Perfect SMBX Screenshot Thread 10

General discussion about Super Mario Bros. X.
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Re: Perfect SMBX Screenshot Thread 10

Postby DrMekar » Wed May 08, 2019 4:57 pm

Well, look at this.

Image

Just the Right Hitbox and Xia's officialy playable ;)
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Re: Perfect SMBX Screenshot Thread 10

Postby Rhosty » Wed May 08, 2019 4:59 pm

The Koopas look so real lol

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Re: Perfect SMBX Screenshot Thread 10

Postby Eri7 » Wed May 08, 2019 5:00 pm

DrMekar wrote:
Wed May 08, 2019 4:57 pm
Well, look at this.

Image

Just the Right Hitbox and Xia's officialy playable ;)
Since i am not familiar with the character, he looks a bit weird when firing the samus's projectiles from my perspective, also is he using 1x1 pixels? Are you planning to make him 2x2 pixels to fit with the rest of the stuff?
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Re: Perfect SMBX Screenshot Thread 10

Postby DrMekar » Wed May 08, 2019 5:06 pm

Eri7 wrote:
Wed May 08, 2019 5:00 pm
DrMekar wrote:
Wed May 08, 2019 4:57 pm
Well, look at this.

Image

Just the Right Hitbox and Xia's officialy playable ;)
Since i am not familiar with the character, he looks a bit weird when firing the samus's projectiles from my perspective, also is he using 1x1 pixels? Are you planning to make him 2x2 pixels to fit with the rest of the stuff?
It's a She, named Xia. Don't worry, that's just the 1x1 pixels are just Gif "Damage".
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I had made a firing pose, but since Samus used it while running it looked a bit weird, because Xia had to use a Foot to Shoot in terms of Reality, but
while running it was just looking terrible
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Re: Perfect SMBX Screenshot Thread 10

Postby PROX » Tue May 14, 2019 5:15 am

So this a sneak peek at what's to come in the near future.
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Tue May 14, 2019 8:20 am

man i wish the grass colours were uniform... those leaves look pretty dang neat though
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Re: Perfect SMBX Screenshot Thread 10

Postby PROX » Tue May 14, 2019 2:51 pm

Enjl wrote:
Tue May 14, 2019 8:20 am
man i wish the grass colours were uniform... those leaves look pretty dang neat though
You know why I did it, but yeah. I guess you and waddle are in the same boat. Anyway, thanks.
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Re: Perfect SMBX Screenshot Thread 10

Postby Sednaiur » Tue May 14, 2019 6:55 pm

Image
Just a test of my newly created worldmap graphics for my project to see what additional assets I may need to do and what I might need to change.
The map in the screenshot will not be used for my project, though. I will build a new one.
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PROX wrote:
Tue May 14, 2019 5:15 am
So this a sneak peek at what's to come in the near future.
Spoiler: show
Image
Yes, you really changed your artstyle a lot. And to me it is not to the worse but to the better. ^^
Your style has become a lot less grainy and more clrear, in my opinion.
I like the treetrunks the most.

I have to agree with Enjl on the grass colors, though. I would not color the right and lower borders of the tileset like this. That is because it somehow always looks like those darker sides are non-solid, as this is how it is commonly depicted in other games.
But do what you like to do, I am not gonna stop you or dislike your graphics for it. It still looks really nice and I think I see the amount of work you put into your graphics. :-D

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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Tue May 14, 2019 7:03 pm

Sednaiur wrote:
Tue May 14, 2019 6:55 pm
Just a test of my newly created worldmap graphics for my project to see what additional assets I may need to do and what I might need to change.
The map in the screenshot will not be used for my project, though. I will build a new one.
Perhaps it might be neat to add some sceneries dedicated to creating a smoother transition between the animated and still waters, if it's not too much trouble. I'd do it by creating some overlays with different corners being gradually more transparent, to let the animation shine through in specific areas only.

Also, stronger contrast between the level dots would be nice, as the difference is difficult to notice if you have redshift on (from f.lux, for example) or are colourblind. I recommend making the regular dots blue, like in the new soup series.

Here's how they look for colourblind people (tool used: color oracle):
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Re: Perfect SMBX Screenshot Thread 10

Postby PROX » Tue May 14, 2019 8:30 pm

Ok I can kinda understand why you would say that, but like, the sun isn't hitting that part of the tileset, so why should I make it just as bright? Inverting the shading would also make it look weird too.
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Wed May 15, 2019 2:03 am

PROX wrote:
Tue May 14, 2019 8:30 pm
Ok I can kinda understand why you would say that, but like, the sun isn't hitting that part of the tileset, so why should I make it just as bright? Inverting the shading would also make it look weird too.
If you're thinking like that, why not go all the way and apply the same to the NPCs and BGOs as well if they're positioned in a place where the tileset or another object would cast a shadow onto them? (Or, on that thought, changing the shadows depending on which way the level twists and turns relative to the sun...) Since going all the way with that idea is way too much work if you don't use normal maps for all lighting anyway, functionality in tileset design often reigns supreme over realistic lighting (making sure all tiles look solid, and simplifying the shape a little to reduce the amount of intermittent pieces necessary).

Thinking about it... a good way might be to simulate different times of day through the tileset would be to imagine the sun moves from the camera position over to the background, in an arc over the level. Would fall in-line with silhouette levels, which is why I thought of it.
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Re: Perfect SMBX Screenshot Thread 10

Postby PROX » Wed May 15, 2019 3:02 am

Enjl wrote:
Wed May 15, 2019 2:03 am
PROX wrote:
Tue May 14, 2019 8:30 pm
Ok I can kinda understand why you would say that, but like, the sun isn't hitting that part of the tileset, so why should I make it just as bright? Inverting the shading would also make it look weird too.
If you're thinking like that, why not go all the way and apply the same to the NPCs and BGOs as well if they're positioned in a place where the tileset or another object would cast a shadow onto them? (Or, on that thought, changing the shadows depending on which way the level twists and turns relative to the sun...) Since going all the way with that idea is way too much work if you don't use normal maps for all lighting anyway, functionality in tileset design often reigns supreme over realistic lighting (making sure all tiles look solid, and simplifying the shape a little to reduce the amount of intermittent pieces necessary).

Thinking about it... a good way might be to simulate different times of day through the tileset would be to imagine the sun moves from the camera position over to the background, in an arc over the level. Would fall in-line with silhouette levels, which is why I thought of it.
fair enough, I can see where you're coming from. I'll change the colors for some of the tilesets I made back to being more uniform. I will say that the new cave tilesets I made will stay the same though.
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Re: Perfect SMBX Screenshot Thread 10

Postby MECHDRAGON777 » Wed May 15, 2019 9:44 am

Sednaiur wrote:
Tue May 14, 2019 6:55 pm
Spoiler: show
Image
Just a test of my newly created worldmap graphics for my project to see what additional assets I may need to do and what I might need to change.
The map in the screenshot will not be used for my project, though. I will build a new one.
This looks nice normally, but the Yellow and Red do appear way to close in color. Enjl posting the color blind versions actually helps me see it as well. Not sure how I did not notice the similarity in color in the past.
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Re: Perfect SMBX Screenshot Thread 10

Postby Sednaiur » Wed May 15, 2019 12:44 pm

Enjl wrote:
Tue May 14, 2019 7:03 pm
Perhaps it might be neat to add some sceneries dedicated to creating a smoother transition between the animated and still waters, if it's not too much trouble. I'd do it by creating some overlays with different corners being gradually more transparent, to let the animation shine through in specific areas only.

Also, stronger contrast between the level dots would be nice, as the difference is difficult to notice if you have redshift on (from f.lux, for example) or are colourblind. I recommend making the regular dots blue, like in the new soup series.

Here's how they look for colourblind people (tool used: color oracle):
Spoiler: show
Image
Yes, the way the water cuts off looks really bad and I would gladly do your suggestion. The problem I have is that I got no sceneries left. What I would like to do is having animated sceneries in different shape and size to cover up all the cutoffs that also occur when placing mountains, ledges etc. But to cover up all possible cutoffs in the water-animation, I would need to use up to 20 additional sceneries (or 24 if we cannot resize sceneries/ animated sceneries yet). To make them is no real hassle for me, but to have them to my disposal is the problem.

About the level icons, I already guessed that it could be a problem, so I am not suprised you and MECHDRAGON777 say that. The screenshot shows the levels in their darkest animation frame and yes, that would look too similar. Here are the levels and how they actually are colored:
ImageMaybe that is still a problem? If so, I could come up with a different color then.
Thank you both for the criticism.

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Re: Perfect SMBX Screenshot Thread 10

Postby Electriking » Wed May 15, 2019 1:00 pm

Sednaiur wrote:
Wed May 15, 2019 12:44 pm
About the level icons, I already guessed that it could be a problem, so I am not suprised you and MECHDRAGON777 say that. The screenshot shows the levels in their darkest animation frame and yes, that would look too similar. Here are the levels and how they actually are colored:
ImageMaybe that is still a problem? If so, I could come up with a different color then.
Apart from the third and fourth frames, the red and orange levels look too similar, and even in those frames, it still looks similar, which would ultimately lead to difficulty in telling what the colour is when playing. It would just be better to use another colour on th orange or red level that is clearly different (like blue) from the others.
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Re: Perfect SMBX Screenshot Thread 10

Postby 8lue Storm » Wed May 15, 2019 1:34 pm

If the player can tell the difference betwen two objects without relying on color (but by shape, symbols or size), it's even better, because, this way, you don't even need to worry about color at all except for the aesthetics side.
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Re: Perfect SMBX Screenshot Thread 10

Postby Sednaiur » Wed May 15, 2019 3:07 pm

Okay then. I changed the red to a powerful dark blue. Hopefully it is better now.
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Re: Perfect SMBX Screenshot Thread 10

Postby DrMekar » Wed May 15, 2019 4:17 pm

Sednaiur wrote:
Wed May 15, 2019 3:07 pm
Okay then. I changed the red to a powerful dark blue. Hopefully it is better now.
Image
This really looks pretty nice, even if I prefer RPG styled Worldmaps over everythink xD
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Re: Perfect SMBX Screenshot Thread 10

Postby Enjl » Wed May 15, 2019 5:00 pm

Coming soon... after I've worked out some more kinks with this...
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Re: Perfect SMBX Screenshot Thread 10

Postby MECHDRAGON777 » Wed May 15, 2019 5:02 pm

Sednaiur wrote:
Wed May 15, 2019 3:07 pm
Okay then. I changed the red to a powerful dark blue. Hopefully it is better now.
Image
To me this looks better for the distinction. I also like that I am seeing the Switch Palaces in this style. I wonder if my suggestion about the way you made the tower still stands now, hahaha. I am guessing that the colors would be explained like last in your demo. Though for some reason, I get a vibe that this looks a lot like the Jump 1/2 map for some reason, even if it is not identical...
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