Mari0 Images Thread

General Mar0 discussion has been moved to this subforum!
User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 25 Jun 2014, 21:26

MissingWorld wrote: Well, it's better, but it isn't really there. You seem to be using more colors than necessary, really. Try making the colors consistent among the blocks.

Image
it's all i can do for now

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 25 Jun 2014, 21:29

absolutenope wrote:Image
it's all i can do for now
Well, here's my personal suggestion.
Image

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 25 Jun 2014, 22:30

MissingWorld wrote: Well, here's my personal suggestion.
Image
Image
something like this?

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 25 Jun 2014, 23:35

absolutenope wrote:Image
something like this?
If anything, I think that's less like what I'm talking about than the previous one.

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 25 Jun 2014, 23:45

MissingWorld wrote:
absolutenope wrote:Image
something like this?
If anything, I think that's less like what I'm talking about than the previous one.
Image
Image

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 26 Jun 2014, 00:25

absolutenope wrote:Image
Image
Yes, that is a victory. You've succeeded in completely wasting my patience.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 26 Jun 2014, 00:32

XD

User avatar
HansAgain
Posts: 1111
Joined: 03 Feb 2012, 18:51
Contact:

Post » 26 Jun 2014, 00:32

Image
*Spoiler 'cus big image.
^
Once you get colours like these, stop wasting kilobytes with your screenshots.
Last edited by HansAgain on 26 Jun 2014, 00:42, edited 1 time in total.

Wilo
Posts: 944
Joined: 14 Feb 2013, 06:36

Post » 26 Jun 2014, 00:35

speak for yourself hans
get that fucker in a spoiler before our world is fucking devoured
^ problem solved

EDIT: 600 posts!
Last edited by Wilo on 26 Jun 2014, 04:04, edited 1 time in total.

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 26 Jun 2014, 01:28


User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 26 Jun 2014, 01:30

absolutenope wrote:me: http://en.wikipedia.org/wiki/Asperger_syndrome


i'll stop trying.
Disorders are by no means an excuse. Trust me.

User avatar
Sašo
Stabyourself.net
Posts: 1444
Joined: 06 Jan 2012, 12:07

Post » 26 Jun 2014, 10:31

Nice job posting gifs and images, how about you post more

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 26 Jun 2014, 14:33

Isn't that the point of this thread?
You don't need to tell us to do the obvious.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 26 Jun 2014, 20:36

Your wish is an order
Image
Image

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 26 Jun 2014, 22:46

Can't tell if the sarcasm is this
Sašo wrote:Nice job posting gifs and images
Or this
Sašo wrote:how about you post more

B-Man99
Posts: 1868
Joined: 02 Jul 2012, 00:32
Contact:

Post » 26 Jun 2014, 23:09

Probably both. Either way Sašo has a really good point.

Oh and Saulo those screenshots are looking pixel perfect

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 27 Jun 2014, 20:33

Moar
Image

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 28 Jun 2014, 01:04

Image
I'm not sure why I thought this would be a good idea.

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 28 Jun 2014, 16:24

Foreground, or tiles? I could imagine a minigame mappack that every level took place on one gameboy screen.

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 28 Jun 2014, 17:49

bubba_nate wrote:Foreground, or tiles? I could imagine a minigame mappack that every level took place on one gameboy screen.
Well, it's actually a foreground. I was intending on just testing it with world 1-1, but that's not a bad idea.

User avatar
gemwrecker
Posts: 200
Joined: 16 Jun 2013, 22:30
Contact:

Post » 28 Jun 2014, 20:16

MissingWorld wrote:Well, it's actually a foreground. I was intending on just testing it with world 1-1, but that's not a bad idea.
The only problem is:
What if Peach is on the ground? She'll be off-camera.
Also, the scrolling will probably be at the bare corner of the screen (And off-screen to the left).

User avatar
HansAgain
Posts: 1111
Joined: 03 Feb 2012, 18:51
Contact:

Post » 28 Jun 2014, 21:38

Saulo, those look really good! I want to see the full mappack.

User avatar
MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 28 Jun 2014, 23:24

gemwrecker wrote:
MissingWorld wrote:Well, it's actually a foreground. I was intending on just testing it with world 1-1, but that's not a bad idea.
The only problem is:
What if Peach is on the ground? She'll be off-camera.
Also, the scrolling will probably be at the bare corner of the screen (And off-screen to the left).
Walls and border editing. In case you haven't noticed, that block formation is lower than it normally is.

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 28 Jun 2014, 23:38

Image
finally

4 SHADES
four, quatre, cuatro, 四 !

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 01 Jul 2014, 01:59

After a few days without internet, I bring you my newest creation!

Image

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 01 Jul 2014, 02:57

That is neat Pillow!


It reminds me from movie trailers

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 01 Jul 2014, 21:30

reminds me of super meat boy
Image

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 01 Jul 2014, 21:40

I really like these tiles, MM102! It's beautiful.

User avatar
MagicPillow
Posts: 1108
Joined: 20 Jul 2013, 04:59
Contact:

Post » 02 Jul 2014, 01:01

Well, the quality got kind of messed up, but here it is anyway.

Image

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 07 Jul 2014, 20:37

level 5-2
Image

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 15 Jul 2014, 00:57

Image

User avatar
absolutenope
Posts: 42
Joined: 01 Jun 2014, 03:26

Post » 15 Jul 2014, 19:09

WillWare wrote:Image
great

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 15 Jul 2014, 19:42

Your spikey is showing through those pipes...

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 15 Jul 2014, 20:21

TurretBot wrote:Your spikey is showing through those pipes...
Yes, I saw that. I won't be using those Portal tiles for very long, so when I replace them I'll use foreground tiles with collision. I've got other plans too, this is very prototype - I was just really happy when I got the pipes working so well (they don't let Mario through).

User avatar
gemwrecker
Posts: 200
Joined: 16 Jun 2013, 22:30
Contact:

Post » 16 Jul 2014, 23:01

WillWare wrote:Image
I noticed the time. Gif's can really cause wierd things sometimes.

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 17 Jul 2014, 00:23

WillWare wrote:
TurretBot wrote:Your spikey is showing through those pipes...
Yes, I saw that. I won't be using those Portal tiles for very long, so when I replace them I'll use foreground tiles with collision. I've got other plans too, this is very prototype - I was just really happy when I got the pipes working so well (they don't let Mario through).
I assume you used my idea of using custom collision enemies?

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 17 Jul 2014, 05:21

bubba_nate wrote:
WillWare wrote:
TurretBot wrote:Your spikey is showing through those pipes...
Yes, I saw that. I won't be using those Portal tiles for very long, so when I replace them I'll use foreground tiles with collision. I've got other plans too, this is very prototype - I was just really happy when I got the pipes working so well (they don't let Mario through).
I assume you used my idea of using custom collision enemies?
Whether it was your idea or not, I had planned that from the start. I actually made the pipes their own masking category, 32.

User avatar
alesan99
Posts: 2335
Joined: 30 May 2013, 21:42
Contact:

Post » 17 Jul 2014, 14:14

bubba_nate wrote:I assume you used my idea of using custom collision enemies?
I'm positive you weren't the first person to know what the "mask" option does.

User avatar
Sunset_Moth
Posts: 781
Joined: 02 Sep 2012, 23:22
Contact:

Post » 17 Jul 2014, 17:30

I was the first person to post about it, wasn't I?

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 20 Jul 2014, 03:50

Image


I just edited my tileset...

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 20 Jul 2014, 06:11

I love Missing Textures: The game.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 20 Jul 2014, 07:51

At this point you migh have figured it out, but changing the width changes the block order.

User avatar
Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
Contact:

Post » 20 Jul 2014, 20:40

Image
Gif by Saulo.

User avatar
SauloFX
Posts: 556
Joined: 26 Feb 2014, 02:52

Post » 25 Jul 2014, 18:38

Image


Edit:
Some more stuff

Image


Wilo
Posts: 944
Joined: 14 Feb 2013, 06:36

Post » 13 Aug 2014, 04:55

Image

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 13 Aug 2014, 12:44

WiloKing wrote:
Image
fixed???

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 24 Aug 2014, 10:07

Image
allow for me to show you the very definition of tedious and monotony
Image
hopefully it will pay off

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 03 Sep 2014, 23:37

Made a selector in Mari0
Image
Image
Correction: The pink wires are connected to the RS Flip-Flop gate, not the AND gate.
Made this with it:
Image

Code: Select all

15¸1·27¤2×38×down×1×true¤2¤1·22¤2¤1¤1×19×false×true×region:0:0:1:1¤2¤1×10×false×link×set×4×3×link×reset×7×3¤1×86×false×link×1×4×5×link×2×4×7×link×3×4×9¤1·19¤2¤1×36×right×false×link×power×4×4¤1×87×true×link×1×3×12×link×2×6×3¤2¤1·21¤2¤1×goombahalf¤1×19×false×true×region:m1:0:2:1¤2¤1¤1×10×false×link×set×4×5×link×reset×8×5¤1×86×false×link×1×4×7×link×2×4×9×link×3×4×3¤1·18¤2¤1×36×right×false×link×power×4×6¤1×87×false×link×1×3×12×link×2×7×5¤2¤1·21¤2¤1¤1×19×false×true×region:m1:0:2:1¤2¤1¤1×10×false×link×reset×8×7×link×set×4×7¤1×86×false×link×1×4×5×link×2×4×9×link×3×4×3¤1·18¤2¤1×36×right×false×link×power×4×8¤1×87×false×link×1×3×12×link×2×7×7¤2¤1·6¤1×87×false×link×1×5×12×link×2×7×5¤1¤1×87×false×link×1×5×12×link×2×7×7¤1¤1×87×false×link×1×5×12×link×2×7×9¤1¤1×87×false×link×1×5×12×link×2×6×3¤1·8¤2¤1¤1×19×false×true×region:m1:0:2:1¤2¤1¤1×10×false×link×reset×8×9×link×set×4×9¤1×86×false×link×1×4×5×link×2×4×7×link×3×4×3¤1·18¤2¤1×36×right×false×link×power×4×10¤1×87×false×link×1×3×12×link×2×7×9¤2¤1·3¤1×110×chosen×false×255×255×255¤1·18¤2¤2×37×up×1×true¤1·4¤1×30×false×link×power×18×8¤1×30×false×link×power×12×8¤1×30×false×link×power×14×8¤1×30×false×link×power×16×8¤1·15¤1×40×up¤1¤1×74×1×link×power×5×13¤1·3¤1×110×selected×false×255×255×255¤1·20¤1×68×left×down¤1·3¤1×30×false×link×power×6×3¤1×30×false×link×power×7×5¤1×30×false×link×power×7×7¤1×30×false×link×power×7×9¤1·13¤2·50¸backgroundr¨92¸backgroundg¨148¸backgroundb¨252¸spriteset¨1¸music¨overworld.ogg¸timelimit¨0¸scrollfactor¨0¸fscrollfactor¨0¸portalgun¨none

User avatar
OrbitalBlueprint
Posts: 528
Joined: 08 Sep 2013, 20:11
Contact:

Post » 21 Sep 2014, 19:31

Here's something I made:

Image

I won't be using it in a full mappack, just decided to try it out.

Post Reply