar NL wrote:Sneak peak for yet another Super Mario World Level Remake! (Forest of Illusion 1)

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Is it made in 38A?
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Mon Apr 16, 2018 4:04 pm

Yeah it is, you can tell from the Mario sprite being a bad recolour.
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Re: Perfect SMBX Screenshot Thread 10

Postby PopYoshi » Mon Apr 16, 2018 4:07 pm

I said it because of the leafs falling...

I didn't notice the bad recolour :shock:
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Re: Perfect SMBX Screenshot Thread 10

Postby YoshiSuperstar » Tue Apr 17, 2018 12:39 am

Enjl wrote:Yeah it is, you can tell from the Mario sprite being a bad recolour.
How is it bad? I could change it.
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Re: Perfect SMBX Screenshot Thread 10

Postby Electriking » Tue Apr 17, 2018 2:21 am

Pretty sure the default Mario sprite in 38A is the same as in 1.3/2, so Yoshi probably made the recolour himself or got it elsewhere (unless it was sarcasm because someone else thought that recently).
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Re: Perfect SMBX Screenshot Thread 10

Postby Eri7 » Tue Apr 17, 2018 4:01 am

Electriking wrote:Pretty sure the default Mario sprite in 38A is the same as in 1.3/2, so Yoshi probably made the recolour himself or got it elsewhere (unless it was sarcasm because someone else thought that recently).
Of course the sprites are the same , the playable sprites he uses are from Lx xzit and because he is very popular in the 38A community a lot of people use his playable sprites.

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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Tue Apr 17, 2018 10:25 am

Electriking wrote:Pretty sure the default Mario sprite in 38A is the same as in 1.3/2, so Yoshi probably made the recolour himself or got it elsewhere (unless it was sarcasm because someone else thought that recently).
For some reason every 38A level i've seen uses this recolour so it's a pretty good indicator for when something is made in that engine.
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Re: Perfect SMBX Screenshot Thread 10

Postby YoshiSuperstar » Tue Apr 17, 2018 10:39 am

Enjl wrote:For some reason every 38A level i've seen uses this recolour so it's a pretty good indicator for when something is made in that engine.

Can be true, I have seen levels using this recolor. Though, how does the level look so far? Some contructive criticism would be nice. For example: Is there something that needs to be changed? (Apart from the recolor :p)
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Tue Apr 17, 2018 11:12 am

I can't give constructive feedback on gameplay based on a still image that looks like any other level.
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Re: Perfect SMBX Screenshot Thread 10

Postby YoshiSuperstar » Tue Apr 17, 2018 11:16 am

Enjl wrote:I can't give constructive feedback on gameplay based on a still image that looks like any other level.
My bad. I'll show a screenshot when the level is done.
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Tue Apr 17, 2018 11:28 am

Yoshi_Superstar NL wrote:
Enjl wrote:I can't give constructive feedback on gameplay based on a still image that looks like any other level.
My bad. I'll show a screenshot when the level is done.
No I mean
The problem is with the fact that it's a still image. The most intelligent feedback I could draw from still images is about a rough estimate in a potentially unfair hazard. Level design is complicated. Has to be played to be fully grasped.
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Re: Perfect SMBX Screenshot Thread 10

Postby litchh » Wed May 02, 2018 1:04 pm

That's from the same level:
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Re: Perfect SMBX Screenshot Thread 10

Postby Darkonius Mavakar » Mon May 07, 2018 4:10 pm

Some tests with NPCs and Lua:
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Re: Perfect SMBX Screenshot Thread 10

Postby Eri7 » Tue May 08, 2018 2:34 pm

I made a new custom npc for smbx 38A.
(Ignore the "Items" hud)
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Re: Perfect SMBX Screenshot Thread 10

Postby PixelPest » Wed May 09, 2018 8:09 am

Eri7 wrote:
Tue May 08, 2018 2:34 pm
I made a new custom npc for smbx 38A.
(Ignore the "Items" hud)
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The ball spawns on top of the NPC and in an inconsistent place between the two directions. Does not look very good since it doesn't appear as if it's coming out, but instead kind of appearing on top of it

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Re: Perfect SMBX Screenshot Thread 10

Postby Eri7 » Wed May 09, 2018 8:18 am

PixelPest wrote:
Wed May 09, 2018 8:09 am
Eri7 wrote:
Tue May 08, 2018 2:34 pm
I made a new custom npc for smbx 38A.
(Ignore the "Items" hud)
Image
The ball spawns on top of the NPC and in an inconsistent place between the two directions. Does not look very good since it doesn't appear as if it's coming out, but instead kind of appearing on top of it
So what do you suggest, should i add the smoke effect when it gets shot , move the spawn position a bit higher or?


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