Banner
Views: 236,310,139
Time: 2013-05-22 04:29:57 PM
18 users online: o 1UPdudes, Akireyano, Arctic Avenger, chineesmw, Dakras Hayashi, o Doopy Buckride, FlamingRok, Ice Man, Luca, MoosieGames, Skilllux, Torchkas, o Uhrix, Vitor Vilela, wiiqwertyuiop, o Yoshi Master, yoshicookiezeus, Z0mbie1337 - Guests: 32 - Bots: 9Users: 22,863 (1,278 active)
Latest: LONTOR505
Tip: Avoid making large, flat, boring stretches of land. Vary up the architecture and spritework in your levels.
General Discussion and Questions regarding the project
Forum Index - Events - SMW Central Production 2 - General Discussion and Questions regarding the project
Pages: « 1 ... 85 86 87 88 89 ... 93 94 »
I kinda like GSG's bg, foops would work well too.
As for the palettes, I think it is kinda intentional since we are after all kinda dealing with pollution from Norveg's factories.
Are the miscolored message texts going to be a lost cause because of the way they're set up?
I recall noticing that at least the levels using the girder BG have enough free colors on the relevant palette that the text box color issues (and all three of them use message blocks) could be resolved with a bit of color remapping for the BG graphics (and an appropriate reorganizing of the palettes), though the other afectd levels would probably need to be assessed on a case-by-case basis.
Yeah with a bit of palette rearrangement, I don't see it being completely unfix-able, though some levels may need more work than others
It seems like flareblade logs in occasionally - do we have any news on the W6 castle yet?
We can either send him a PM about it or someone can just take it over and revamp it.
Originally posted by S.N.N.
We can either send him a PM about it or someone can just take it over and revamp it.


Hrm, well, if he doesn't respond, I'll be happy to revamp it =DDDD
So, I was thinking about what numbers each level would have if we decided to use the Extended Overworld Level Names patch, and this is what I came up with. It is subject to change.
I think we should actually put something into EREHPS EHT RAEF's number that suggests it to be the final one, to further fool the player into thinking The Nose is the final obstacle.

Maybe just a simple 9-C or maybe even a 9-•?


Also I assume by 'C' you mean little castle icons, right?
Either that or just a letter C, either would work. And if we were fooling the player like that, perhaps we could make it 9-7 and level 13B 9-8, with no 9-C, 9-?, or 9-!. Or maybe EREHPS EHT RAEF could be level 9-? and level 13B could be level 9-!.
Originally posted by imamelia
Or maybe EREHPS EHT RAEF could be level 9-? and level 13B could be level 9-!.


I rather like that idea. It suits the mood of the two respective stages quite well.
We still have to name 13B. Any ideas?

Or perhpaps we could just call it 'Level 13B', since that appears to be the direction we're going in.
Maybe it'll work, maybe it won't.

Any other ideas?
A few Level 13B name suggestions I have:

Drastic Destination
Ethereal Empire
Final Frontier
Dreamer's Domain

I feel calling it just Level 13B wouldn't really examplify the atmosphere of the level.
I'd choose Dreamer's Domain out of the suggestions above. It sounds the best with the level I think.
13B should definitely not be alliterated. EREPHS EHT RAEF stretched the concept as far as it could without breaking it, and 13B should shatter it into a thousand pieces--returning to alliteration would be a step backwards when we should be rocketing boldly forth. What's more, it represents the state of that order that our last splinter of Norveg Industries was attempting to impose on the Abstract World--in EREPHS, this structure is stretched to its limit and, at its conclusion, broken entirely, and 13B represents the chaotic result of this order being thrown off--and the name's not fitting at all in the hack's dominant scheme should reflect this.

My suggestion?

Life is but a...

A certain air of mystery, and an unfinished sentence (though one that scarcely needs to be finished, for we know what it implies), suggestive of continuation, as this world, we are shown, continues on even after Mario's symbolic "waking"; of hidden, unexplored depths, like the unconscious mind that we our selves are largely unaware of, those few memories we do retain turning dull and hazy in the light of day, the majority of the experience, however, eluding us; of summation, as we step back and look at the picture as a whole, no longer seeing a single reflected aspect like the previous stages of the world, but reflect upon life as a whole, the human psyche in its sundry varied aspects, and explore change, the running theme of the hack, not merely in single, insolated and relativised instances, but in raw form of pure, unadulterated flux.
Slight heads up: My hard drive crashed on me last night and I basically lost everything since I backed up on August 8th (good thing I actually did that since I rarely ever back up my stuff). I'm looking into getting it repaired, so I won't actually be doing anything involving SMWCP2 for at least a few days .. or longer if the drive is actually beyond repair.

If you guys still have stuff to send in though (graphics, parts of 13B, etc), please do so. Just note that there won't be a new base ROM for a little while.
Just something I have to say:

I always thought SNN's cave track would really fit Ludus' Floating Island level. It really gives me a vibe of majestic ruins floating above the clouds.

But that's just me. What do you think?
It's entirely up to Ludus. I know my cave track is only used in one other level (Callous Cliffs, and I'm not counting the two second usage in Emerald Escapade earlier in the hack), so it would be nice if it got a bit more love .. especially since Camerin's cave track is overused at this point.
What about the underground temple section in Akarui Avenue? That originally used the second cave track, but it really didn't work at the time, resulting in its being switched to track 68 (which has itself since become a little too heavily used in World 3, now being the main theme of Pon Pon Palace and Koura Crevice). However, with the new palette and BG, it might actually work there now.
S.N.N., you know that volcano BG you requested me to draw? Well, I didn't draw graphics for it yet, but I drew a sketch.

So, that's how I want the BG to look like (with of course less decoration, the sunlight for example... unless it was put in layer 3), but the problem is: There's no way I could fit it in only one file, because if Lava Lift Lair and Smoldering Shrine are the ones in need of it, then that's what I'm limited to (not in LLL, but in SS). In fact, all the BGs I draw use two slots, so they look at least plausible enough (for me), but with only one slot, I'd have to draw something reeaaally simple, which wouldn't look good at all. Now... what should I do? #w{=|}
Last edited on 2012-08-22 08:30:56 PM by Magiluigi.
Pages: « 1 ... 85 86 87 88 89 ... 93 94 »
Forum Index - Events - SMW Central Production 2 - General Discussion and Questions regarding the project

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 27

Menu