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I can't really start building my level, since I don't have a GFX set, but I'll repost some ideas here from my level thread, if that's okay.

Originally posted by FUGGNUTZ
Thanks pat. Anyways, I wanna make a dark, mysterious city level. The idea is to travel through the city and get past various, numerous hazards along the way. The graphical theme will be according to the abstract/dream theme, the buildings and sky will be dark purple. I'm going to use either level 2 or level 3 theme, because the mountain void mix doesn't go well with my idea of the level. Somewhere in the level, I also want to have a pipe leading up to a blimp sublevel. I haven't decided what sprites I will use yet, but I will probably try to make a lava re-skin to look like toxic waste, to add more danger to the level.

As for a name, I have decided on Catatonic City as a good name. If it's not good, because of the whole alliterations thing, then I'm willing to change it. Does anyone else have any other ideas for this level? I also requested a dark city set in the resource request thread, so if you're reading this, and you're a GFX artist, then I'd love for you to make a city set for me!


Suggestions, as always, are greatly appreciated.
Originally posted by S.N.N.
Ha, I like that gimmick. It seems like you're utilizing it quite well too.


?_?

It's certainly an intriguing idea, but the implementation needs some serious work. Not to mention the architecture is even more flat, horizontal, and predictable (read: boring) than some of the Super Meat World levels I've been playing today...Also, just spinjumping as Fire Mario could ruin this level's difficulty if you're not careful. Make sure you include enemies that can't be killed with fire if you intend for this to be challenging (and non-discriminatory toward players without fire flowers).

0:20 This shouldn't happen, really. For consistency's sake, every kicked shell should be stopped with a single bounce. That would also be far less frustrating. Why do players have to navigate around a kicked shell just to get a powerup? They're not going to expertly use the hover to get the powerup the first time around, you know!

0:39 Why is the vine there? Wall run -> jump -> hover would be a nice nonlethal way to introduce the mechanic.

0:43 So to get that mushroom you have to avoid shells of doom, but the fire flower is a free T-shirt? Try to be more consistent (i.e. never annoying) about how players get powerups.

1:00 Players have barely learned the mechanic, and they immediately have to do a super-precision jump? Shouldn't this be later in the stage, and used sparingly?

1:05 - 1:30 Redo this entire section. It's basically the same thing three times in a row, it doesn't make clever use of hovering, the note blocks are pointless (since you can jump...), and it's exceedingly flat/easy/boring. Not to mention those spikes set back into the ceiling are completely aesthetic (though I suppose that's ok if intentional...).

1:50 The 1up seems really easy to obtain. I mean, who isn't going to walk a bit to the left and explore?

2:00 Can't you just pass this by spamming the hover?

2:07 - 2:15 Same as 1:05 - 1:30. Also, since the tunnel is narrow and has spikes on both the floor and ceiling, there's hardly any sprites you can put in there that don't discriminate against players that start with a regular jump instead of a spin-jump. That makes said tunnels boring.


Think very carefully about whether a player will jump or spin-jump, and about what different challenges the two can inspire. Be sure to design areas that are hover-spam-proof, and make sure the mechanic doesn't make things too easy in general.

If you just slapped all that together in five minutes to showcase the mechanic, then maybe I'm jumping the gun a bit, but in that case a succinct 20-second video would have sufficed. If that's not the case, then the design honestly worries me.

-----
FUGGNUTZ, it seems like environment is going to be very important for your stage. Think about the different spaces the player will travel through (tops of skyscrapers, building interiors, street level, parks, the sky, blimps) and come up with ways to add nuance to each part. Should there be rain and/or thunder hammering the skyscrapers? Toxic waste eroding steel supports in the interiors? Strong winds in the sky? What would evoke feelings of decay (for example) at ground level? Broken lamp posts that still work in the parks? Those are pretty generic suggestions, but a city can have so many different environments crammed together, so make sure your level reflects that variety.

The level name sounds fine, though it might end up being limiting in a sense if the level strays a lot from the toxic waste motif.
Last edited on 2011-04-02 11:28:46 PM by AxemJinx.
Originally posted by AxemJinx
FUGGNUTZ, it seems like environment is going to be very important for your stage. Think about the different spaces the player will travel through (tops of skyscrapers, building interiors, street level, parks, the sky, blimps) and come up with ways to add nuance to each part. Should there be rain and/or thunder hammering the skyscrapers? Toxic waste eroding steel supports in the interiors? Strong winds in the sky? What would evoke feelings of decay (for example) at ground level? Broken lamp posts that still work in the parks? Those are pretty generic suggestions, but a city can have so many different environments crammed together, so make sure your level reflects that variety.

The level name sounds fine, though it might end up being limiting in a sense if the level strays a lot from the toxic waste motif.

I am planning on having a lava re-skin as toxic waste, and possibly having it come out of buildings or drains, but maybe not. The level will start off on the ground, will go to the rooftops of some skyscrapers, and then back to the ground in one last uber jump. Some areas will be broken up, but I want the city to have a more ominous feel to it, as if something bad will happen but hasn't yet. Also, rain is a damn good idea for this level. Maybe acid rain? I still have a lot to think about.
Originally posted by AxemJinx
0:20 This shouldn't happen, really. For consistency's sake, every kicked shell should be stopped with a single bounce. That would also be far less frustrating. Why do players have to navigate around a kicked shell just to get a powerup? They're not going to expertly use the hover to get the powerup the first time around, you know!


Exactly, it's supposed to be hard.
(I have the 3rd to last level you know).

Originally posted by AxemJinx
1:05 - 1:30 Redo this entire section. It's basically the same thing three times in a row, it doesn't make clever use of hovering, the note blocks are pointless (since you can jump...), and it's exceedingly flat/easy/boring. Not to mention those spikes set back into the ceiling are completely aesthetic (though I suppose that's ok if intentional...).

Yeah, the "aesthetical spikes" are intentional.
This part amiddted was sorta a test part of it. but since then has been rearranged a bit.

Originally posted by AxemJinx
1:50 The 1up seems really easy to obtain. I mean, who isn't going to walk a bit to the left and explore?
Yeah, that was actually my bad, in a since. I have since taken that out, (because, I forgot to take it out when I made the video in the first place, lol)

Though, I think it's overall fine as well, I see where it could use improvement.
Thanks for the feedback, by-the-way.#w{=)}

Just trying out some graphics, but...
I still need to talk to NameUser and figure out what he's doing with his castle before I really start work on this, but I figured I can at least put together my tileset.
That looks pretty nice, Pheonix. The problem I have with it though, is that the ground Mario is standing on looks dark, as if it were in the background, and should be non-interactive. The pillar, however, looks like it's going to be in the way, which I assume is not the case. Try swapping the light and dark objects; it seems like it would make more sense if the lighter objects were solid instead, with darker palettes taking the back row.
I agree with everything Vic said already. it looks great but shift the palettes as he suggested. You may even wish to put the pillars on their own palette row to make them stand out more and give your level a bit more in terms of color variety.
AxemJinx: I was kind of giving him the benefit of the doubt since he said it was going to be improved .. eh.

Pheonix: Looks pretty nice, but yeah, it needs some palette work (namely, the solid stuff should be lighter and the pass-through stuff should be darker).


As for me: I finished the song for my level just now, and figured I might as well show it off here. I'm doing the sky "ghost house" (hardly, heh .. it's going to be more of a temple). Here it is. Enjoy.
Last edited on 2011-04-03 01:04:17 AM by S.N.N..
Later reply -_-
Originally posted by AxemJinx
Originally posted by two_headed_yoshi
I dont feel my level is up to the difficulty standers of world 8. Does anyone else think that it looks to easy?

comment

That was why I asked to begin with to me the level seemed kind of well nothing special. I am most likely going to scrap it and redo the level in the style you talked about.(less generic design) I'm glad im not the only seeing the level in this way.
Don't feel like you have to rush to get something finished. Take your time with the level. If you only get a few screens done at a time, so be it. I'm certainly taking my time with my level, I'm 0D screens into the level and it's taken about two weeks. I have about twice that many screens left to make.
This is the entrance to the Cloudy Citadel, the world 6 castle.



I think I'll add some more/other enemies, though!
That looks interesting, but it definitely lacks some decoration. Looking at it as a whole makes it appear very bland, so I'd spice it up with a bit of ground and dirt decoration. Otherwise I'd perhaps add a few more coins and/or question blocks as well.

And when you jump down at the second goomba and head left into the dirt, can you stand on the inner side of the ledges? Make sure that doesn't happen because it looks odd.
@ Yonowaaru : Like Weeabuu already said you should fix that you're able to stand on the inside of ledges.

As a hint for using decorations, take a look at my use of these foreground graphics.
Even if I used different bg and palette.
Linked
Also I kinda find the palette a bit monotone. I mean dirt doesn't need to be gray high in the sky?

And a little bit of my level. I do need some graphics but it's just a vanilla start. So nothing really special yet.

Ignore coin palette. (Also where's mario? ;D)
But Yonowaaru, those are graphics from the graphics section D:
Can't you use a set in the ROM or something or request one?

Pheonix, the tileset needs black outlines, just like everything else does.

Also Keypas, there's one thing about your gimmick that I don't like, which is:
You can't press up and down at the same time on the real SNES, that's physically impossible.
Originally posted by Darky

Ignore coin palette. (Also where's mario? ;D)

Inside that wall which has a slightly darker green tone than the rest of the ground. Nice idea, I like it.
Last edited on 2011-04-03 07:07:25 AM by Buu.
Does it really matter that much? I don't think they're that overused..
Well, I could change it...

Yeah, this is just the first outside section of my level; before you get into the pyramid itself. As you can tell from the scaffolding, this is an active dig-site and I plan to add three or so toad "archeologists" just to say a few things regarding the level itself. The graphics are created by Foop, and the scaffolding is by Icegoom. The background, however, is ripped from a game which to be honest I completely forgot, as it was long ago, but it does have some neat parallax scrolling. If anyone needs a good desert background, just PM me and I'll send over the graphics and the ASM to make it parallax scroll. As for the level itself, me and Lightvayne decided to split the paths, him doing the lower, boss exit, and I'm doing the upper, normal exit. My exit is going to have rising sand that is controlled by an on/off switch and moving blocks to be placed on buttons that won't stay down. It's not going to be all puzzle though, the end section right before the end is going to be awesome if I can make the ASM for it correctly.

So yeah, comments?
We don't want rips from other games.

But yeah, the scaffolding fits with foop's set surprisingly well, that really does look neat.
Love how you use the darker bricks for the scenery.
It looks good Lynnes, but you should add some ennemies in there or something, it's verry bland. Seing the scenario, I'd sugest some pokeys or maybe some dry bonnes.
I don't think that icegoom's scaffolding fits with the desert tileset.
The desert is somewhat cartoony, like New Super Mario Bros in a way, and the scaffolding is realistic. I just think it looks odd.
The pillars look kinda funky IMO too, but maybe it's just the palette.
Where are they from?
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