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Super Mario Bros. 3: Desert Hill (Read 14598 times)

Started by DaDonYordel, September 11, 2009, 08:55:00 pm
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Re: Super Mario Bros. 3: Desert Hill
#21  September 12, 2009, 08:12:28 pm
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Why am I up in the sky in the stage???

the stage is hi-res, you are using low-res mugen, so hi-res stages will do that :-\

Shit. >:(

Hey author, can you make a low-res version also???? ???

....

Well at this moment I have no inclinations in converting any stage that I have created into low-res form, since it is more convenient for me to create hi-res stage since I have a hi-res capable MUGEN.

Also all the sprites were intended to be used in a hi-res capable MUGEN, furthermore for me to be able to to recreate this stage I would require a  non hi-res capable MUGEN, and I cannot find the time for me to get it.
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Re: Super Mario Bros. 3: Desert Hill
#22  September 13, 2009, 12:53:36 am
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Re: Super Mario Bros. 3: Desert Hill
#23  September 15, 2009, 01:35:42 pm
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That's a very very nice stage. :)
All the elements blend very well, the spriting is awesome and the animations are cool. That's really the kind of custom stages I like, with creativity and good realisation (+ references to my childhood ;P)

Only real thing I'd comment on is that you should let p1startx and p2startx to +/- 70, to not fuck up some custom intros which rely on distances.

Maybe you could try some parallax for this kind of floor one day, but it's crisp enough as it is for now.

Re: Super Mario Bros. 3: Desert Hill
#24  September 15, 2009, 03:05:05 pm
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I really appreciate that.

Also I did try my hand in making the floor in this stage parallax, but that experiment was too much to handle.
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