Not in Mario galaxy series, this is just a star that randomly flashes, it makes afterimages while running, I think the one we have there is based on this.
But there's one reason for that: It's in a game where Power Stars exist, and have eyes. In fact, the Rainbow Star is more like a piece of metal than a normal star like Jay made.
But there's one reason for that: It's in a game where Power Stars exist, and have eyes. In fact, the Rainbow Star is more like a piece of metal than a normal star like Jay made.
Also, your pipes look weird, I'd rather see a plain Green color than this, because this kind of texture (Like the regular SRB2 pipe texture for mario koopa blast) always looked weird for me. Tough it's just my opinion.
I'm curious, how did you do that door opening thing sideways? I'm guessing you used PolyObjects?
Speaking of "giant blob(s) of solid colour"... You may want to decrease the whole [side texture of the carpets]'s shade by 1, 2, 3 or 4 palette indexes, to make it easier to see whether it's the top or side of a carpet you're looking at.I don't necessarily think a solid color would be any better. It'd be like using REDWALL, in which case it'd just look like a giant blob of solid color.
Speaking of "giant blob(s) of solid colour"... You may want to decrease the whole [side texture of the carpets]'s shade by 1, 2, 3 or 4 palette indexes, to make it easier to see whether it's the top or side of a carpet you're looking at.
Well, it certainly looks gorgeous to me. Even more than before. The only thing I can complain about are the really jaggy edges on the tops of the top side spikes, but that's mostly due to it being a sprite with only on/off alpha, nothing can be done about that.MORE THINGS ARE HAPPENING
Remember that old rainbow star?
It looked kinda bad, didn't it? You can say yes, I thought it did too!
Now it's beveled and stuff, just like Galaxy's. The plan is to give it 8 frames of rotation to make it spin while it's bouncing. whee this is going to be tedious
(To people reading this out of context, he was replying to the carpet's shading on the sides being the same as on top.)Perhaps when I get an early version of this ready, you can take a look in-game and see if this is still an issue.
Well, it certainly looks gorgeous to me. Even more than before. The only thing I can complain about are the really jaggy edges on the tops of the top side spikes, but that's mostly due to it being a sprite with only on/off alpha, nothing can be done about that.
Since it doesn't seem like the Spin button is used for anything in this mod, why not just map running to Spin and leave the custom buttons free?
You're improving with every post! ^-^
You're improving with every post! ^-^
Just a few things from me. The stars is lacking in depth. It's kind of like a star that you cut out of a paper. It's lacking that 3D bump. The main cause of this is because the dark shades aren't present enough. Use this for reference. See how the darker shade has more presence and makes the star pop out more?
As for the pokey. I like what you did with it. The increased spike size makes it more menacing and painful to touch. The only issue that I see currently is the spike perspective. It's hard for me to describe how to fix it so I'll just kinda cheat my way. Get some kind of cone like object (ex. ice cream cone) and put it on a sphere/ball (ex. basket ball). Look at how the cone looks like from your perspective and move the cone around if you want a different position and stuff.
...How can you anti-alias on/off alpha edges? If you're talking about making it have far darker shades around the edges of the edges, don't, that just looks horrible (in my opinion).I could maybe anti-alias those edges a bit, and make them look better. I'm done editing for tonight, though.
Zwip-Zwap Zapony said:If you're talking about making it have far darker shades around the edges of the edges,
don't, that just looks horrible (in my opinion).
Look at chuckles :P...How can you anti-alias on/off alpha edges?
...How can you anti-alias on/off alpha edges? If you're talking about making it have far darker shades around the edges of the edges, don't, that just looks horrible (in my opinion).
And now I play-tested it. It looks really pretty when you stand completely still while invincible in OpenGL. Now for two suggestions and two bugs and such.
One thing you could do for the powerup console command would be to check for arg2. If it's nil, do nothing different than what it does now. If it's a number, and arg1 is starman, multiply arg2 by ticrate, and set that as the variable for pw_invincibility.
And would it somehow be possible to check for if the current gamemode is co-op or singleplayer, and then make it so if invincible and touching someone not invincible/with less invincible time left than oneself, give said player the same amount of invincibility as oneself has, just like picking up people in New Super Mario Bros. Wii?
Also, it seems you have your player colour (for example blue) when super. Speaking of super, if super and invincible, only the player itself is rainbowy, the after-images are still yellow/orange/pink (I only tested with Sonic).
- Tanooki Power Up
- 1-up Mushroom
- Mega Mushroom
- Ducking and crawling
- How do I change the player's height?