User | Post |
cpubasic13
Posts: 698/1346 |
1st screen: Nice palette change. 2nd screen: Dark, has pumpkins... nice.
Can't wait for this to be released... |
hhallahh
Posts: 419/607 |
That's a remarkably blocky cave. =\ |
Vortex
Posts: 43/75 |
i like the blobs. it would be too plain without em |
asdf
Posts: 208/303 |
First - Good. But you need to give us a shot WITHOUT that blobby paint effect. It really makes that one particular foreground look ugly, like a barrel of paint has been spilt over it. Indeed, I'm not a fan of that blobby color effect
Second - Ooo...halloween pumpkin faces! You might want to add that light, though. The status bar is tolerable. As long as you can see all the digits clearly, it's fine. |
Alastor the Stylish
Posts: 2522/7620 |
Well, my problem was that you couldn't really see the ground area (never good), but then I just noticed that it's at the very bottom of the shot and not terribly apparent in that shot but would be if you were closer to it. |
Atma X
Posts: 604/801 |
I like the cave being dark (It's not even that dark really, cause I can clearly see everything in that shot). And anyway, if BMF and Nintendo can use a dark level, why not Blackhole. (yes they had spotlights in their games, but it's still a little hard to see where you're going) |
blackhole89
Posts: 446/971 |
Hm, dunno. Still can't see it. But it would fit the status bar problem perfectly, as the background overwrites a lot of system palettes. But in no case I'd agree the second pic being too dark. I don't know about you, but I'm heavily tired of overly saturated levels. You can't make a cave look right without a certain amount of darkness. |
Alastor the Stylish
Posts: 2519/7620 |
No, dragon master is right. See? His outline is green at points I actually would agree with ory about it being too dark, and you do have the status bar problem on the second screen. |
blackhole89
Posts: 445/971 |
@orynider, the screenshots are not resized at all and I don't trust in your sense of colours (@others, I think you understand what I mean) enough to listen to you when you say the palette is bad. Same goes for "2nd pic is too dark". It's a cave, dammit. That means you don't have a 1000 watt lamp down there.
@dragon master, as for me, Mario's colours look right on the second pic dunno. |
orynider
Posts: 153/162 |
The screenshots are resized badly and the palette is bad to. 2nd pic is to dark. |
Captain moneybags
Posts: 60/447 |
looks good
looks also good ekcept marios colors are wierd
|
blackhole89
Posts: 444/971 |
Hi everyone.
Oh, I hate this... whenever some serious amount (2 or more) of screenshots is ready to be posted, I find the previous screenshot thread of mine having fallen down a page or more and therefore being unworthy to be bumped. That seriously increases my "threads posted" count... but nvm. Here are two more screenies:
Covering a new colour scheme for Prehistoric Island's YI theme (this is the last level I redo from Demo 1).
A spooky cave. Walls texture is ripped of from 3ds max 4 (), shrinked down heavily and edited in order to fit into SMW (might use more of 3dsmax's textures for this, later, since they seem to fit well). The spooky things on the walls are the result of a fucked up palette which made the berries look that way. See, I decided to keep it
I know of the status bar problem in the second picture, so please don't bother me about that. I ocassionally produced a palette collision with t3h background.
~ Blacky. |