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| Posted on 2009-04-05 07:00:53 PM |
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Cars: There are already a number of things inserted into the hack in terms of patches. We also have preliminary sprite/block lists that I'll post up soon.
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| Posted on 2009-04-06 01:00:18 PM |
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Wouldn't it make the most sense to have all the level entries be as close to vanilla as possible, then have the people who are actually piecing the hack together to add the ExGFX? That way all the graphics would be sure to match and it would save a lot of trouble with figuring out how to work the Map16 pages. Just have a list of the custom blocks that will be used, and the entries have to fit in with that list.
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| Posted on 2009-04-06 01:38:16 PM |
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@Kurt91: Yeah, but it's easier to use a base patch, which bypasses that issue altogether.
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| Posted on 2009-04-06 02:01:48 PM |
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How about after We finish this, and if we do a seqeul, We should Each have a level in our name, so only one level per person, and that each name of the level is the creator's username.
Example: I make a level, and it's Called Darkrai. Hadron makes a level, and it's called Hadron.
I just used Hadron as an example, since it was the first name that came to mind.
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| Posted on 2009-04-06 02:06:58 PM |
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Hadron is quite memorable, as when I needed a two syllable hacker, I thought of him.
Back on topic, shouldn't we at least wait until we even begin the first SMWC Pro before we even begin thinking about the second? That's too far in the future for me.
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| Posted on 2009-04-06 02:08:03 PM |
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Originally posted by DarkraiI just used Hadron as an example, since it was the first name that came to mind.
Odd, Hadron seems to have that kind of name that sticks in the mind...
Your idea is solid, but we can save it for later...focus on the current project. Talking of which...
Give me four days and I'll be home. Then I'll gear up and contribute.
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| Posted on 2009-04-06 02:52:22 PM |
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Sorry, just had to post that here so I don't forget it.
Anyhoo, Anybody got a date when we'll be able to pick the levels?
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| Posted on 2009-04-06 02:53:41 PM |
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I think we are waiting for the Overworld to be finished.
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| Posted on 2009-04-06 03:16:41 PM |
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But page 2 is tileset-specific... Or are we just going to stick the same pages into all the tilesets?
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| Posted on 2009-04-06 03:17:03 PM |
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What is the stance on using glitches as part of level design? Because part of the charm of the VIP series, at least in my opinion, are their creative way of using oddities in the SMW engine to create interesting levels...
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| Posted on 2009-04-06 03:33:34 PM |
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I guess it depends on the glitch. Forced key jumps aren't good, but spin jumping while holding an item should be fine (some consider that a glitch).
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| Posted on 2009-04-06 03:52:10 PM |
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Originally posted by UltimaximusI guess it depends on the glitch. Forced key jumps aren't good, but spin jumping while holding an item should be fine (some consider that a glitch).
Yeah, but Key-jumps are pretty hard to do, and the item-jump isnt. The VIP series didnt really use any of the really hard to preform glitches.
@Samus: Alright, cool.
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| Posted on 2009-04-06 04:01:12 PM |
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I was thinking about something along the lines of this level from VIP 3. It utilizes a lot of glitches, some of them kind of obscure, but it tells you about them in message boxes (I assume, since I don't know Japanese, but they seem to contain some kind of list) and none of them are very hard to pull off. And no, I don't think that the harder glitches, like key jumping or grabbing items while flying, should be included in the compilation.
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| Posted on 2009-04-06 04:05:07 PM |
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Yes.
Say, what's the IRC channel? I don't see it anywhere in this thread.
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| Posted on 2009-04-06 04:51:45 PM |
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#smwcp on badnik.
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| Posted on 2009-04-07 07:08:16 AM |
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I would love to be ExGFX designer, or if you want/need, I can be a map16 assembler.
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| Posted on 2009-04-07 02:33:53 PM |
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Should we consider changing the tilemaps of the original sprites? This can help deal with things like red "Buzzy Beetles" that some people find annoying. Also, it could make it so that certain sprites' (e.g. Bone Throwing Dry Bones) GFX aren't spread over multiple GFX files.
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| Posted on 2009-04-07 06:09:44 PM |
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I was wondering if, as a transition from the Cave World to the Icy Peak World, there could be a level in which you start out in a normal cave, then ice cave, and finally you emerge on the Icy Mountain.
Any comments or suggestions?
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| Posted on 2009-04-07 06:42:02 PM |
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Transition levels between worlds... sounds like a nice idea, and the levels would be creative and interesting if they transition properly.
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| Posted on 2009-04-08 07:06:00 AM |
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If so, I call dibs on Mountain to Cave.
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