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Re: Self-made Super Mario 63 Wii Case

PostPosted: August 18th, 2009, 5:20 pm
by brandoprojectm
I'm sorry to break the flow(C-C-C-C-COMBO BREAKER!)...but I actually think that picture has a lot to improve on. The typos really took a lot of value from it, but I hope you fixed them. The "Super Mario 63" title on the side of the box is cut off, and you can see a white background on the one in the front. The text on the back is very...standard. And the images aren't placed very well. Some things, like the Rating and the Wi-fi Sticker look very pixelated and pasted a little off track.

Some of these little mistakes are what we call "The Seven Deadly Sins" in my Digital Photography class.

I'm, not trying to be mean or anything, it's just constructive critisism. It shows I care. ;) ;) ;) ;) ;)

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 19th, 2009, 12:36 pm
by 3.14
Brandobrawl?

You said my next task would be in a day and it's been five days now.

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 19th, 2009, 1:25 pm
by brandoprojectm
Off-Topic: 3.14, I'm a busy guy, be patient.
On-Topic: Sorry, i forgot the compliments. The idea and the design are great, and the use of the images on the front are brilliant. You can do a lot better, I know it. :mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 21st, 2009, 11:50 am
by BlueSmasher10
I Edit The Case Awfully xD Image
Lolz The GameCube Controller The Reason I Put It There Is Beacuse Of The Classic Controller Old School Power!
XD Co-Op Online.

How Would The GameCube Controller Work?

Image

This Awnser's Your Problem Lolz

To See It Bigger Click This Link
http://s302.photobucket.com/albums/nn104/SuperSonic07TheHedgehog/?action=view&current=gamecube_controller.jpg

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 21st, 2009, 3:05 pm
by agentms11
i dont think its a good idea to make it tilt up on the analog stick to jump. It would be too sensistive, jump when you dont want to, and would be just annoying.

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 23rd, 2009, 2:54 am
by BlueSmasher10
agentms11 wrote:i dont think its a good idea to make it tilt up on the analog stick to jump. It would be too sensistive, jump when you dont want to, and would be just annoying.

How About Fully Up?

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 23rd, 2009, 3:17 pm
by SuperMarioFan95
BlueSmasher10 wrote:
agentms11 wrote:i dont think its a good idea to make it tilt up on the analog stick to jump. It would be too sensistive, jump when you dont want to, and would be just annoying.

How About Fully Up?


No, that would probably still cause problems. I'd reccomend using the D-pad instead, make it seem easier like on the computer arrow keys, so the full D-pad:

Up: Jump/go in doors

Right: Move right/double tap to run

Left: Move left/double tap to run

Down: Use Warp Pipes/Duck/Dive in the air

As for C, that wouldn't work too well either, just press START to pause, and use the D-pad and A to select Star Map. Then, use the C-stick to see the list by scrolling up or down. Use Down on the D-pad and then A to see Star Coins, see where I'm going?

But, I'd say it's still like the computer version, since if you need to switch FLUDD, you only need R button to switch, like SHIFT to switch. Is X for ground pound in the air? If so, you'd only need 75% of the controller to do so. . .If this were real.

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 23rd, 2009, 10:14 pm
by fourinone
SuperMarioFan95 wrote:I'd reccomend using the D-pad instead, make it seem easier like on the computer arrow keys,

I have to disagree. I've played Super Metroid on the Virtual Console using the GameCube controller, because I did not have a Classic Controller at the time. Since the control stick was so awkward for moving around, I decided to try out the control pad. Big mistake; it was even worse! It was just so stiff and difficult to press, and it really made my thumb hurt after a while. So, while the control stick may not be the best way, the control pad is definitely not a good alternative, from my experience, anyways. A Classic Controller would probably be best.

If I were to make SM63 GameCube controller compatable, I would lay the commands out like this:
Control Stick - move left and right, duck
A - jump
B - read signs, ground pound, use cannons
X/Y - spin attack
R - use FLUDD
L - change FLUDD
Start - pause screen
The other stuff can be shortcuts to various pause screen areas...

As for the level designer, I bet it would be a pain to place all those items with a GameCube controller, so... Wii-mote, anyone?

Re: Self-made Super Mario 63 Wii Case

PostPosted: August 24th, 2009, 12:54 am
by BlueSmasher10
fourinone wrote:
SuperMarioFan95 wrote:I'd reccomend using the D-pad instead, make it seem easier like on the computer arrow keys,

As for the level designer, I bet it would be a pain to place all those items with a GameCube controller, so... Wii-mote, anyone?

Not Actually The Level Designer Would Look Like The Brawl Stage Builder Like.
A To Place Item Tile Or To Click On The Top Stuff
X To Erase
And To Put In The Level Name It Will Be Like How Ya Put A Name In Brawl.
Oh Yea L Is To Switch Left On The Tile Boxes That Are in the tiles menu
And R Is To Switch Right On A Tile Boxes right on the top.

Re: Self-made Super Mario 63 Wii Case

PostPosted: September 4th, 2009, 7:39 pm
by hunter2258
Does anyone know if Runouw saw it? If not please ask him to see it and to tell me (or us) what he thinks. Please? ;)