SMW expanded GFX-pack v1.0 download-link works again

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Nikuman Yoshimoto
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Re: SMW expanded GFX-pack v1.0

Postby Nikuman Yoshimoto » Tue Jan 12, 2016 7:27 pm

You can add this themes for next update of this pack:
Frozen castle tilesets
Frozen wood tileset
Frozen treelogs tileset
Green castle tilesets
Underwater castle tilesets
Bowser's boss room tileset
Castle entrance grass tileset
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Re: SMW expanded GFX-pack v1.0

Postby DarwintheNameless » Tue Jan 12, 2016 11:28 pm

Well, here it is, the grand-daddy of all Sednaiur expanded GFX packs.
This Looks really great so far (In spite of the extra shading)! I must admit, I wasn't expecting to see an expanded version of the Iggy's Castle Crusher in here, and it does seem to fit perfectly for woodland levels.

Also, have you thought about expanding on the ground tiles from the post-castle cutscenes?
Just a suggestion for the next update
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Re: SMW expanded GFX-pack v1.0

Postby lighthouse64 » Wed Jan 13, 2016 6:27 am

Nikuman Yoshimoto wrote:You can add this themes for next update of this pack:
Frozen castle tilesets
Frozen wood tileset
Frozen treelogs tileset
Green castle tilesets
Underwater castle tilesets
Bowser's boss room tileset
Castle entrance grass tileset
Um uh is this supposed to be some kind of request?
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Re: SMW expanded GFX-pack v1.0

Postby Rawr » Wed Jan 13, 2016 6:53 am

I was waiting for this for soooo long. Just plain amazing! The huge variety of tiles will definitely help people in SMW level making. Thanks a bunch!

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Re: SMW expanded GFX-pack v1.0

Postby Cedrik » Wed Jan 13, 2016 12:33 pm

I wish you can do a NSMBDS , NSMBW , NSMBU pack. ^_^

If you want to have DS gfx downloard the episode New SMBX revolution and copy the gfx from the worlds folder.

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Re: SMW expanded GFX-pack v1.0

Postby Uzendayo » Wed Jan 13, 2016 2:27 pm

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ever since you did SMB2 expanded I've been waiting for this. AND I WASN'T DISAPPOINTED!!!
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Re: SMW expanded GFX-pack v1.0

Postby Witchking666 » Wed Jan 13, 2016 2:34 pm

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I especialy Love the Castle and tree tilesets.
but the rest is awesome aswell.

I was looking forward to this release for long.
I'll probably end up using this somewhere in the future.
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Re: SMW expanded GFX-pack v1.0

Postby VaatiWindMage » Sat Jan 16, 2016 12:02 am

I have recieved a slight erection.
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Re: SMW expanded GFX-pack v1.0

Postby TheNinjaCake » Mon Jan 18, 2016 9:48 am

This is so good! I was looking forward to it and it delivered 3x as much as I expected!
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Re: SMW expanded GFX-pack v1.0

Postby Hani » Mon Jan 18, 2016 2:44 pm

Cedrik wrote:
I wish you can do a NSMBDS , NSMBW , NSMBU pack. ^_^

If you want to have DS gfx downloard the episode New SMBX revolution and copy the gfx from the worlds folder.
Oh I meant 16-bit. Plus Revolution has 1x1 pixels.
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Re: SMW expanded GFX-pack v1.0

Postby Ness-Wednesday » Mon Jan 18, 2016 3:50 pm

This looks great, I also like the design on the custom tiles, the spiky grass blocks have a very clever design!
But, the ghost house tileset and bonus tileset's slopes don't seem to really fit with a regular SMW environment, maybe SMB3 but not SMW neccessarilly.
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Re: SMW expanded GFX-pack v1.0

Postby Sednaiur » Mon Jan 25, 2016 7:57 pm

Whoa - a lot of comments in my absence.
My answers are in the spoiler below:
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Catastrophe wrote:I've been waiting for so long. It looks epic and now i'm crying. T_T
P.S If you don't know me. It's me, Foxythepirfox! I changed my name..
Thank you :-3
I recognized you by your signature.
Enjl wrote:The stuff you've handdrawn yourself doesn't match the style of the SMW objects you just expanded/recoloured. This is especially obvious with the hills and the scenery of the castle and ghost house tilesets.
No one is perfect, right? I know about the metal shading being too SMB1-like so I look deeper into it when I have time. About the hills, I guess this is a matter of preferrence so I can do a simpler verion of the hills (I already got an idea for it), so the next update will contain them.
Natsu wrote:Sednaiur, you're the man, and I don't nickname other people "the man" that easily. You've earned the respect of the entire community. Give yourself a hug and a cookie, you deserve that and more. Love the chandeliers and the bridge, the latter lacking its 3D-ish effect looks a lot better now imo. Looking forward to more stuff for Lowser's Conquest as well. Thumbs up!
xD please stop that, as I am really not that kind of person who can do such a thing, but thank you a lot still ^^. (Also, welcome back to this forum - hopefully you will stay, as you are one of the few people I know from the beginning of my "SMBX-community life")
I always asked myself why the graphic designer responsible for the bridge did this kind of half-top down sight style, where everything else is the usual view from the side, so I finally could change that problem.
HenryRichard wrote:Yeah the custom hills don't really fit with SMW, though they would go great with SMB3 restyled SMW stuff.

Otherwise this is really great! I've been waiting for this for a while now, and it's great that it's finally out. The castle stairs you made should replace the default ones in the next SMBX update.

I'd suggest making some of the player blocks round - you couldn't before LunaLua, but now that you can use .png graphics, you can.
Thanks :-).
It really looks like I messed up my job on the hills, as some more people say they do not fit. But I will add a simplyfied version in the next update, so one can choose which ones to use.
About the .png-graphics thing I will look deeper into it in the future, so I can see what other things I can create with that
(even rhough, I rather wait for PGE to be released, if that ever happens, that is ^^).
PROX wrote:Ah. I see it's finally here. Very good job with this. This is incredibly useful.
Thank you.
I hope you and others have fun and a good use from this pack, otherwise it would be useless to do all this work.
PixelPest wrote:Wow. We've all been waiting so long for this--and it was worth the wait. So many useful resources that will be so helpful. Your obviously great amount of work is highly appreciated.
Thank you :-D.
The pack sure was a bit too late for my tastes, but I could not upload it in time, because of connection-issues. But in the end it got online anyways.
I have planned much more for this pack in the future, but until that it may take another big chunk of time.
Harvey36Dice wrote:Finally
you released it
Holy Sednaiur
The GFX looks AMAIZING, especially the tree tileset ones and the expanded tileset. I can see that you add more shading in these bushes. I will use this.
<3 <3 <3
Thanks a lot, even though, the only things that can be holy for me, are Bishoujo. xD Thanks again.
About the bushes, I didn't really add more shading but only replaced the ugly inner black line, that devided the two shades of grey, with another shade of grey. I think it looked very awkward without it.
h2643 wrote:Well, this is something I've been waiting for a whole year since you announced it. Great to see you finally released this gem :)
The wooden column expanded tileset is something I wanted to do some time ago, but unfortunantely never got around it. It's great to see that you did it!

Great work on the expansion in general ;)
Thanks ^^.
It sure was fun to epand these giant logs and do conneting blocks for the small logs that are usually only used in combination with the wooden spikes in fortresses.
Also on a note to your later post, I already adressed the bug you mentioned and it will be fixed in the next update. Thank you for reporting it. :-)
Linik wrote:Valtteri already did these
Holy mother of god, this is something that even I have been waiting for. I am definitely getting behind this already. I like the ghost house ones and the castle ones best, and now you can expect to see much more decorative levels thanks to your awesome graphics.

Next up, you should do a Zelda one.
Thanks.
Yes, I know that most of the tilesets already got done by other people, but that is one of the reasons why I don't just expand the tilesets but edit and fix them before doing so, to increase their look a little bit. Also is my pack not meant to replace other peoples works but to give more selction. I am in no position nor ability to render previous works uselsess.
Also, thank you for your comment. I always thought that the ghost house and castle-tilesets needed scenery. The same goes for the underground, which will get it's scenery in the next update.
About your suggestion, I do not plan to release another expanded GFX-pack, as I really need more time for my project, which is the most difficult to handle thing, with all the graphics I still need to do. :-P
RudeGuy07 wrote:As others have already said, some of the BGOs in this pack don't match well the SMW style.
But this pack is really good anyways. I really like the tileset made out from the crushers.
Yes, it was kinda hard for me to adapt to the SMW-style with it's simple patterns, even though, it still was fun to do. I try to improve the issues in the next update.
Berkian wrote:Looks very interesting, the SMW graphics is great! Good job, Sednaiur!
Thank you very much :-)
I try my best for the future.
Eternity wrote:I've been waiting for this for a while, great to see it's finally out! Definitely using in some way, those are awesome, especially the logs/forest set :)
Thanks ^^.
Now one can build a kind of treetop-tumble level in SMW. I would probably build a level like that now, but since I do not have much time lately, I can aswell scrap that idea entirely :-/.
Catastrophe wrote:Can't believe this is the final one. I wish you can do a NSMBDS , NSMBW , NSMBU pack. ^_^
Oh - if SMBX would have the capapability of handling more mechanics, then the old classic games would become the "new" New Super Mario Bros. xD. Let's see what PGE brings us, if it ever gets finished ;-)
Nikuman Yoshimoto wrote:You can add this themes for next update of this pack:
Frozen castle tilesets
Frozen wood tileset
Frozen treelogs tileset
Green castle tilesets
Underwater castle tilesets
Bowser's boss room tileset
Castle entrance grass tileset
Dont worry about ideas - I got plenty of them. Just on my time for doing it lies the problem, as I do not have any free time at the moment :-(
DarwintheNameless wrote:Well, here it is, the grand-daddy of all Sednaiur expanded GFX packs.
This Looks really great so far (In spite of the extra shading)! I must admit, I wasn't expecting to see an expanded version of the Iggy's Castle Crusher in here, and it does seem to fit perfectly for woodland levels.

Also, have you thought about expanding on the ground tiles from the post-castle cutscenes?
Just a suggestion for the next update
Thank you very much ^^
For now this pack is not too "Grand-daddy", in my opinion, but I try to make the pack rightful to this title in the future. :-)
I guarantee that there is not really much extra-shading on the tilesets and NPCs (I added one color at best). I guess this pack is the most natural one in terms of shading. ^^
Don't worry about the "Ghosthouse-grass"-tileset, how I call it, as I didn't forget it. It will come in the next update together with the other missing stuff.
Rawr wrote:I was waiting for this for soooo long. Just plain amazing! The huge variety of tiles will definitely help people in SMW level making. Thanks a bunch!
Thanks a bunch :-).
Also, no problem. If the pack helps out of the selection-hole that SMW has in some instances, then I am fine by doing these graphics.
Uzendayo wrote:ever since you did SMB2 expanded I've been waiting for this. AND I WASN'T DISAPPOINTED!!!
Thank you.
Wow, then you did wait a very long time then (almost two years) for this, so I am happy that you didn't got disappointed. ^^
I try to keep it like that for future updates too.
witchking666 wrote: I especialy Love the Castle and tree tilesets.
but the rest is awesome aswell.

I was looking forward to this release for long.
I'll probably end up using this somewhere in the future.
Thank you very much. :-D
It was difficult to come up with a layout for the different tilesets (many of them need to be usable at the same time) but I could at least make some usable simultaneously.
Hopefully you will have no trouble with the tilesets.
VaatiWindMage wrote:I have recieved a slight erection.
Just like me when I engulf a Bishoujo with my eyes? Thanks anyways. xD
TheNinjaCake wrote:This is so good! I was looking forward to it and it delivered 3x as much as I expected!
Thank you a lot :-)
It would have delivered more if I had more time, but I am happy that I didn't disappoint you in the end.
Ness-Wednesday wrote:This looks great, I also like the design on the custom tiles, the spiky grass blocks have a very clever design!
But, the ghost house tileset and bonus tileset's slopes don't seem to really fit with a regular SMW environment, maybe SMB3 but not SMW neccessarilly.
Thanks.
About the thing with the slopes you mentiones, I do not really understand what you mean (also, there is a small shading-bug on one of the blue bonus tileset-slopes that I already fixed).
If you mean that they are unnecessary, then I say I better give the selection than not. I cannot use them more clever anyways. :-)
Thanks to everyone for the comments, suggestions, and critism.
It is nice to see that overall the graphics are satisfying :-)

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Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/v ... 03#p223111

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My expanded GFX-packs:
Expanded SMB1 GFX-pack(3.0):http://www.supermariobrosx.org/forums/v ... 717#p63717
Expanded SMB2 GFX-pack(7.0):http://www.supermariobrosx.org/forums/v ... 9445#p9445
Expanded SMB3 GFX-pack(2.0):http://www.supermariobrosx.org/forums/v ... =31&t=6578
Expanded SMW GFX-pack(1.0): http://www.supermariobrosx.org/forums/v ... 31&t=12834

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Re: SMW expanded GFX-pack v1.0

Postby HenryRichard » Mon Jan 25, 2016 8:01 pm

I actually recently realized that if you use the new hills in a forest, they look better then the default ones. So I guess it's not that they don't look good with SMW, but that they don't look good with the default SMW hills.
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Re: SMW expanded GFX-pack v1.0

Postby DarwintheNameless » Mon Jan 25, 2016 11:50 pm

Don't worry about the "Ghosthouse-grass"-tileset, how I call it, as I didn't forget it. It will come in the next update together with the other missing stuff.
Glad you didn't forget about the Ghosthouse-Grass tiles, but I was actually referring to the flowery-grass tiles from the cutscenes that play when you defeat a Koopaling.

Image

Apparently this one tileset has been overlooked the most in terms of expansion, and since the opportunity is still there I would love to see your take on it. :D

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Re: SMW expanded GFX-pack v1.0

Postby TheNinjaCake » Tue Jan 26, 2016 2:37 am

DarwintheNameless wrote:
Don't worry about the "Ghosthouse-grass"-tileset, how I call it, as I didn't forget it. It will come in the next update together with the other missing stuff.
Glad you didn't forget about the Ghosthouse-Grass tiles, but I was actually referring to the flowery-grass tiles from the cutscenes that play when you defeat a Koopaling.

Image

Apparently this one tileset has been overlooked the most in terms of expansion, and since the opportunity is still there I would love to see your take on it. :D
ok... I want that so much!
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Re: SMW expanded GFX-pack v1.0

Postby Sednaiur » Fri Jan 29, 2016 6:35 pm

HenryRichard wrote:I actually recently realized that if you use the new hills in a forest, they look better then the default ones. So I guess it's not that they don't look good with SMW, but that they don't look good with the default SMW hills.
That gives me an idea - I will leave the hilld already contained for the forest-areas, and add new hills for the grassland-areas then.
DarwintheNameless wrote:
Don't worry about the "Ghosthouse-grass"-tileset, how I call it, as I didn't forget it. It will come in the next update together with the other missing stuff.
Glad you didn't forget about the Ghosthouse-Grass tiles, but I was actually referring to the flowery-grass tiles from the cutscenes that play when you defeat a Koopaling.

Image

Apparently this one tileset has been overlooked the most in terms of expansion, and since the opportunity is still there I would love to see your take on it. :D
Well, to be honest, I forgot about that one ;-P. I can do it, though, as it seems rather easy and will be interesting. Thank you for the suggestion.

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愛している、ビアンカ!

Want to use new blocks, tiles, BGOS etc. in SMBX? Learn more here:
http://www.supermariobrosx.org/forums/v ... 03#p223111

Spoiler: show
My expanded GFX-packs:
Expanded SMB1 GFX-pack(3.0):http://www.supermariobrosx.org/forums/v ... 717#p63717
Expanded SMB2 GFX-pack(7.0):http://www.supermariobrosx.org/forums/v ... 9445#p9445
Expanded SMB3 GFX-pack(2.0):http://www.supermariobrosx.org/forums/v ... =31&t=6578
Expanded SMW GFX-pack(1.0): http://www.supermariobrosx.org/forums/v ... 31&t=12834

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Re: SMW expanded GFX-pack v1.0

Postby Reign » Fri Mar 25, 2016 2:54 am

Whoa, I had completely missed this. Now I know which gfx pack I'll use for my new episode once SMBX 2.0 is out. :) Thank you so much for your amazing work! I'm so glad there are talented artists out there creating these graphics for people like me who love designing levels but don't have any drawing skills whatsoever.
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Re: SMW expanded GFX-pack v1.0

Postby Villager103 » Fri Mar 25, 2016 3:17 am

HOLY CRAP

This is amazing. Worth the wait. Definitely going to put this to use some time in the future.
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Re: SMW expanded GFX-pack v1.0

Postby LTIan » Mon May 09, 2016 11:35 am

I have some questions regarding this GFX pack:

1.) Did you have anything planned for the World Maps of Tiles and stuff in SMW?
2.) Are you going to add any of the Super Mario Maker Stuff from SMW in this GFX Pack?
3.) Will this GFX pack be updated?

Wait a minute... The download link's broken! :o

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Re: SMW expanded GFX-pack v1.0

Postby Kyo » Thu May 12, 2016 9:23 pm

LTIan wrote:Wait a minute... The download link's broken! :o
This. Would definitely appreciate a reupload.


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