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Mar 14 2017, 12:51 AM See Page
organization is honestly fine, yea. this can be imported straight into game maker with no hassle so it does its job.
Feb 11 2017, 5:59 AM See Page
are these resized and outlined?
Aug 15 2016, 12:23 AM See Page
Quote (CM30 on Aug 14 2016, 7:33 PM)
This looks pretty good!

However, your cloud BG needs resized. Why? Because it doesn't fit an 8 x 8 or 16 x 16 grid. It's about 767 pixels wide or so. This doesn't fit well in either Super Mario World (512 pixel wide backgrounds) or SMBX (1024 pixel wide backgrounds) and will look awkward if someone tries to make it fit.

So yeah, resize the cloud BG a bit, and it'll be all good.

wouldn't this not be an issue if the background scrolls and loops properly?
Jun 27 2016, 5:20 PM See Page
Quote (searingjet on Jun 27 2016, 12:50 PM)
no it isnt

thats the joke

everyone keeps cutting this game a break because "its indie" (even though its not) despite that it got a 4 million dollar budget and still has awful level design and couldn't even include the one unique gameplay gimmick promised in the kickstarter
Jun 27 2016, 3:32 PM See Page
making bad games is ok if youre indie
May 8 2016, 5:26 PM See Page
Quote (The Yak Smoker on May 8 2016, 9:00 AM)
When I did that IT DIDN'T F***ING WORK!!! Instead it said some bullcrap about getting staff permission to update my submission.

staff has to approve the update after you submit it. updates always go back into the queue so they can be accepted again.
Apr 12 2016, 5:26 PM See Page
Quote (zxspriter on Apr 12 2016, 2:42 AM)
Mario has only one glove?

we in the business call this "shading" and "depth"
Mar 28 2016, 3:54 PM See Page
Quote (Jaden1291 on Mar 27 2016, 5:46 AM)
Probably he did Megamaning. HOWEVER, Koopas in SMB3 break the 4-color rule because SMB3 uses the MMC3 chip, according to Somari64.

the MMC3 chip had nothing to do with colors per sprite. here's how it works- internally, sprites are split up into 8x8 tiles. each individual 8x8 tiles can use up to 3 "visible" colors, plus the transparent color. so mario from SMB1, internally, would look something like this, as an example. what this means is that you could make mario look like this and still have it function properly on the NES. the SMB3 koopas "cheat" this by being positioned 2 pixels up.

the MMC3 chip in terms of graphics only really made animated tiles possible, which SMB3 used fairly frequently. it also allowed for things like diagonal scrolling for autoscrolling levels, and it also allowed the stationary HUD on the bottom of the screen to function properly.

at any rate, though, the sprites themselves are fine. if it were me i would've made them face sideways like the koopa troopa, but this works either way.
Dec 12 2015, 9:30 PM See Page
i made the tiles as well
Nov 23 2015, 2:51 PM See Page
Quote (TrinitroMan on Nov 22 2015, 7:24 AM)
Well, I have taken the Star from NES SMB1 as a reference, which had both a colored but distinguishable outline and eyes.
However, it does lack a mouth in the 8-bit version, because I assumed that due to NES hardware limitarions, the top half would be mirrored for the bottom half.

a lot of this is blatantly wrong. SMB1's starman doesn't have any outline no matter how you look at it; in fact no objects have outlines. the only things to feature outlines are tiles like pipes and bushes.

also, every item in the game has its own full 16x16 space, so i would assume this would be no different. no reason to not give it a mouth other than for actual stylistic reasons.
Oct 28 2015, 2:47 AM See Page
Quote (SMBX2108 on Oct 27 2015, 6:24 PM)
i know but when are you going to make the he whole sprite sheets of remade versions of super mario bros 2 & super mario bros 3?

never? that's a ton of work i am not willing to do
Oct 14 2015, 9:44 PM See Page
Quote (SMBX2108 on Oct 14 2015, 2:32 AM)
i made HUD fo this sheet

the sheet already has hud elements.
Oct 7 2015, 3:29 AM See Page
Quote (GameBoyEnhance on Oct 6 2015, 8:07 PM)
Heck, even Mit did this, it was only bigger cuz of palettes and 2 extra death poses.

mine were customs and they were from 2012

they were also actually larger sprites. your mario sprites are much, much smaller than the original mario.
Sep 21 2015, 6:48 PM See Page
Quote (rchammer97 on Sep 21 2015, 9:48 AM)
Remember when I said I'd adapt these sprites to use in SMBX? I wasn't kidding. I've ripped most of the tiles and npcs, but the Mario Bros. sprites were far too big to use in the game's format without LunaDLL. Thus, I've been editing the token SMB3 Bros. sprites with the palette used in this sheet.
What do you think so far, Mr. Mit?

http://tinyurl.com/mitmario
http://tinyurl.com/mitluigi

niceu
Sep 18 2015, 9:04 PM See Page
Quote (Mario_Builder on Sep 18 2015, 9:48 AM)
Very nice, but the brick blocks look a little weird due to the lack of a bottom outline.

that's just so they can tile cleanly, all of the blocks have that. it's just more apparent on brick blocks.
Sep 16 2015, 10:18 PM See Page
Quote (SuperArthurBros on Sep 16 2015, 5:21 PM)
Isn't that a bridge? ;S

there is very clearly a thin cloud platform where the metal platforms are in the upper right portion of the tileset.
Sep 16 2015, 9:16 PM See Page
Quote (SuperArthurBros on Sep 16 2015, 5:06 PM)
This is great! I like how you mixed artwork and sprite characteristics.

But you did forget one thing... The white dots platform in bonus levels.

no, those are there by the platforms. when i say i've done everything, i've quadruple checked, i did everything.
Sep 16 2015, 12:14 PM See Page
Quote (QuoteTheBlueKirby on Sep 16 2015, 6:47 AM)
What use is the Luigi Mushroom for in this sprite sheet? Where is Lanky Mario?

;)
Sep 15 2015, 12:12 AM See Page
Quote (natk on Sep 14 2015, 4:42 PM)
Looks Great, but you are missing The Fire Shooting Poses.

i am definitely not missing those, they're above the swimming frames.
Jul 29 2015, 9:28 PM See Page
Quote (SHOOTING LOT OF FIREBALLS on Jul 29 2015, 10:26 AM)
also, add koopas, piranha plants, more poses, smooth mega mario/luigi/goomba, yoshi, kuribo shoe, and more.

the odds of me ever working on this again are slim to none.
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