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^ This is a screenshot. Please treat the screenshot with care, if you take it this thread will die.
Looks dark! I really like that you actually went and darkened/desaturated the palettes of Mario and the status bar. It's weird that the fog has little to no presence, maybe you should alter its color a bit to make it look thicker, unless you did that on purpose or you have some palette animation going on
No animation on the fog, I actually have the problem that the second darkest color of the bg is the one the fog uses, so I have to balance those. I'll see what I can do about it tho.
No, I think the subtle fog is ok
Well, the fog's gone now, sorry.

This looks really, really cool. I'd really like to see sprites in these screenshots but I know this is a WIP so I won't bother you with that.

The dark, less saturated than usual colors are superb, and editing Mario's palette made it all the better. But that bright candle looks a little out of place as it is now: its colors are nice but it doesn't light up anything around it. Maybe moving the forest BG to layer 3 and adding a translucent layer 2 would be cool ? I dunno.

Also, how did you manage to hide the status bar, btw ?
Originally posted by Mathos
Also, how did you manage to hide the status bar, btw ?

The easiest way would be to just replace every possible status bar tile with nothing with Layer 3 ExGFX.
Originally posted by GlitchMr
Originally posted by Mathos
Also, how did you manage to hide the status bar, btw ?

The easiest way would be to just replace every possible status bar tile with nothing with Layer 3 ExGFX.


^ Exactly what I did.

Originally posted by Mathos
But that bright candle looks a little out of place as it is now: its colors are nice but it doesn't light up anything around it. Maybe moving the forest BG to layer 3 and adding a translucent layer 2 would be cool ? I dunno.


Fun fact: The bg is already layer 3, I'm using layer 2 to overlap all kinds of tiles already i. e. second screenshot. Thanks for your input tho.


Well.
'the 2: The Sequel
Originally posted by underway
Dead Flag Blues
The car's on fire,
And there's no driver at the wheel
And the sewers are all muddied with a thousand lonely suicides
And a dark wind blows

The government is corrupt
And we're on so many drugs
With the radio on and the curtains drawn

We're trapped in the belly of this horrible machine
And the machine is bleeding to death

The sun has fallen down
And the billboards are all leering
And the flags are all dead at the top of their poles

It went like this:

The buildings tumbled in on themselves
Mothers clutching babies
Picked through the rubble
And pulled out their hair

The skyline was beautiful on fire
All twisted metal stretching upwards
Everything washed in a thin orange haze

I said, "Kiss me, you're beautiful -
These are truly the last days"

You grabbed my hand
And we fell into it
Like a daydream
Or a fever

We woke up one morning and fell a little further down
For sure it's the valley of death

I open up my wallet
And it's full of blood
Originally posted by underway
Fun fact: The bg is already layer 3, I'm using layer 2 to overlap all kinds of tiles already i. e. second screenshot.

Was about to ask that. Looking amazing so far, I'd really like if there was a way to keep the fog tho. (shame we dont have 4 layers to work with)

Looking foward the finished version of this piece of art.

I hate to say this, but doesn't the castle wall candle graphic come with a gray background? I'm not sure that can be merged with any other tiles...
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
That's a good point. Guess I'll be looking for a replacement.

E:
Not as much of a turn-on as the candles but I guess it's ok.
What can I say so far? mysterious. I still couldn't get what is the actual plot of it, but I suppose it will be good. Excellent palettes, by the way. You managed to properly darken the level without making it loss color quality. I still think making the torches actually emit light should be a thing, specially because with some funky ExAnimation you can make them turn off or on, for example and then active or deactivate the lights by using hidden blue shelless koopas + ON/OFF block (I'm not sure if it's possible to make the blue koopa only do that once, but probably there's some trick (hi Lazy)). Or even maybe you can use the dark room level mode and have complete control of the brightness by adjusting the BG color though ExAnimation too (of course on this can't you make translucent layer 2 for torches). There's many possibilities of lighting and I bet you will take the best decision.

Looking forward for more.
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Originally posted by Vitor Vilela
active or deactivate the lights by using hidden blue shelless koopas + ON/OFF block (I'm not sure if it's possible to make the blue koopa only do that once, but probably there's some trick (hi Lazy)).

Easiest way to do that would be to make the shell fly off of a ledge, hit the switch in midair and then fall into lava. The shell kick and switch sound effects would totally ruin the mood though, so idk if you actually wanna do that
Unless if you replace their samples with silence #ab{>_>}#ab{<_<}
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I already came up with my own on/off trigger setup that works sort of in the way that lazy described, but yeah the sfx are kinda unfortunate, I might try looking into how to disable those, though it feels kinda scummy to me lol
I just realised what tile the blood is. That's extremely creative.

As for the atmosphere of the level I like how dark/gloomy it is. It'll do nice to contrast against the bright/abstract levels that the contest has got.
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