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Mario and the Sahasika Kingdom - Dead

Mapping related threads and questions go in here!
JohnHOne
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Post » 06 Dec 2014, 18:17

The Mappack is very stupid!!,stupid goombas,stupid koopas
YOUR MAPPACK IS VERY STUPID!!
I Will not download it
Rating: 0/0
because princesskiller is drugged and do not know what is a bump

HansAgain
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Post » 06 Dec 2014, 18:28

JohnHOne wrote:The Mappack is very stupid!!,stupid goombas,stupid koopas
YOUR MAPPACK IS VERY STUPID!!
I Will not download it
Rating: 0/0
because princesskiller is drugged and do not know what is a bump

Do you know how immature you sound right now?
You're didn't even downloaded it ("I Will not download it") and you're already giving a bad review.
This mappack is a lot better than all yours combined, and the way you're doing this to "retaliate" what he said to you is just pathetic.
I thought you were better than this, but looks like i was wrong.

JohnHOne
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Post » 06 Dec 2014, 19:05

Hans1998 wrote:
JohnHOne wrote:The Mappack is very stupid!!,stupid goombas,stupid koopas
YOUR MAPPACK IS VERY STUPID!!
I Will not download it
Rating: 0/0
because princesskiller is drugged and do not know what is a bump

Do you know how immature you sound right now?
You're didn't even downloaded it ("I Will not download it") and you're already giving a bad review.
This mappack is a lot better than all yours combined, and the way you're doing this to "retaliate" what he said to you is just pathetic.
I thought you were better than this, but looks like i was wrong.

Here the wrong thing
Image
The problem is princesskiller do not know what is a bump
the princesskiller is a 1 year old kid

alesan99
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Post » 06 Dec 2014, 19:12

It's kinda ironic since you're the one acting childish.

The mappack looks good and I'm excited to see it when it's finished.

Jorichi
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Post » 06 Dec 2014, 19:19

JohnHOne, I'll have to stop you right here. You're making no sense and you just end up getting a bad reputation for it.
Your reaction here is not relevant to what Hans intended to point out at all. If you have nothing positive or constructive to say, don't say anything at all.
You're obviously holding a grudge against PrincessKiller for some reason and I would appreciate it if you didn't spam the whole damn forum over it with shitty posts like this. Settle it like an adult instead of being that 1 year old kid that you make him out to be.

Squidish
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Post » 07 Dec 2014, 06:45

JohnHOne wrote:The Mappack is very stupid!!,stupid goombas,stupid koopas
YOUR MAPPACK IS VERY STUPID!!
I Will not download it
Rating: 0/0
because princesskiller is drugged and do not know what is a bump


Image And Nice touch at the end.

Anyways, I've given the current tiles and backgrounds a more casual feel, so it should work well with the mappack. I can't get a screenshot right now, but I will tommorrow.
Last edited by Squidish on 10 Dec 2014, 04:44, edited 2 times in total.

Mari0_Player
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Post » 08 Dec 2014, 03:57

JohnHOne wrote:The Mappack is very stupid!!,stupid goombas,stupid koopas
YOUR MAPPACK IS VERY STUPID!!
I Will not download it
Rating: 0/0
because princesskiller is drugged and do not know what is a bump

lol
>doesn't play the mappack
>somehow instantly knows whether or not it's crap just by looking at the topic

please show me your magical ways john

B-Man99
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Post » 08 Dec 2014, 04:11

Guys Jorichi already covered the issue with John. And that green text hurts my eyes.

Oh but no one clarified that he shouldn't use size 1 text though (I'm not sure if anyone besides PrincessKiller noticed?) as far as I know (unless it was reported and handled outside of the thread) so uhhh yeah John that's against the rules

More importantly, I am looking forward to this mappack when it comes out. Good luck with everything - it looks great so far.

Squidish
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Post » 10 Dec 2014, 16:16

BIGGEST UPDATE EVAR! New backgrounds! New Tiles! New enemies! New Music!

First, music. I've decided to stop making my own 8-bit styles, because, to be honest, they're awful. So, It's either classic or by some one else! All credits will be posted on the main thread.

Next, backgrounds. I'm taking it all back. WAY back. these are done by me, without any template or anything. I don't stop editing till I get it right!

Third, enemies. Enemies now have a much more serious design, and i'm re-creating some of them.

Lastly, Tiles! I've got a completely new set of animated ones! I didn't edit the main ones too much, but some of the uncommon ones will be scrapped or edited.

ALSO! Star Coins, because Wynaut? Like the nsmb series, there will be three and each world, and award 4 coins each.

That's all for now!

Squidish
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Post » 11 Dec 2014, 22:25

Wow, i realized the look of the levels changed a LOT since I started. Have a picture.
Image

FuriousHedgehog
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Post » 12 Dec 2014, 03:06

PrincessKiller wrote:Wow, i realized the look of the levels changed a LOT since I started. Have a picture.
Image

princesskiller
not bad the background of world 1
But I think you need to improve the background of peach castle

Squidish
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Post » 12 Dec 2014, 05:18

FuriousHedgehog wrote:princesskiller
not bad the background of world 1
But I think you need to improve the background of peach castle

How so? I'd like to improve it, I need more specific feedback, though.

alesan99
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Post » 12 Dec 2014, 05:36

Well it looks a bit blurry/jpeg-ish

FuriousHedgehog
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Post » 12 Dec 2014, 06:09

alesan99 wrote:Well it looks a bit blurry/jpeg-ish

alesan say to me
is it the spefications

MM102
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Post » 12 Dec 2014, 08:20

I really think you should use graphics generally of the same style
for example:

  • Certain things have black outlines and other things don't.
  • Somethings have few colors while other have more (nes games where limited to 3 colors per 8x8 tile)
  • It looks like you ripped the castle and clouds from a youtube video which generally isn't a good idea.
  • Some items are custom and some are edited which is off putting.
  • overall color choice is dreary and sad, maybe try using more vivid, saturated colors to make it feel more happy (unless you were going for sad.)
  • Speaking of saturation the title screen is a god awful bright pink which not only is unpleasing to the eyes but makes the text hard to read. (I understand you didn't make it but still)
While graphics don't make the game what it is the visuals do matter. Try digging around the tileset and background repositories more; maybe even the sprites resource.
That being said the level design looks cool.

Squidish
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Post » 12 Dec 2014, 15:02

Yes the clouds were resized ones from sma4, Though I just put them in yesterday, They are due a change. The title screen and castle have been there a while, so, once again they are due a change. But what do you mean, it looks sad? It's anything BUT sad. I'm not aiming for any tiles from past mario games, I'm making my own. So If that's what you mean, then no.

And as for updates, World 5 is the forest world, and level 3 is in the treetops with what seems to be parakoopas learning to fly.

MM102
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Post » 12 Dec 2014, 19:50

The colors are unsaturated and dreary
for example:
Image
heres the same image with upped saturation.

Squidish
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Post » 12 Dec 2014, 19:52

Ohhh... It's not the tiles, it's because I'm using a shader, they are actually much brighter than it look. It's because I have sensitive eyesight, so I need it on. I'll start making screenshots without the shader.

Squidish
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Post » 15 Dec 2014, 18:43

Since it's been awhile since an update, I'd thought I'd show you all something not completely part of it. I will include a modified version of the mod with a different looking mario sprites, which resemble modern mario. They are colorable, and I am making them from many different mario sprites. For example, here's what tanooki mario looks like. Image

Wary
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Post » 16 Dec 2014, 13:43

PrincessKiller wrote:Since it's been awhile since an update, I'd thought I'd show you all something not completely part of it. I will include a modified version of the mod with a different looking mario sprites, which resemble modern mario. They are colorable, and I am making them from many different mario sprites. For example, here's what tanooki mario looks like. Image


Well, that's cool
Also, your background and cloud tiles got apparently really stretched, thus applying anti aliasing to them, making them look bad.
Try to just recreate the anti aliased tiles.

Squidish
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Post » 18 Dec 2014, 04:28

Wary wrote:
PrincessKiller wrote:Since it's been awhile since an update, I'd thought I'd show you all something not completely part of it. I will include a modified version of the mod with a different looking mario sprites, which resemble modern mario. They are colorable, and I am making them from many different mario sprites. For example, here's what tanooki mario looks like. Image


Well, that's cool
Also, your background and cloud tiles got apparently really stretched, thus applying anti aliasing to them, making them look bad.
Try to just recreate the anti aliased tiles.


The background is updated, and The new Mario is being worked on. He will be completely colorable, for example: Image

Don't hate me for accidently leaving the shader on... ;-;

I turned off custom background because it's a surprise.

Squidish
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Post » 30 Dec 2014, 00:25

YAY! Christmas update! With nothing relevant to do with Christmas! I know how it feels now alesan... While I haven't been posting, I've been hard at work on Mario. However, this hasn't really given me time to work on any new levels. But I have finished a few! The Final Battle is 100% Finished, and so is 5-3, Paratroopa Treetops, and 4-1. I'm redo-ing 3-1 so it's not really a beach... and I won't work on levelscreens until the mappack is done. That's all for now.

Squidish
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Post » 04 Jan 2015, 00:46

Update time! I've got backgrounds I'm comfortable with! Custom Mario still is being worked on, and World 8 is almost done. Instead of going into a castle at the end of a level, you walk of the screen like in smb3. Screenshots:
ImageImage

FuriousHedgehog
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Post » 04 Jan 2015, 01:33

I started to be a simple 8 bit type mappack
Now it's 16 bit
wow ...

Squidish
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Post » 04 Jan 2015, 04:25

This is what exiting the course looks like.
Image

Squidish
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Post » 06 Jan 2015, 00:00

PrincessKiller wrote:But I will hopefully finish this by the end of December.

I am sitting back and laughing at this.

MM102
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Post » 06 Jan 2015, 01:54

I don't like how the ground doesn't have the zigzag transition like the rest of it

Squidish
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Post » 11 Jan 2015, 22:03

Fixed. I'm going to unfortunately have to knock it down to 5 worlds: Grass, Snow, Sky, Mountain, and Space.

Squidish
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Post » 01 Feb 2015, 23:24

Main Post updated with new music.

HowToEatGirafes
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Post » 02 Feb 2015, 18:33

I prefer the 16 bit , also this is cool !

FuriousHedgehog
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Post » 18 Feb 2015, 18:57

Sorry for the bump
No more updates killer?

Squidish
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Post » 18 Feb 2015, 19:05

I haven't had a lot of time, so for now you could say it's on hiatus.

Squidish
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Post » 01 Jun 2015, 16:53

Just wanted to say all my mappack files were lost at some point so this be dead.

It doesn't matter that much since it was a mess anyways.


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