Thanks for the feedback. I'll try to differentiate my game from the other Hello Clones as mcuh as possible.
Mors wrote:
First of all, the title screen is very empty and feels extremely similar to BuzznBen's Super Mario 20XX games, just like rest of the game. You should add some stuff and change the file selection box (to feel different than other Hello Clones). The graphics are also not appealing at all, they are SMB3 graphics without any decorations. For an example:
your screenshot lolYou used two different types of ground tiles, and a bad edit of SMB3 blocks. Notice there are no decorations.
Eh, that really was just a lame excuse to use these rectangular boxes, since they wouldn't look that good on the grassy uneven ground (lots of holes). But yeah, I have replaced the wooden ground with and edit of an other ground, which blends well with the main grassy ground.
Also, by all means, while I do try to find more original graphics, I also want the graphic style to be as SMB3 as possible while also following the most recent designs, because SMB3 is my favorite graphics style for Jump'n'Runs (M&L-style sprites are more fitting for M&L-styled games and SSB-esque games).
I will also take the titlescreen feedback in mind, although the whole thing there is in a very early state (the title itself, scrolling text instead of showing the text in the style of the Touhou Hisouten intro, file selection only). In the final game, I also plan on adding minigames, and some of them would be then also selectable from the title screen (such as Coincentration, oh, and by the way, Coincentration is now confirmed).
Mors wrote:
Well, these are actually SMB1 tiles but the level looks very familiar, maybe because we have seen these tiles 200000 times.
Yep, that level really looks familiar, but it's not because of the sprites, but because I really took inspirations from the original SMB underground levels (not only 1-2), while still trying to be its own thing, since from what it looks like, I guess this level would be the only one to use these SMB1 tiles.
Mors wrote:
Do you really think these pixelated blocks look good? Also I died once because of that note block.
I originally didn't saw any problems, but I can see now, where you're going at. Updated.
And about the noteblock...man, I have no idea, why I made them invisible, so I just made them visible again. I hope that would decrease the amount of accidental deaths...
Mors wrote:
And also level design is a very big problem. Levels are made of some different parts, thats something usually done by people new to level designing.
Uhm...what do you mean with different parts?
Well, most Mario levels also consist of more than one room, if it's that what you mean.
Mors wrote:
However I loved that fireflower idea, hud, story, messageboxes and some sprites. And yeah, it's actually promising!
Thanks, glad that you liked it. Regarding the sprites, it's a big mix up.
The Marisa sprites and the sprites of the first Touhou boss (I wont spoil the name just yet) were sprited by EvilMariobot from Fusion Fangaming. The fairy sprites and Sphere Doomer sprites were done by Kirbio, also from Fusion Fangaming.
Those two are also one of the reasons why development became more slow: I cannot contact them anymore, since I'm permabanned from Fusion Fangaming because of my honest feedback, and Cap'n Coconuts sadly is ignoring my PM at MFGG...
However, some SMB3 edits were done by SuperArthurBros, Squishy Rex, and even by me.
That Lakitu and Spiney edit, for example, is my own edit, because Lakitu&Spiney were one of the very few cases, where their SMB sprites did not looked that good.
Thanks for the feedback. I'll try to differentiate my game from the other Hello Clones as mcuh as possible.
[quote="Mors"]First of all, the title screen is very empty and feels extremely similar to BuzznBen's Super Mario 20XX games, just like rest of the game. You should add some stuff and change the file selection box (to feel different than other Hello Clones). The graphics are also not appealing at all, they are SMB3 graphics without any decorations. For an example:
[img]http://i.imgur.com/Vne2fAN.png[/img][size=50]your screenshot lol[/size]
You used two different types of ground tiles, and a bad edit of SMB3 blocks. Notice there are no decorations.
[/quote]
Eh, that really was just a lame excuse to use these rectangular boxes, since they wouldn't look that good on the grassy uneven ground (lots of holes). But yeah, I have replaced the wooden ground with and edit of an other ground, which blends well with the main grassy ground.
Also, by all means, while I do try to find more original graphics, I also want the graphic style to be as SMB3 as possible while also following the most recent designs, because SMB3 is my favorite graphics style for Jump'n'Runs (M&L-style sprites are more fitting for M&L-styled games and SSB-esque games).
I will also take the titlescreen feedback in mind, although the whole thing there is in a very early state (the title itself, scrolling text instead of showing the text in the style of the Touhou Hisouten intro, file selection only). In the final game, I also plan on adding minigames, and some of them would be then also selectable from the title screen (such as Coincentration, oh, and by the way, Coincentration is now confirmed).
[quote="Mors"][img]http://i.imgur.com/GqTDWoT.png[/img]
Well, these are actually SMB1 tiles but the level looks very familiar, maybe because we have seen these tiles 200000 times.
[/quote]
Yep, that level really looks familiar, but it's not because of the sprites, but because I really took inspirations from the original SMB underground levels (not only 1-2), while still trying to be its own thing, since from what it looks like, I guess this level would be the only one to use these SMB1 tiles.
[quote="Mors"][img]http://i.imgur.com/SehEyxV.png[/img]
Do you really think these pixelated blocks look good? Also I died once because of that note block. :blank:
[/quote]
I originally didn't saw any problems, but I can see now, where you're going at. Updated.
And about the noteblock...man, I have no idea, why I made them invisible, so I just made them visible again. I hope that would decrease the amount of accidental deaths...
[quote="Mors"]And also level design is a very big problem. Levels are made of some different parts, thats something usually done by people new to level designing.
[/quote]
Uhm...what do you mean with different parts?
Well, most Mario levels also consist of more than one room, if it's that what you mean.
[quote="Mors"]However I loved that fireflower idea, hud, story, messageboxes and some sprites. And yeah, it's actually promising![/quote]
Thanks, glad that you liked it. Regarding the sprites, it's a big mix up.
The Marisa sprites and the sprites of the first Touhou boss (I wont spoil the name just yet) were sprited by EvilMariobot from Fusion Fangaming. The fairy sprites and Sphere Doomer sprites were done by Kirbio, also from Fusion Fangaming.
Those two are also one of the reasons why development became more slow: I cannot contact them anymore, since I'm permabanned from Fusion Fangaming because of my honest feedback, and Cap'n Coconuts sadly is ignoring my PM at MFGG...
However, some SMB3 edits were done by SuperArthurBros, Squishy Rex, and even by me.
That Lakitu and Spiney edit, for example, is my own edit, because Lakitu&Spiney were one of the very few cases, where their SMB sprites did not looked that good.