Language…
20 users online: anonimzwx, bradcomp, codfish1002, Danik2343, DanMario24YT, deported, Domokun007, Golden Yoshi,  Gonzales555, Heitor Porfirio, iamtheratio, Irondill, Knight of Time, koffe190, ModernKiwi, MorrieTheMagpie, mtheordinarygamer,  StayAtHomeStegosaurus, Tomi P, xxxblackangel2208xxx - Guests: 282 - Bots: 252
Users: 64,795 (2,375 active)
Latest user: mathew

Screenshot + Video Thread 4.0 [READ FIRST POST!]

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 219
  • 220
  • 221
Originally posted by ChaoticFox
But wait, if you combine tiles via Yy-chr, wouldn't that make it un-vanilla?

There are several different opinions on vanilla. Some think that vanilla is use of only Lunar Magic, and some think that vanilla is only use of SMW's original resources. I'm pretty sure that as long as it's from the original SMW, it's vanilla. Even with YY-CHR.
Quote
I'm pretty sure that as long as it's from the original SMW, it's vanilla. Even with YY-CHR.

Ok, I'll just take this SMW graphic and rearrange the pixels individually.... It's from SMW so it works!


Warning: rant ahead

Imo, "vanilla" is a ridiculous concept. I understand the desire to level the playing field for those who aren't versed in the more time consuming parts of hacking like asm, but otherwise.... why? Don't say level design either, because having more options at your disposal will produce better designed levels assuming you spend the same amount of time on the "design" part. So, the only way vanilla "encourages better level design" is forcing hackers to spend time on it because they can't spend time on adding additional assets. Meh.



Anyway, it seems to me the vanilla level design contests are becoming less and less vanilla. I think it's because (such as in this contest with music) adding assets is becoming more and more user friendly, so the "level the playing field" argument no longer works for some things. Sounds good to me.

<- also hoping for another chocolate level design contest someday
Well, my level is finished. Two last screenshots:




(Mario has a star in this one.)

EDIT:




Also, a side note: I did not use custom music in my level. Comments?
Layout by Mirann <3

I'm probably retired tbh
Originally posted by Kaijyuu
<- also hoping for another chocolate level design contest someday


Oh don't worry. Your wish will be granted later this year.

ZMann: Liking the design on the first screenshot. Can't really say much about the second because it's just a few munchers, but the palettes seem nice anyway.

In other news, I drew my second ever tileset (the first being a jeweled library about three months ago).



So yeah. I still need to practice drawing, but that's what I've got down for the FG and BG. You can ignore the status bar for now, since that is still a WIP.
Pretty nice tileset, S.N.N. Good job. It's nice to see Bellum Letale still in progress. :D
Originally posted by Lynnes
*pics*
Cold and Liquid Storage, from me. (Not as good as Broozer's) This is the
last part of the level on the fortress, aside from scenes.

I'm not sure if this would be entirely possible, but couldn't Lynnes just put the mine tiles on Layer Priority?

Anyway, it's a nice use of vanilla tiles. Good job :)
SNN, that's pretty good for only your second tileset. Also, nice to see Bellum Letale's still being worked on.
Good fucking bye.
Love the tileset. Is neat-o, specially for a second tileset.
i just lurk sometimes
Sweet!
Looks awesome SNN

Vanilla Contest screenies :3

-Where's mah p-switch-

-Can you solve this? (P-switch is still on)-

-Burning-

-Into the temple?-


I cry when angels deserve to die <3
Lay-out made by Broozer
©Broozer



Originally posted by Darky

-Into the temple?-

Awesome, someone else actually used those bricks.
I like your dirt gimmick too.


Might have already shown this, but oh well.
Luigi the Third's house.


Overworld. Edited version of one I showed a long time ago.
Darky, really nice, specially the temple and the dirty cave, it was realy nice.

Lynnes, this ice/ water vanilla gimmic was awesome.

Broozer, it was really impressive, i figured out how you make everything, but the waterfall was hard to figure, but this is animated?

now there is something i did, the rain is vanilla:

and some contrutive comments would be nice, i want to improve what i have done so far.



Like /Everlude
Follow @Ludus.Art

Originally posted by TheGamer


It looks nice, but there's a tiny little bit of cutoff in the clutter in the ground.
Good fucking bye.
New Subamp of Super Mario Land 4, Koopa Island (ok it's not vanilla lol).
Inspired by Super Mario Kart and MKwii ^^


My SMW Romhacks:



Work in progress:

Super Mario Land 2.5: 100% (testing in progress)
Download Demo






Oh no ice palace ahead!
i just lurk sometimes
Pretty spiffy ice palace graphics neutron. Although you might want to change the background into something a little more evil looking to fit the theme more. other than that, great job!


I have been on vacation from hacking for a little while,
came back to find all my stuff deleted, so...meh..........
Anyways, my "Super Paper Luigi" has been turned into
"Super Mario World: Paper Edition." The gameplay and
graphics will be similar to Super Mario World, except for
a few things. For instance, you cannot Spin Jump, you don't
need to press X/Y to run, your spin attack lasts longer, and
while spinning, you cannot jump, and you can't shoot fire
in the water. Also, things take much longer to kill, and some
can only be killed certain ways, such as Red Koopas are immune
to fireballs, and Chucks can only be killed by 7 Fireballs.





Everything is true, nothing is permitted.
Lexator: Looks really nice, but is a bit bright. Maybe tone it down a little?
Kinda late and whatnot, but thanks for the feedback, guys. Much appreciated.

Originally posted by WhiteYoshiEgg
I don't think I've ever seen such creative use of vanilla graphics, especially when it comes to the ground that's made out of tree stems and forest BG (?) tiles. (The upside-down ground looks kind of odd though, but tat might just be me.)

Heh, this kind of makes me think why I hadn't thought of using tree stems for the edges, instead of parts of the smashing castle spike... which is what they actually are, heh. As for the upside-down ground... I will see what I can do about it - it's kind of hard to set off for quests to find vanilla graphics that go well with the tiles I'm using for the ground, so... we'll see, haha.

Originally posted by Hadron
Seriously, I've never seen another so freaking well graphics-clashed vanilla screen, maybe just Systemkrash's Brother to the End. But yeah, I have no idea, how did you do the waterfall, the hills in the background, but all of they look absolutely epic!

Why thank you! I would rather not say how I was able to pull off the waterfall tiles (this also goes to you, TheGamer :P), though the hills were actually really easy to pull off... all I did was use some tiles of the castle destroying cutscenes and voila... not hard at all, huh?

Originally posted by TheGamer
Broozer, it was really impressive, i figured out how you make everything, but the waterfall was hard to figure, but this is animated?

Thanks! As I said, I would rather not mention how I pulled off the waterfall tiles, but yes, it is animated... palette-animated, to be more precise.

Now, let me actually comment on what has been shown off here lately...

Lynnes: If you asked me, I would say that's actually MILES better than my screenshot! I really can't decide which one out of the two screens you showed off amazes me the most... I'm absolutely loving your use of tiles to pull off some icy stuff in the cold storage one, but I'm also digging how the vertical water tides blend in perfectly with the background color in the liquid storage one, nonetheless. Truly amazing work!
SNN: This looks pretty damn great for a second hand-drawn graphics set - I'm pretty sure you will become one of the site's most succesful GFX artists if you keep drawing! But seriously, that looks terrific - definitely miles better than my second attempt at GFX drawing, if I do say so myself.
Darky: Your level design seems to be quite unlinear, which makes me smile. I'm also really liking your cross-section-like gimmick, as well as your creative use of bush tiles. Nice work!
Lexator: I don't have much to say about that other than the fact that it looks pretty great! I'm really looking forward to the release of your SML-themed hack.
Originally posted by CharMixa64
I have been on vacation from hacking for a little while,
came back to find all my stuff deleted, so...meh..........
Anyways, my "Super Paper Luigi" has been turned into
"Super Mario World: Paper Edition." The gameplay and
graphics will be similar to Super Mario World, except for
a few things. For instance, you cannot Spin Jump, you don't
need to press X/Y to run, your spin attack lasts longer, and
while spinning, you cannot jump, and you can't shoot fire
in the water. Also, things take much longer to kill, and some
can only be killed certain ways, such as Red Koopas are immune
to fireballs, and Chucks can only be killed by 7 Fireballs.

This sounds and looks pretty nice. Can't wait for a demo!
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 219
  • 220
  • 221
Link Thread Closed