Super Mario Khroma

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AndrewPixel
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Super Mario Khroma

Postby AndrewPixel » Sun Apr 05, 2020 10:06 am

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I'm proud to present my very own SMBX2 project, Super Mario Khroma!
I started the concepting and development of the episode after the arrival of Beta 4, but the true work started in March when I actually started to make some levels. Now let's dive into it!

PLOT

The plot of the episode seems to follow the usual cliche of Princess Peach's kidnapping, but things aren't always like they seem... new info about the actual plot may arrive in the future!

GAMEPLAY

- The project is close to the SMW formula: you can either play as Mario, Luigi or Toad in 8 worlds + a special one, in a single map linked by secret paths. Like in SMW, you can tell which levels hide a 2nd exit by the red dot on the world map!
- Find secret exits to gain access to secondary levels, shortcuts, or even Switch Palaces!
- Every world also features a short timed level. Make sure to reach the goal before time runs out!
- Normal levels have 3 star coins, while timed levels only have one.
- While making the project I'm also taking care of placing levels with weird environments and aesthethics, like in Super Mario 3D World, where worlds often feature levels without a precise theme.

SCREENSHOTS
Spoiler: show
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SNEAK PEEKS
Spoiler: show



CREDITS

This project was made possible by the wonderful people who made custom scripts and graphics here, on Discord, on MFGG and SMWC, In the finished product, I'll include a complete list of the authors of the graphics I used or also edited.

And that's all for the first informations about my new project! If you want to stay tuned about the progress of the project, make sure to follow it on my Discord server and on my YouTube channel.

If you want to support the project. you can add the logo to your signature, I'd appreciate that!

Code: Select all

[url=https://www.supermariobrosx.org/forums/viewtopic.php?f=90&t=25498][img]https://i.imgur.com/ptbhZkH.png[/img][/url]

TRAILER

Last edited by AndrewPixel on Tue Jun 09, 2020 1:53 pm, edited 7 times in total.
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Re: Super Mario Khroma

Postby Cedur » Sun Apr 05, 2020 11:15 am

Coolio! Another really fascinating project on the board!

Does your world map have a star coin counter?
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Re: Super Mario Khroma

Postby AndrewPixel » Sun Apr 05, 2020 12:07 pm

Cedur wrote:
Sun Apr 05, 2020 11:15 am
Coolio! Another really fascinating project on the board!

Does your world map have a star coin counter?
I haven't started work on the world map yet, so I don't know yet about how that counter works. Thanks though!
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Re: Super Mario Khroma

Postby AndrewPixel » Tue Apr 14, 2020 9:00 am

Players got a color revamp, with a more modern palette!

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Stay tuned for an upcoming sneak peek!
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Re: Super Mario Khroma

Postby Enjl » Tue Apr 14, 2020 9:20 am

Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
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Re: Super Mario Khroma

Postby AndrewPixel » Tue Apr 14, 2020 9:27 am

Enjl wrote:
Tue Apr 14, 2020 9:20 am
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
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Re: Super Mario Khroma

Postby Enjl » Tue Apr 14, 2020 9:30 am

AndrewPixel wrote:
Tue Apr 14, 2020 9:27 am
Enjl wrote:
Tue Apr 14, 2020 9:20 am
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
It doesn't often work because the modern palette is lit through the lighting from a 3D environment. Even in the NSMB series. Soft lighting doesn't mesh well with pixel art that's often heavily characterized by contrast and hueshifts. Here, it definitely looks like you went color-picker on a Mario 3D model and then fill-tooled the SMW sprites, because I can hardly distinguish more than one color of each hue, because the saturation is very high and contrast very low, probably due to the soft lighting on the model.
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Re: Super Mario Khroma

Postby AndrewPixel » Tue Apr 14, 2020 12:27 pm

Enjl wrote:
Tue Apr 14, 2020 9:30 am
AndrewPixel wrote:
Tue Apr 14, 2020 9:27 am
Enjl wrote:
Tue Apr 14, 2020 9:20 am
Personally not a fan of 'improvements' to the SMW player colours. They often look fairly bad in comparison, and this is no exception.
I liked the idea of making them match the colors they use nowadays, not entirely sure if I want to go back to the SMW palette (?) Sure If not everyone likes those modern palettes I can understand that, but ehhh that was more likely a choice based on personal taste.
It doesn't often work because the modern palette is lit through the lighting from a 3D environment. Even in the NSMB series. Soft lighting doesn't mesh well with pixel art that's often heavily characterized by contrast and hueshifts. Here, it definitely looks like you went color-picker on a Mario 3D model and then fill-tooled the SMW sprites, because I can hardly distinguish more than one color of each hue, because the saturation is very high and contrast very low, probably due to the soft lighting on the model.
Since in the end I noticed the problem you were talking about, and I highly want to try to make a modern palette fit into the project, I decided to slightly change it with a different one that seems to have more contrast, especially on the blue parts. Hope it improves it someway, if not I think I'll have to stick to the SMW palette.

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Re: Super Mario Khroma

Postby AndrewPixel » Thu Apr 16, 2020 2:19 pm

Sneak peek of World 1-1 is here!

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Re: Super Mario Khroma

Postby João564 » Fri Apr 17, 2020 12:18 am

This project is overall really impressive, i am loving it so far. You managed to get some aesthetic feeling to the levels but with the same essence of smw to It, as i love seeying smw-styled projects. This project seems pretty unique and feels fresh with the colorful level design. I am looking foward for this.

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Re: Super Mario Khroma

Postby AndrewPixel » Fri Apr 17, 2020 4:34 am

João564 wrote:
Fri Apr 17, 2020 12:18 am
This project is overall really impressive, i am loving it so far. You managed to get some aesthetic feeling to the levels but with the same essence of smw to It, as i love seeying smw-styled projects. This project seems pretty unique and feels fresh with the colorful level design. I am looking foward for this.
Thanks man!
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Re: Super Mario Khroma

Postby Inferno_Guy » Tue Apr 21, 2020 7:54 am

This looks fresh, and gets my support. If you can make a support thing for signatures, I'll be sure to add it to mine! Good luck with this.
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Re: Super Mario Khroma

Postby AndrewPixel » Tue Apr 21, 2020 1:04 pm

Inferno_Guy wrote:
Tue Apr 21, 2020 7:54 am
This looks fresh, and gets my support. If you can make a support thing for signatures, I'll be sure to add it to mine! Good luck with this.

Thanks for the support, man! If you want some signature thingy you can use the checkpoint logo I'm using too

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Re: Super Mario Khroma

Postby Chilly14 » Tue Apr 21, 2020 1:35 pm

Looks awesome, I support this project!
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Re: Super Mario Khroma

Postby AndrewPixel » Sun Apr 26, 2020 10:06 am

New sneak peek is out!

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Re: Super Mario Khroma

Postby The Thwomp King » Sun Apr 26, 2020 10:01 pm

Awesome sneak preview for this episode, and overall this seems really appealing. I definitely look forward to seeing the progress of this episode.

Check out my current project, Super Mario Country:

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Re: Super Mario Khroma

Postby Chanceux2 » Sun Apr 26, 2020 10:33 pm

man is there an support banner cuz I need to see it. Also, Putting this in NSMBX will see cool.

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Re: Super Mario Khroma

Postby Cedur » Mon Apr 27, 2020 5:02 am

First, the support banner is right on top, and there's a code for it too.

Second, there's not really a point in moving to NSMBX, this is an SMBX2 project, I have no idea where you got that from. For your information, NSMBX is not compatible with SMBX2-exclusive stuff (new assets and scripting)
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Re: Super Mario Khroma

Postby Eri7 » Tue Apr 28, 2020 10:51 am

Amazing project, I like how it has a special vibe to it, mainly the city like aesthetics that the logo and hud greatly enhances. And also the consistency of using only the SMW style. The trailer was fantastic and the boss battle suprised me when Bowser started to throw grolls towards the player, I assume this boss takes place in the groll level which connects stuff nicely. Good luck with your project! Also I saw you can play as kamek in the trailer, why didn't you add that to the playables list in your forum topic?

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Re: Super Mario Khroma

Postby AndrewPixel » Tue Apr 28, 2020 11:44 am

Eri7 wrote:
Tue Apr 28, 2020 10:51 am
Amazing project, I like how it has a special vibe to it, mainly the city like aesthetics that the logo and hud greatly enhances. And also the consistency of using only the SMW style. The trailer was fantastic and the boss battle suprised me when Bowser started to throw grolls towards the player, I assume this boss takes place in the groll level which connects stuff nicely. Good luck with your project! Also I saw you can play as kamek in the trailer, why didn't you add that to the playables list in your forum topic?
Thanks for the feedback!
I didn't specify all the playables because they're not going to be persistent characters you can play as, but only in particular levels, so I could change it anytime
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