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Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - General Discussion (over)
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Whoever makes the level can do whatever they want with placing them.

Whoever makes the overworld figures out which world to put them in.
man don't put me on speaker crab
Well guys I've had a thought. Since Matt is busy with his hack right now, I'm wondering if I should just do this: You see, I was playing the VIP5 demo today and I saw how they have all of their levels just sitting there on the overworld, all accessible from the start. I'm thinking that would be a good idea to do and let Matt work on the overworld when he's less busy. This would take pressure off his back and allow you all to start making levels once I release a base patch.

Comments on the idea? I can see it being a pretty popular idea.
If we get a list of what levels are supposed to have secret exits, not knowing what the overworld will look like shouldn't have any impact at all on designing the levels.

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Get the official ASMT resource pack here!

Well I still need to figure out exactly how many levels will be in each world so I'll come up with things like that as I go.
I recommend we get as many levels as possible available, and remove any excess we have at the end. It's easier that than add extra, from an OW design point of view.

Anyway, what do you think about the 'multiple paths through each world' idea?
Well boss, everyone here seems eager to make levels, so give us a list and we'll get crackin'.

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I made a standalone game once, look for Seabug Stampede on Google Play.
Originally posted by Samus Aran
Well I still need to figure out exactly how many levels will be in each world so I'll come up with things like that as I go.

Personally, to prevent lots of people from putting secret exits, or near impossible secret exits that lead to someone else's level who's secret leads to another, I believe we should wait for the Overworld.

World Community Grid: Thread | Team
 
That's why I wanted an overworld first, but I think this method could work out too. I'm the one choosing which levels have secret exits and stuff, so if you choose a red level, you must have two exits. Same for yellow levels, you're not allowed to add a secret one if you choose one.

I'll try working up something soon.
Just three quick questions:

Firstly, concerning generic exit levels such as 1FF or 1F9. Will those be kept?

Secondly, what about secondary entrances? Will those be assigned at the same time as the levels? Because I could see bigger levels using many of those, while some levels mightn't use any at all, and it could be difficult determining exactly how many you would need when signing up for a level.

Thirdly, about the level 0/100 bonus games. Since those have been unchanged in almost every SMW hack made (the only ones I can think of where they were changed are Mario's Return, SMI2, and Brutal Mario), I think that we should come up with some new idea for them. Not too sure what, though...

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My YouTube channel
Get the official ASMT resource pack here!

Ah you hit the nail on the head YCZ, I never even thought about Secondary Entrances... I guess the best way to do it would be to have a list of all of them and people claim them on a basis of need. Like, if I'm making a level and I need a secondary entrance, before I choose one, I go to the site and check the list, then update it. As for how updating the list would work, I'm not sure since everyone wouldn't be able to edit the same post...I may have to ask people to do something with an external program like Moonedit or another online collab notepad. I'll figure something out but thank you for addressing it.
As far as secondary entrances go, puzzle-heavy levels should definitely have a few for reset pipes\doors.
I found a solution!

We make a thread, and hand out exits in a numerical order. If someone plans on using an exit, they just say, I'm using exit number XXX. Because they are handed out in numerical order, a person need only look at the most recent post to see how many exits have been used up so far.

Simple.
I was thinking something where everyone could edit the list in realtime would be nice though, that way there would only be one list and everyone could access/change it.
Originally posted by Samus Aran
I was thinking something where everyone could edit the list in realtime would be nice though, that way there would only be one list and everyone could access/change it.

Including those annoying guys who are gonna vandalize the list for kicks.

They always happen.
Which is why you can save the file and restore it as needed.
If you can get it to do that, it would be great!
It would be nice to get our own private Moonedit server for this instead of using the Rom Hacking server since that's full of random stuff too. I'll see what I can do.
Someone who knows ASM should make it possible to exit an unbeaten level with Start/Select so that reset pipes aren't needed.
man don't put me on speaker crab
No ASM is needed for that: just set the "Level has been passed" flag in the level properties. And while this would work for shorter levels, for longer ones it would just be kind of annoying to have to restart them all over because of one mistake...

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My YouTube channel
Get the official ASMT resource pack here!

Besides the obvious Start+Select-to-escape-the-falling-into-a-doom-pit-or-muncher-bed-scenario.

Maybe an exit-level-without-beating-it door?

Over-hyphenation-for-the-win.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - General Discussion (over)

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