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- by KorayD
- Thu Jun 04, 2020 9:47 pm
- Forum: Episodes
- Topic: Super Mario - Signal Interference (mini-episode)
- Replies: 20
- Views: 3240
Stellar episode! The gameplay and visuals are top-notch!
One little nitpick so far though: In "Burst Blizzard" there is cut-off at the Springboard section that is located just after the first Checkpoint. You can see the top of the cliffs with cut-off on the right if you jump high enough.
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- by KorayD
- Sat May 30, 2020 7:40 pm
- Forum: LunaLua
- Topic: SMBX2 BETA 4 Release - Feedback and Suggestions here!
- Replies: 779
- Views: 139058
Has the bug concerning no custom graphics-loading been fixed yet? I can see custom graphics in-game with a LVL file I made with 1.3.0.1 in beta 4, but if I create a new level with beta 4 I can see the custom graphics in the editor but not in-game. Also there is an issue with custom graphics and the ...
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- by KorayD
- Mon Apr 22, 2019 5:24 pm
- Forum: Events and Announcements
- Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
- Replies: 1128
- Views: 486343
Without more details I won't be able to tell you what's wrong. Perhaps upload your level so I can take a look. The level has nothing to do with it. Everything is alright until you set the graphic config for the Wiggler itself. Then, what happens is that the Wiggler's head gets set to the full X val...
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- by KorayD
- Sun Apr 21, 2019 8:33 pm
- Forum: Events and Announcements
- Topic: SMBX2 PAL Release - Feedback, Questions and Bugs here!
- Replies: 1128
- Views: 486343
Is a custom Wiggler even possible right now? I've tried to import an 8-bit Wiggler and the Wiggler's head is approximately three blocks ahead of its body. On a turn, its head goes directly to the back of the body. I'm thinking it's a glitch, because I've even included transparency.
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- by KorayD
- Wed Nov 07, 2018 7:07 pm
- Forum: General
- Topic: Need help finding out element names of SMB and SMB2J
- Replies: 3
- Views: 717
Hi there, I’m planning on releasing a mega pack of 8-bit graphics and was wondering what the names of the platforms are in 2-1 of SMB and 1-3 of SMB2J. I have searched all over the Internet and was unable to find any information on these platforms.
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- by KorayD
- Sun Sep 16, 2018 12:49 pm
- Forum: Episodes
- Topic: Super Mario Bros. 0
- Replies: 105
- Views: 45543
This is a beautifully executed episode. In fact, the quality is so good that its presentation and build quality is equal to something that Nintendo would release. I highly recommend that everyone give this episode a try.
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- by KorayD
- Tue Mar 06, 2018 12:15 pm
- Forum: Episodes
- Topic: The Fallen Spirits (Update 1.2!)
- Replies: 40
- Views: 9655
DisOmikron creates another masterpiece! As another commenter said, each level is unique and features its own gimmick. Why aren't you getting the recognition you deserve? Someone posts a casual garbage episode, and everyone sings high praises for mediocrity. We should all be striving to do our best a...
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- by KorayD
- Mon Feb 26, 2018 5:50 pm
- Forum: Graphics
- Topic: Mega Man Ice Man Tileset
- Replies: 5
- Views: 1443
I don't think you understand the meaning of exactly. All the tiles that are included in the level are also in this tileset.
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- by KorayD
- Mon Feb 26, 2018 4:23 pm
- Forum: Episodes
- Topic: Luigi's Fight For Love [Updated]
- Replies: 116
- Views: 31452
I don't recommend this for the following reasons: -sloppy/uncreative overworld -long levels without any checkpoints -not enough powerups -bland and repetitive gameplay -too easy/almost non-existent difficulty curve -doesn't include all (or almost all) custom death animations -contains ridiculously l...
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- by KorayD
- Thu Sep 28, 2017 5:25 pm
- Forum: Graphics
- Topic: SMB 8-Bit Mario and Luigi
- Replies: 4
- Views: 2543
Hello, everyone, it seems that I had not thoroughly tested this out. I've fixed all sprite placement errors now, but I haven't been able to figure out the hitboxes because it says that PGE Calibrator doesn't support it for SMBX.
Can everyone who downloaded this please download it again.
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- by KorayD
- Thu Sep 07, 2017 6:59 pm
- Forum: Graphics
- Topic: SMB 8-Bit Mario and Luigi
- Replies: 4
- Views: 2543
I took the Mario sprites from "KoolKat Super Mario Bros PC 2" and corrected their position in the sprite-sheet because they were not placed correctly, and then I took the color palettes from "SMB1 - Luigi's Training" and recolored the Mario sprites in order to make a Luigi sprite. Credit goes to who...
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- by KorayD
- Thu Sep 07, 2017 6:32 pm
- Forum: Graphics
- Topic: The SMBX2 Custom Assets Library
- Replies: 658
- Views: 235886
The repository needs to be handled by a couple trusted people in order to not be deleted by trolls. Why is everyone given the privilege to delete files?
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- by KorayD
- Fri May 12, 2017 3:44 pm
- Forum: Episodes
- Topic: Another Adventure
- Replies: 21
- Views: 6426
This episode is absolutely brilliant, and I highly recommend it. I just wanted to point out one issue that I've found while playing the game, though. In Epic Eruption, in section three, the moving lava layer is not tall enough, and cut-off is revealed when you die and get hit by the falling fireball...
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- by KorayD
- Tue Mar 28, 2017 2:07 pm
- Forum: Graphic Request
- Topic: Find a Lost Graphic
- Replies: 502
- Views: 86782
Does anyone know of a download for both 8-bit Mario and Luigi playables? I found an 8-bit Mario playable, but I never was able to find an 8-bit Luigi playable. Here are Mario and Luigi playables by HenryRichard. https://onedrive.live.com/?authkey=%21ALWQOpojXPegX3g&id=35D552C9678BB8FA%21209445&cid=...
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