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Jan 16 2014, 5:40 AM See Page
Quote (Hello on Dec 8 2013, 7:07 PM)
The person who you give the rock to has dialog that makes it pretty obvious that you need to give him the rock.

You're just proving the reviewer's point even further, which does not help you to improve at all. Bland dialogue, a Hello game cliche.

Quote (Hello on Dec 8 2013, 7:07 PM)
Also, each level uses a different main puzzle type...

You gotta be kidding me...every level requires you to use lights and switches to open pinball flippers; it's the same thing throughout the whole game. Overuse of the same consistency and bland level gimmicks, another Hello game cliche.

Quote (Hello on Dec 9 2013, 1:19 AM)
Maybe you just don't like puzzle games?

Maybe you just don't know how to make a decent game? And oh, look what we have here, yet another Hello game cliche.
Jan 16 2014, 5:29 AM See Page
Quote (FreakeyMarioForms on Aug 12 2013, 4:53 PM)
Nice game!

This is not a game, this is a template.

Also, please do not triple-post. There is an "edit" button. Use it.

Quote (FreakeyMarioForms on Aug 12 2013, 5:01 PM)
can we fix it so then mario can jump?

"We" will not fix anything. This is Supernova's work, he/she will decide if it needs fixing. Also, if the controls are the same as the Hello Engine (which I would assume they are, since the template is built using the Hello Engine as the host engine), press the "shift" key to jump.
Jan 16 2014, 4:30 AM See Page
Quote (Mit on Jan 15 2014, 3:30 AM)
the new walking and running sprites for Super Mario (and probably Small Mario too, I didn't check but the movement is more or less the same) are really weird. his arms don't go out much at all and he kinda just flails his legs. the original one was much better.

I think the new walking animation is supposed to look like that; Mario's elbows are pointing backward as he moves, similar to a Bullet Bill or as Sonic and Knuckles did in the classic Sonic games. The old walking animation looked kinda weird, too, actually; Mario looks really thin compared to all the other sprites in that sheet, showing inconsistency in his body size. That's how his running animation appears, as well.
Jan 15 2014, 3:23 AM See Page
Quote (neweegee on Jan 15 2014, 2:49 AM)
BTW "2D Worlx" is the result of me trying to come up with a name for the sprite style.

Aaaaaaaah, I see! Kinda like the guy that made the "Final Finis" sprites; weird name, but original and effective!

EDIT: Just to clarify; I didn't mean "weird" in a bad way. I just meant "unusual", again, in a good way.
Jan 14 2014, 7:26 PM See Page
Alright, I guess the "Worlx" isn't a typo. Don't really know why it's called that, but anyway. Looks pretty good.
Jan 14 2014, 2:50 AM See Page
Quote (TristanLuigi on Jan 1 2014, 7:07 PM)
But I didn't think it had anything to do with Mario.

Lemme put it this way: If there's a game out there that rips off the Mario formula entirely, chances are, its graphics will end up on MFGG, even though it's not from an actual Mario game. But it could be useful in a Mario fangame.

Take the graphics from Super Chick Sisters, for example. Those are high-res graphics compared to the oldschool Mario games, AND their design has a Mario-esque appearance as well, so someone could use those graphics in a high-res Mario fangame.

Also, if there's a game that starts out one way, but then becomes a Mario game when released (e.g. Doki Doki Panic into Super Mario Bros. 2/Super Mario USA), those graphics might end up on here as well.
Jan 14 2014, 2:08 AM See Page
EDIT: This was a mistake double-post. Please remove, thanks.
Jan 14 2014, 2:03 AM See Page
Quote (Wario_101 on Jan 2 2014, 1:41 PM)
Well that depends. NES can have up to four colors. 8 if theirs a cuscene or a big sprite.

I'm talking about the amount of sprites on-screen.

Quote (SuperBluey2749 on Jan 6 2014, 1:34 AM)
Literally, there's already a Super Mario Bros. 4. Still, nice fangame.

If you're referring to Super Mario World, it's only called "Super Mario Bros. 4" in Japan, and even then, it's just a nickname. This game is just "Super Mario Bros. 4", no alternate names or "it's-only-called-that-in-whatever-region". If you're referring to some other game called "Super Mario Bros. 4", that's only a fangame or ROM hack and is not a legitimate Mario game.
Jan 7 2014, 9:07 PM See Page
Quote (DJane Coco on Jan 6 2014, 1:11 AM)
Maybe play past the first level to be able to give some actual feedback instead of just bashing the game.

I would've, but because the game was just so damn slow and it just looked so bad (I'm referring to the mix of SNES and Super Circuit graphics), I didn't really care to go any further.

Quote (DJane Coco on Jan 6 2014, 6:57 PM)
I didn't add more sounds because all MK SFX rips I could find were low quality and/or only voices.

Well, then, perhaps you could've improvised and used sound effects from other games. Or you could find and edit sounds from other websites. Better than having no sound effects and just adding more blandness to the game.
Jan 7 2014, 4:53 AM See Page
Quote (EvilYoshiMan on Jan 7 2014, 1:27 AM)
This is pretty neat! They look almost like SML sprites (but in color).

SML sprites are in an 8x8 pixel format, as is the game (as opposed to the usual 16x16). Therefore, Super Mario in that game is about the same size as Small Mario in the other SMB games.
Jan 5 2014, 9:09 PM See Page
Well...that was pretty bad. I submitted a review with more detail.
Jan 5 2014, 3:17 AM See Page
Quote (mariosuperfan on Nov 4 2011, 3:23 AM)
wtf it says "unused super mario bros. 3 sprites" but wheres the GOLDEN CHEEP-CHEEP AND THE GREEN PARABEETLE!

How about taking the original sprites of Cheep-Cheeps and Parabeetles and taking about 5 seconds to recolor them both? Really not that hard.
Dec 31 2013, 3:16 PM See Page
Quote (NGT on Dec 31 2013, 6:20 AM)
More detail

You should probably be more specific. Also, I don't really think he/she should add TOO much more detail; it's supposed to be in the style of an NES game, and the NES couldn't handle very many details in games.

If you mean more of the same kind of scenery (e.g. more of the same flower spread out everywhere), I could probably agree with you there, but if you mean make several different types of scenery (e.g. ten different types of flowers), again, the NES couldn't handle all of that, so it's best to keep that kind of detail to a minimum.
Dec 31 2013, 2:10 PM See Page
Quote (Im the Red Spy on Dec 31 2013, 4:06 AM)
The windows do not look like they would be attached to the house, more so hanging off of it. I suggest adding some shading to the sides to give more depth to the windows.

Actually, I'd say make the windows smaller. It's not really that the windows are hanging off of the houses; it's more that the edges of the windows are detached from the walls. The shape of the house is rounded, and the windows appear to be resting on a flat wall. If you make the windows smaller, or maybe just move them closer to the door, it would look normal.

Also, I think you might want to work on the shading for the stars on the star mushroom house. See how the spots on the other two mushroom houses are shaded? The shading on those spots follows the shading of the houses themselves, making the spots look as if they were painted on. The stars are shaded differently, though, and that makes the stars look as though they were made of another material and pasted on.

If I confused you with that explanation, I might be able to redo the star house myself, and I can send you the sprite via PM. Aside from the windows and star house, however, I do like the work you've put into this sheet, and I think that along with The IT's mushroom house sheet, these sprites could be very useful.
Dec 30 2013, 3:54 AM See Page
Interesting, though I have a few complaints:

1. Apparently, you cannot touch Goombas (at all) if they are in the air or on a slope.

2. In some levels (and it's mostly levels that use the SMB3 Overworld theme), the music just stops after fading out, and doesn't play anymore unless you switch dimensions.

3. THAT F&#$ING GIMMICK LEVEL!!! I'm sorry, it's a good idea to have a "gimmick" level, but did it really have to be a non-jumping level!? Why in the eff would you take away Mario's natural (and trademark) move!? If that must be the gimmick, you should at the very least design the level to work with that gimmick. At the section with the Koopa shell resting on a slope with a bridge, ? Block, and Brick Block sitting at the top of the hill, the only logical way to get through would be to kick the shell up the hill, but unfortunately, because the engine has glitches, the shell doesn't go upward when you kick it, so how in the Hell are you supposed to get past that part!?

I know this is just a demo, but even then, you really need to make sure your levels are, at the very least, possible to beat. Save the frustrating levels for World 8.
Dec 30 2013, 3:14 AM See Page
You're right; small, but useful. And not bad, to boot!
Dec 23 2013, 9:21 PM See Page
Quote (Shikaternia on Dec 23 2013, 5:41 AM)
I'm not doing a part 4, sorry.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFfiretruck.

Well...at least we have three others.
Dec 21 2013, 12:28 AM See Page
GREEN HILL ZONE!!! NICE!!! Any plans to do any other Zones?
Dec 19 2013, 9:27 PM See Page
Quote (McZaky29 on Feb 16 2011, 1:45 AM)
It does LOOK like babies, yes, but it's just the "small" version of the people.

Well, considering the fact that "Small" Mario and "Small" Luigi were edited from his SMA4 Baby Mario/Luigi sheet, and the fact that they have the baby hats and no mustaches, they are technically Baby Mario, Luigi, and Wario. Peach is the only one in an actual "small" form. It was probably unintentional, but they are, in fact, in baby form.

(Also, yes, I'm aware I'm incredibly late to reply.)
Dec 9 2013, 1:41 AM See Page
Alright, I'll start on that later tonight, then finish and send it to you tomorrow.
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