super metroid gfx pack

Share and discuss custom SMBX graphics.
Sandomer
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super metroid gfx pack

Postby Sandomer » Sat Sep 03, 2022 6:17 am

this gfx changes some blocks, few background tiles and few power ups

DOWNLOAD
https://www.mediafire.com/file/u0h81zlu ... k.rar/file

SCREENSHOTS
Spoiler: show
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Murphmario
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Re: super metroid gfx pack

Postby Murphmario » Sat Sep 03, 2022 10:11 am

You should try and avoid having 1x1 pixels in SMBX, as they clash with a lot of the other graphics. In general a lot of things here seem to be improperly resized.

Sandomer
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Re: super metroid gfx pack

Postby Sandomer » Sat Sep 03, 2022 10:19 am

Murphmario wrote:
Sat Sep 03, 2022 10:11 am
You should try and avoid having 1x1 pixels in SMBX, as they clash with a lot of the other graphics. In general a lot of things here seem to be improperly resized.
wdym? i didn't see any problem while i was building for screenshots, i just resized from 16x16 into 32x32, 32x16 intro 64x32 and 32x32 into 64x64 to make it good pixel sizes for mario 32x32 has normal block and 64x32 pipes

Murphmario
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Re: super metroid gfx pack

Postby Murphmario » Sat Sep 03, 2022 2:14 pm

yoorest2 wrote:
Sat Sep 03, 2022 10:19 am
Murphmario wrote:
Sat Sep 03, 2022 10:11 am
You should try and avoid having 1x1 pixels in SMBX, as they clash with a lot of the other graphics. In general a lot of things here seem to be improperly resized.
wdym? i didn't see any problem while i was building for screenshots, i just resized from 16x16 into 32x32, 32x16 intro 64x32 and 32x32 into 64x64 to make it good pixel sizes for mario 32x32 has normal block and 64x32 pipes
Some of the tiles appear stretched or have incorrect pixel ratios compared to the original Super Metroid graphics. It can most clearly be seen with the beams and the moving platforms (the latter of which can be solved via NPC codes). A good way to resize graphics, in Paint.net at least, is to click "resize" then set it to 200% with nearest neighbor on. Hope that helps!

Sandomer
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Re: super metroid gfx pack

Postby Sandomer » Sun Sep 04, 2022 6:01 am

Murphmario wrote:
Sat Sep 03, 2022 2:14 pm
yoorest2 wrote:
Sat Sep 03, 2022 10:19 am
Murphmario wrote:
Sat Sep 03, 2022 10:11 am
You should try and avoid having 1x1 pixels in SMBX, as they clash with a lot of the other graphics. In general a lot of things here seem to be improperly resized.
wdym? i didn't see any problem while i was building for screenshots, i just resized from 16x16 into 32x32, 32x16 intro 64x32 and 32x32 into 64x64 to make it good pixel sizes for mario 32x32 has normal block and 64x32 pipes
Some of the tiles appear stretched or have incorrect pixel ratios compared to the original Super Metroid graphics. It can most clearly be seen with the beams and the moving platforms (the latter of which can be solved via NPC codes). A good way to resize graphics, in Paint.net at least, is to click "resize" then set it to 200% with nearest neighbor on. Hope that helps!
actually i planned to do it this way because i cant find every sprite of super metroid, EVERY sprite, there are some missing because i used the spriters resource website, when i tried to find every sprite from crateria i didnt found anything similiar to what i typed on google, this gfx pack was my first where i put sprites from another game so dont mind me if i leave it, it's everything not that bad as it looks like, and like i said its planned, the map scanner will be as a bonus block in maridia levels


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