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Mari0 Images Thread

jumpinglizard
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Post » 28 Jan 2016, 08:01

TurretBot wrote:so does 1.6


i actually have a map in develepment still for 1.6 so i am offended not really
and your image just expired

edit: I MEANT DEVELOPMENT

HansAgain
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Post » 01 Feb 2016, 03:06

Image
Image
Someone is half ready for solving tests.

HansAgain
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Post » 02 Feb 2016, 22:30

Image
(Two days have passed, no posts, i think i can post now, but if anyone thinks i'm doing wrong, please tell me)
Well, it's finally done, although i might get back to it to fix some things that could have been better.
(i'm not releasing it now, of course, you'll have to wait until Dementia is finished)

HugoBDesigner
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Post » 02 Feb 2016, 22:41

You can post as much as you want baby, we all love you and your art <3

TurretBot
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Post » 02 Feb 2016, 23:14

You should probably make the bricks a little more obvious on the bricks, because I couldn't tell that the bricks were bricks until Mario hit the bricks. Though it might just be the gif.CAN I SAY BRICKS SOME MORE????



also yeah sexy mario sprite

HansAgain
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Post » 04 Feb 2016, 05:31

Image
If i keep spoiling stuff like this i will run out of new stuff to show in the actual mappack.

HugoBDesigner
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Post » 04 Feb 2016, 05:49

Oh sweet, so it's kinda like fire cubes interacting with ice in Blue Portals, right? (except for the obvious player death when touching it)

HansAgain
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Post » 05 Feb 2016, 04:21

HugoBDesigner wrote:Oh sweet, so it's kinda like fire cubes interacting with ice in Blue Portals, right? (except for the obvious player death when touching it)

Yeah, i'm planning on introducing more elements than the ones i did in Mad Science, that also means that i can (and will) add new stuff until the end of the mappack. You know, to keep things interesting.
So far i've doubled the amount of new stuff, but i guess i should be focusing in the sprites i haven't done yet.

QwertymanO07
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Post » 23 Feb 2016, 07:17

I haven't posted or done anything Mari0-related in a while, so here's a couple neat things I did in SE:
Image
Image

Tecminer
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Post » 24 Feb 2016, 19:26

is that an actual animated background or just loads of animated tiles/ an animated enemy?

TurretBot
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Post » 24 Feb 2016, 21:46

It's an animation

QwertymanO07
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Post » 25 Feb 2016, 02:22

If you're talking about #2, Turret's right. It's an animation that changes the background color hooked up to a squarewave.

Tecminer
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Post » 25 Feb 2016, 19:38

oh wow, didnt know you could do that with animations

HansAgain
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Post » 29 Feb 2016, 03:07

1100th post, and what a better way to celebrate it than with a quote from another forum:
HansAgain wrote:Image

Image

Image [< Updated]
So i'm still working on the map, it's gonna take a long while i think.
All the backgrounds are not fully finished (the last one's background needs a lot of work for example), so expect better stuff in the future Image

TurretBot
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Post » 29 Feb 2016, 03:33

Last one background is better than when i saw it on steam chat...keep it up!

QwertymanO07
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Post » 29 Feb 2016, 12:03

So do the Pato Corp. employees just have jet packs or something? How do they get around the facility?

TurretBot
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Post » 29 Feb 2016, 23:59

Well, all the floating buildings with doors, probably have portals to the other floating buildings inside them somewhere...

HansAgain
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Post » 01 Mar 2016, 01:58

QwertymanO07 wrote:So do the Pato Corp. employees just have jet packs or something? How do they get around the facility?

(I was preparing a much longer answer, but my phone ate it and,it won't come back :/)
Regular employes don't need to use jetpacks because the most of them only work in the office complex, which is located in a big tower at the center of the entire building (like a spine), the floating chambers are reserved for tests (tests for Mario or tests of the stability of the elements they use) and control rooms, these ones contain guards who watch for any anomality happening in their sector, so they are the first ones using jetpacks (to get to the chambers they are monitoring). To travel faster to farther places there are vehicles (both for transporting materials and only for people).
Also now i'm touching this topic, the virtual reality thing is located near the bottom of the office tower. And Antilitus is able to see your test and talk to you because his computer has full access to every camera and speaker in the facility (he can control the entire building with it, actually), but he can't see everywhere at once.
(welp, at the end the reply was just as long as the one i was writting before, so never mind)
Also, turret, no, not portals, that's a waste of resources.
Edit: also, those test chambers have different rooms inside them, not just the test itself, an observation room(s), a room to control the entire test chamber, including the turbines (to move the chamber to other place), a room made to check the condition of the energy core of the chamber, a bathroom, etc.

UnderBound
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Post » 31 May 2016, 01:08

Does anybody have SE Beta 6?

alesan99
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Post » 31 May 2016, 01:53

UnderBound wrote:Does anybody have SE Beta 6?

I don't think it was too different from 7.
Just wondering, why do you need it?
If the newer versions don't work for you chances are the others won't work either. If that's the case then make sure you use love 0.9.0

But this thread is about screenshots and stuff so if you need more help go to this one: viewtopic.php?f=8&t=4634

UnderBound
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Post » 31 May 2016, 01:57

LÖVE 0.8.0 :( (can't get a later version)
(Chromebooks, they suck :( sigh*)

WillWare
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Post » 15 Jul 2016, 03:39

Image
I could not for the life of me get a good quality gif of this.

A silly proof-of-concept rain effect made of two custom enemies, a "cloud" (spawner) and a raindrop that lasts 1 second on screen. As you can probably imagine, it kills performance (I went from ~250fps to ~30), so it's not exactly a practical idea.

Tecminer
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Post » 15 Jul 2016, 16:45

speaking of new concepts, heres another thing:
Image
the main thing here is that the indicator only switches on when entering the portal in the right direction

MagicPillow
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Post » 11 Sep 2016, 13:35

Image

Villager103
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Post » 03 Oct 2016, 04:29

So I've been working on something for a while now, here's a screenshot!
Image
As you can see, EVERYTHING is styled after Portal 1. This mappack will include 60 test chambers, along with GLaDOS dialogue and a few cores that you will meet along the way. I'm also thinking about adding a GLaDOS boss fight, but it might be a bit complicated, so I might just settle for an action-packed escape scene.

Villager103
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Post » 15 Nov 2016, 08:26

D-D-D-D-D-Double post!
i have no regrets
Image
Coming soon, to a test chamber near you...

Eden GT
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Post » 25 Nov 2016, 04:30

The first kaizo-mari0 mappack, made by me
(Yes, it can be passed)
Image

MartinBott19
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Post » 28 Nov 2016, 08:36

Eden GT wrote:The first kaizo-mari0 mappack, made by me
(Yes, it can be passed)
Image


Wait a minute, i just realized that i think that may not be the first mari0 kaizo. i think air mario was a kaizo right?

Not sure though
Image
Image
Image
the map is made by thetwoandtwoly ignore the shadow thing

Eden GT
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Post » 30 Nov 2016, 01:58

MartinBott19 wrote:
Eden GT wrote:The first kaizo-mari0 mappack, made by me
(Yes, it can be passed)
Image


Wait a minute, i just realized that i think that may not be the first mari0 kaizo. i think air mario was a kaizo right?

Not sure though
Image
Image
Image
the map is made by thetwoandtwoly ignore the shadow thing


This will be a full on-kaizo, which means that Mario will clip through blocks, precise landing and stuff. Also I did played that mappack before. It was short however, and I find it similar to the SMB1 Hack "Air".

espioner
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Post » 14 May 2017, 04:47

HansAgain wrote:Image
(Two days have passed, no posts, i think i can post now, but if anyone thinks i'm doing wrong, please tell me)
Well, it's finally done, although i might get back to it to fix some things that could have been better.
(i'm not releasing it now, of course, you'll have to wait until Dementia is finished)



Mario ninja skills 10 / mushroom -ign-

QwertymanO07
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Post » 19 Jul 2017, 03:43

Image

HugoBDesigner
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Post » 19 Jul 2017, 18:22

Image
This is how I left my entry for the second mappack contest. I might finish it one day™

QwertymanO07
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Post » 20 Jul 2017, 07:38

It's a shame you never got it finished; that looks nice!



Image
I've got a new enemy that turns around on cliffs, new trail graphics, and a fading effect (which was actually in the first one, too, but the .gif never showed it).

QwertymanO07
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Post » 22 Jul 2017, 09:22

Image
I'm sure you can sense a theme now.

Wilo
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Post » 22 Jul 2017, 21:55

lookin good

QwertymanO07
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Post » 23 Jul 2017, 01:42

Holy shit Wilo is undead!

MagicPillow
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Post » 25 Jul 2017, 07:47

Image

QwertymanO07
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Post » 25 Jul 2017, 09:55

About how close is it to completion, do you reckon?

Eden GT
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Post » 26 Jul 2017, 09:11

Image

QwertymanO07
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Post » 26 Jul 2017, 09:57

Why would anyone ever go to the bottom one?

MagicPillow
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Post » 27 Jul 2017, 02:49

QwertymanO07 wrote:About how close is it to completion, do you reckon?

I still haven't decided exactly how long it's going to be, so I can't really be sure yet.

Eden GT
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Post » 01 Aug 2017, 10:39

QwertymanO07 wrote:Why would anyone ever go to the bottom one?


I forgot the way, but first you either go from the bottom or the top, then the other way round. The firebars are really short by the way.

QwertymanO07
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Post » 05 Aug 2017, 15:07

Image

Image

Image

QwertymanO07
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Post » 23 Aug 2017, 03:52

Image
With persistence and ingenuity, we can track the slime's fumy gasses across the galaxy.

MagicPillow
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Post » 29 Aug 2017, 01:17

Image

QwertymanO07
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Post » 09 Sep 2017, 20:22

I'm sure this has been done before, but I haven't seen it.
Image
Also, there's a lot to find in this image if you look.

Mari0_Player
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Post » 11 Sep 2017, 00:32

MagicPillow wrote:Image

May want to use LICEcap rather than gifcam if the greenscreen bugs are getting to you.

HugoBDesigner
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Post » 11 Sep 2017, 04:12

Or ShareX, which imo is much, much better

QwertymanO07
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Post » 21 Sep 2017, 07:57

Image


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