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A Plumber For All Seasons (out now!)

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Originally posted by WhiteYoshiEgg
I should probably stop showing off every single thing I make and keep at least *some* parts a secret
ugh welcome to my life

I love the sloped platforms, of course, obviously it was a good call to make varying degrees of sloped (i have no idea how else to phrase that). Might be neat to see some on straight pillars to add a bit of variety, but they look great as they are. It makes me think a huge gust of wind went through the house and knocked them all over.
excited to see how the house will be inhabited~
ask me if i give a f*ck...
Originally posted by Spinjumper
Are the flames on the chandelier animated?

They are now; thanks for the suggestion!

For the sake of stuff, here's the as-good-as-complete tileset including stairs and doors:




 
You are like, at the highest level. This is beautiful! The doors could look a little more run down, but other than that, it looks awesome. Great job!

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by Chillah
You are like, better than Spinjumper.



Let's try not to make comparisons like that, shall we?

I'd rather not show off gameplay screenshots for each and every level, so for the ghost house I'll just reveal the (tentative) level name. Can you guess what the level's about?




Also, here's a somewhat new underwater palette I don't think I've posted yet:




 
How are you creating that lighting effect in the underwater area you just posted. I love how it looks.
You asked that one before, didn't you? #tb{:p}

Originally posted by WhiteYoshiEgg
Originally posted by Final Theory
How are you creating that special lighting effect like in the forest? It really makes the level stand out.

The light beams are on layer 3 with a white-to-black HDMA gradient applied to that single color, and to make that a white-to-transparent gradient I enabled color addition.



 
After various ASM troubles that took way longer to solve than expected, it's mostly with relief that I announce level 1-6 is complete! #tb{:D}

That leaves me with one or two more levels before the first world is finished - maybe I can get that done by the end of the year?

I wasn't planning on posting screenshots this time, but the urge to visually show progress is hard to fight. #tb{^^}



 


 
Everything looks fantastic *__*
Keep it up!

Current project: working on a personal website and a portfolio.
I like the DKC styled OW, as for the underwater level, I would switch the foreground to a cave.
BANANA SLAMMA.
Figured I'd cross-post from the graphics showoff thread - all in the interest of documenting everything in one place, of course.

Originally posted by WhiteYoshiEgg



I got the basics of a castle tileset done! It's still a little rough around the edges and will obviously be enriched later, but above all else I'm glad I got something of value done today (while still having three hours to waste on AoE2). This has been a good day!



 
Originally posted by WhiteYoshiEgg
Can you guess what the level's about?
I'll guess waiting for boo rings!! :o

Pixel's right, the underwater level should probably have a separate fg. That screenshot looks like a regular grassland level that's underwater for no real reason. Very pretty palette tho! and the castle looks very nice (although (and this is probably just me) it's a little strange that the corner bricks are cut that way. (this is going to be hard to describe.) Like, instead of being the length of a regular brick, they have that extra nub on the end. Maybe instead of making the corner piece a brick and a half, see how it looks as one brick, and then have here I just drew it to show you what i mean

alright well I drew it out and it doesn't look like a corner anymore so lol). Excited to see the castle when it's complete, especially the bg! :)
ask me if i give a f*ck...
Thanks for the feedback!

Originally posted by Pixel-Gon Gamer
as for the underwater level, I would switch the foreground to a cave.

Originally posted by Hobz
Pixel's right, the underwater level should probably have a separate fg. That screenshot looks like a regular grassland level that's underwater for no real reason.

It already is a cave foreground though? I think I can see where you're coming from, but I find it hard to visualize how it could look more underwater-y.


 
it looks like grass growing on top of dirt. Grass usually isn't associated with growing underwater (and a quick google search confirms that it doesn't), so it would definitely look better if the top layer looked more like sand or something you would walk on underwater.

e: that bridge also doesn't help the case, in the context of the world it implies that somebody (or multiple people) actually built an underwater bridge. That was just another part of it that made me associate it with a grassland and not underwater.
ask me if i give a f*ck...
Originally posted by Wysey
I have an awesome idea for that fg. How about you use it for an underground sewer area instead of using it for a castle?

That's actually a really neat idea! Not for this level perhaps, but I'll be sure to keep that in mind. Thanks!

I spent most of today drawing a couple more foreground tiles - and, perhaps more importantly, a new Thwomp. I think that one came out rather alright! The game mirrors the first frame so the highlights on the eyes are flipped there, but I didn't notice that until I inserted the graphics and then decided to just keep it that way. Combined with the pouty mouth it makes for a rather tsundere Thwomp - kind of makes you laugh the first time you look at it, but hey, games are about fun. #tb{:)}

I may just add one more color of shading to match the foreground, but I still stand by the notion of "the more interactive, the more cartoony it can be".



 


 
This is extremely well-drawn, good job ! The face, especially, is really original and match your hack's style very well.
Regarding the foreground, I have nothing much to say except it's absolutely wonderful. The shading is highly detailed, it's 100% clear what is solid and what isn't and the colors are lovely. Only thing one could complain about is the pointy corners but I guess they won't stand out as much when you will add a background. I really admire that style of yours. :)
Aaaaayye that Thwomp is too cute! I love it!
Also it's pretty cool you added that grass to your fg, it looks much less repetitive now #tb{:]}
This all looks really good. Your graphics work is excellent, and I know you'll support it with some good ASM as well (such as the overworld, which I really like). Keep it up.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Seriously this look really great. Yet it even makes sense in the Mario universe. Nice work ( ' v')b
Thanks for the nice comments. #tb{:)}

I haven't had the time to do anything substantial since I last posted. (I'm pretty sure you can deduce my work/vacation schedule just from my posting frequency in this thread.) However, I did manage to whip up a castle background today!



It's nothing fancy, and kind of not what I had in mind, but it's satisfactory. Indoor type backgrounds aren't exactly my specialty anyway, and I'm glad I might not have to make any more of them (cave, forest ghost house and castle should be taken care of, and that only leaves final level and sewer if I decide I need separate backgrounds for those).

 


 

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