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Posts by cstutor89
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Okay I've finally got around to finishing up the first section of the level.

I've used the thunder generator (D3) and some ExAnim to simulate the rain (dropping down or diagonally) for Part 1. And I added a sprite (21) that blows wind half the time. The rain signifies if there's wind or not. All of the graphics are hand drawn (if there's cutoff let me know - I hope not).

Here's a video of that level (ignore the title for now): Video

The only thing I'm questioning is the amount of trees used (maybe add a few flowers in the mix). Maybe there should be more around to make it more "foresty". I'm going to build the level in parts (well Part 2 will be short) and grow it from the bottom up.

*Uh, I just noticed cutoff at the end with Layer 2 (ignore that for right now - I'll fix that).*
Yeah, I really liked 5E at first because it striked me as the theme that would get some urgency without being a boss theme. Yeah I liked the NOWWW as well too. I guess the comparisons help to define which is better.

*As for the shell I've only seen that happen twice out of the one or two hundred tests (counting this one) that I've seen. Random SMW spawning (or not) I guess ... lolz o_O*
@SockbatReplica thanks.

@steeledminer Yeah I didn't think about that until now. Since I do have grass on Layer 1, I'll probably make some ExAnim for grass and use that to showcase that there's some wind in the brush. Thanks for noticing that.
(restricted)
Um ... okay. This is really strange.

@JDC are you going to be using stuff from your previous work in 21 or start over?

@DK100 the new level looks okay I guess. Seems a bit crowded in that 6th image and lacks coins or coin blocks for right now. The Fire Bro is okay, I have to check to see if there's an appearance earlier in the game, but I would like an IPS to test too as Lightvayne has said.
Testing right now ... will edit soon.

EDIT: Okay I've tested it and I didn't like it too much. There's some aesthetics that I didn't like and some enemies that could only harm Mario given a certain condition. ExGFX comes directly from LV 20, Sunset Split. What kind of BG are you planning to use?

Screen 0: I think you should push Mario a little bit farther back a tile or two to the left since that Spike Top is so close.

Screen 1: Whoa weird layer priority with the bats. Not sure why there's Priority in the land to begin with. Also, the sand's ExAnim is not correct. It's moving left but pushes you down.



Screen 2: Weird action happening here with Spike Top and Mario fits in. Priority mismatch with the ground. Sand ExAnim doesn't work here either. No warning sign on quicksand here (but appears on the other 2).





Screen 3: The sand does work on this screen? Koopa is not ever really a threat. Pillar cutoff on Layer 1.

Screen 4: Fire bro is usually not a threat here. Only when the fireballs bounce at the precise moment can he actually hit Mario.

Screen 6: Pillar cutoff on Layer 1. Pipe's white needs to be darkened a bit since it's inside.

Screen 7: Sliding Koopa is not a threat on the platform. Based on the setup and coins, the goto is not the sloping floor.

Screen 8: Bullet Bill shooter is not a threat unless on platform. Pillar cuttoff on Layer 1.

As far as sprite choices, the bats were fine. I don't like Spike Tops that much especially when you could just wait for them to leave and then they wouldn't harm Mario in general. Fire/Boomerang Bro was okay but I couldn't seem to find a Fire Bro anywhere before this.

This part needs some work aesthetically speaking and a few more strategically placed enemies.
Last edited on 2012-01-22 08:53:32 PM by cstutor89.
DK100, it's okay if the IPS comes out early. It helps see some of the things like ExAnim that is not easy to see in a screenshot.

I guess the best thing right now is use the ExGFX graphics for Level 20 as a placeholder for now and then swap out later for another set of graphics to make it different and stand out over Lvl 20.
I guess at this time, I don't really have very much at all to fix up. What's the next step I should take, SNN or Lightvayne, at this point in time? Thanks.
Thanks for the info Lightvayne.

As far as the "?" Blocks, I think I know what you're talking about. There's a strange look to the "?" block during one of its frames that makes it 'sparkle' and look weird. I've fixed that now, with a before and after shot below (this is in B4).

Before:


After:


I don't think anyone's really said anything about the second path, so I'll just wait about a day (or until some posts come about it). Here's an IPS to a shortened path to the second, green switched area, if anyone would like to test it but not go through the entire level to see it here it is: Test IPS
Originally posted by Woody
You forgot to add the on/off blocks to the pipe in the outside leading to the green switch (?).


If you want to look at the full level, please test version 2.6. This version I posted today is to test only the route after you've finished the green switch.
Originally posted by Woody
[img]
What's up with a random ON/OFF block there (See top left of the picture)?


Same reason as before.
I have to say I do like the second and third sections (Levels 96/97) of the level way more than the first section. I like the light flickering parts (ExAnim) and the "disappearing"/"appearing" acts of the platforms in that part of the level. Just add a few more enemies and then those parts will be fine.

As far as 135 goes ... I guess it's okay. To me the player benefits more from standing as far as he/she can to the left as possible. It minimizes the amount of enemies that can actually hurt Mario with this method than going forcefully at the right side of the level. I can just pretty much stand in place and not do anything and not get hurt for long periods of time. I guess the biggest problem for me is finding a connection between the saws in the first part and flickering monochrome platforms of the second and third parts.

I do have on occasion found the doubled placed saws in Section 9 way too difficult especially in that crowded area as it's borderline unfair and Mario probably will have to take a hit (and may not have a hit at that point). Sometimes one of them doesn't spawn either. I'd eliminate the up facing saw and keep the down one.

Other than that, pretty good so far.
(restricted)
I've sent all of the stuff to SNN, Lightvayne.

I guess unless there's some other things that come up later on, Emerald Escapade a.k.a. Green Switch Palace is pretty much done. Kind of sad that it's (nearly) done now ... I guess if there's anything else I could do to help ASMWCP2 get done more quickly let me know. I'm willing to help out more - testing or designing.

Thanks, I've really enjoyed working on this project. :)
I've also been working on my level too. I think I'm going to stick with Desperation Downpour as Level 120 as it makes some sense. Here's a video with the level (about 4-1/2 minutes long):

Video for Desperation Downpour

Changes I've Made:
+ Added moving flowers to the level to represent the wind moving (in the brush).
+ Added a level where Mario is in the cabin (B0)
+ Added an icy wind level after Mario sleeps in the cabin (B1)
+ Wind blows to the right in B1
+ Added some new graphics (bunnies for the ninjis and snowballs instead of baseballs) for B1.
+ Made it a nice intro level to the Ice World.
Last edited on 2012-01-25 02:25:21 AM by cstutor89.
Originally posted by Rameau's Nephew

On a different but not unrelated note, the Case of the Disappearing Foop mentioned above brings up another curious point. Once we finally get all the levels finished and their order more or less definitively decided, we're probably going to want to do a little bit of tweaking to deal with things like the odd bit of powerup stinginess, the occasional cheap obstacle (especially in the early game), or a level that just seems a bit too hard or easy compared to all those around it--all things which, unsurprisingly, turn up with a greater frequently in the earlier levels, where testing standards were slightly less rigorous than they would ultimately become as the project progressed. And it is likewise the case that some of these early designers aren't really following the project anymore, or in a few instances, have gone inactive entirely. What exactly are we to do in those situations? Have an unrelated party implement the changes and risk discordance, as was occasionally the case in the first production? Keep things as they are but leave some extra mushrooms lying about as an adhesive bandage, as was the case in other section of the same? Simply hope such a conflict never arises...?


You brought up a lot of good points. As someone who's played through all of ASMWCP1 from beginning to end, the main problems that I had with the game was mainly two fold:

1. Drastic spikes in difficulty.
2. Level lengths are just too long. [Geez I was playing through one level for like 20 minutes and still hadn't made it to the boss].

Seems like ASMWCP2 has done a good job accomplishing the 2nd goal for me. As far as the difficulty spikes, it's going to be very difficult (especially in a collab) to get an entirely smooth linear line of difficulty. If the hack makes each individual worlds' levels increase difficulty from beginning to end and the average difficulty of each world increases from world to world, I would probably say that the 1st goal is accomplished. I would just do the best as possible to rearrange the levels in a way that their respective world gets harder from beginning to end and the storyline makes sense. Or if it's really not possible then the last resort would be to fix the level(s)'s difficulty as best as possible.

I don't think it's practical to wait for someone to get active again, that may not happen.
@steeledminer

I've looked at your level and I'm going to agree with Sockbat Replica and add a bit more to the mix. I certainly like the idea of flipping around the room and figuring out where to go. But there are certain things that I don't love so much.

I think the palettes (overall) could use some work mainly because this is a red switch palace and it should look kind of red. The only thing that's really red is the doors and the switch. The green on/off blocks don't look so great. The set of colors for the picture frame need to be a little bit more cohesive.

In terms of Level 11B:

Section 0: I don't understand why I died on the ropes or why I can go through them in the first place. I'd just remove them. and replace with some sort of block.

Section 1: I'm not sure if I love the ON/OFF switch blocks here. I think the ambiguity rises from does green ON mean that I can pass through the green walls or are they solid? I'm not sure until I test it out. Maybe one message block or something to help make that determination a little bit easier.

Section 2: When I jump, I have no idea that I'm jumping into a pool of piranha plants. I don't get hit here if I'm small but if I'm Big Mario and I jump too hard, I could get hit here as a cheap hit. I'd just remove the piranha plants except for one in a corner.

In terms of Level CB:

Section 0: Going down into the pool of piranhas from Section 2 of 11B will cause death (irregardless of being big or small).

In terms of Level CC:

Section 1: The GFX is messed up for the ON/OFF switch, just change SP4 to 05.

In terms of Level CD:

Section 0: Do you think this moon is a little bit easy to get? All I have to do is respawn a springboard and I've got it.

In terms of Level CE:

Section 2: With perfect timing I can climb over the brown wall. Just raise the roof of each wall by one space.

In terms of Level CF:

Section 0: Move the pipe one more space to the right to show the pipe and not just the opening.

Section 1: If I don't do this section right I'm stuck without a trampoline and trapped until time runs out (if I'm small Mario). I'd just move the ON/OFF switch to some place else on the right side of the pipe. Strike that never mind this is okay.

In terms of Level D0:

Section 2: If Mario jumps too high at that highest point, I may not be able to get out thus having to wait for time to kill me. Maybe just lower that platform 1 square.

In terms of Level D1:

Section 0: I can't climb my way out of here without a springboard. Another reason to raise the roof.

Section 2: Same reason as Section 0 of D1.

Other than that, I do like the idea and the picturesque rooms with pits in them.
Last edited on 2012-01-25 02:37:20 PM by cstutor89.
D1's big jump can be done as in CE.

Anyways, here's a video with the new palettes. Let me know what you think: Video For Red Switch Palettes
Okay, I've changed those doors back to the original colors. The pink kind of doesn't work so well, but there is blue highlights for the doors. This is 11B:

First time I've tested this level and I do like it. There are some small detractors for the most part that just need a quick fix to correct them but it shouldn't be hard to do it.

As far as Level 131:

Screen 0 (top-left): Big Mario can squeeze into that hole and die. Just fill that hole up.

Screen 3: Scrambled Lava graphics when Koopa goes into lava. Just change SP4 from 2 to 3.

Screen 4 (middle-left): Same problem as Screen 0.

As far as Level 180:

Screen 9: I can't pass the last two spikes of six spikes when Mario is big (even at its highest peak). Just raise the roof one tile and it'll be fine.

As far as Level 181:

Screen 0 (bottom-left): Same reason as in Level 131, Screens 0/4. Door doesn't work (just remove it).

Screens 7-B: Graphical garbage.

As far as Level 182:

Screen 0: On-Off switch produces football.

Screen 5: I'm not sure if you need that blue rising/falling platform. I was able to get through without it.

Screen A: Extra green shell, not necessary.

As far as the blue elite koopas in 182, I don't know if they're the best enemies either as some other people have stated (SNN, etc.) if they get hit by Mario above a pit, they'll die no matter how many hits they've previously had. Also a note on the Koopas in general (not just for this level), if Mario carries a Koopa shell and hits one of these Elites, they die instantly. Wow, Koopa vs. Koopa death lolz. There's some weird things too when Mario's upside down and he attacks it from (above? maybe below I don't know) sometimes it works and he wins sometimes he doesn't. But anyways aside from those few small things this is pretty good, I like it for World 8.
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cstutor89's Profile - Posts by cstutor89

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