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[Complete] 00B - Blazing Brush - Magiluigi/MrDeePay
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Except for the fact that the fire GFX was what was killing him the whole time in finishing this level.




Anyway, I missed my intended mark on finishing this level largely due to offline stuff that I hope will end soon, but still. At the moment, I need a yellow to orange to red gradient HDMA that covers the bottom of the screen; as that will cover the "fire" effect I'll use for the auto-scroll. I just need to finish that damn screen I left hanging in the secret exit route.
Well... what I intended to do was: Use the Fire GFX on Layer 3, Using Jimmy's HDMA to put some effect on the fire to pretend it's animating (when it would be a still image with flashing colors, Mario woudn't interact with the fire, instead, there would be a generator or LevelASM code that'd make him die when he touched the bottom "blocks" of the screen, like this:
I guess, I can make something Magiluigi want. It can take few days.
Originally posted by Magiluigi
instead, there would be a generator or LevelASM code that'd make him die when he touched the bottom "blocks" of the screen, like this:



Why not use the Instant Kill Block instead?

It kills all Mario forms.

Although...sprites are invincible to it.

Check the Blocks thread to see what number it is.
Originally posted by Giant Shy Guy
Why not use the Instant Kill Block instead?

Because you can't put blocks on layer 3.
Originally posted by leod
Originally posted by Giant Shy Guy
Why not use the Instant Kill Block instead?

Because you can't put blocks on layer 3.


Oh .-.
I know that layer 3 uses layer 2 interaction. So all what I need is that layer 2 GFX scrolls like FG and layer2's interaction doesn't scrolls. It will work nicely.
I'll just go with making a firey HDMA effect instead, since it saves a bunch of time and effort.
Are you sure? We can have a better effect with just a tree BG on layer 2. I'll make it instead. If it will be OK for you you will use it, OK?
Originally posted by Luigi370
Are you sure?


Yes.

Originally posted by Luigi370
We can have a better effect with just a tree BG on layer 2.


Have you even looked at the level in LM?

Quote
I'll make it instead.


I won't take it.

Quote
If it will be OK for you you will use it, OK?


No.
So whats going on with this level. Its been about a week since the last update...
Oh yeah, I had something, but it got lost in the mix since I was (and still am) busy judging entries for the VLDC.
http://bin.smwcentral.net/u/1365/B.Brush%2B3.ips

Give this a whirl. Decorations aren't finished and I haven't started on fixing the tree stump cutoff yet (that's last), but here's the full level. I also alterted some things in the first section of the main level for slowdown and difficulty reasons (no Bullet Bill shooters, made the SMWCoin just a little harder to get, etc.), but that's about it.

EDIT: Corrected Link
Last edited on 2012-03-09 02:32:14 PM by MrDeePay.
For the most part I like the level. Though the main problem I ran into was slowdown in Levels B and 6B. As far as I could tell 6A, 6C, and 6D were fine minus the tree stump cutoff which will be fixed later.

As far as Level B:
- Screen 0/1 - Mario trips up on the end of the bridge
- Screen 7/8 - Massive slowdown here.

As far as Level 6B:
- Screen 1,3,5 - Kind of get slowdown here.
- Screen 7 - Left and right walls are on Layer 2 and not solid. Tree leaves are kind of weird solid.
B:

Everyone probably knows this, but the growing pipes interact weirdly with the Parachute Goombas and Koopa Para-Troopa. (7/8)

6B:
0: That Super Koopa caught me by surprise; with whole clos eit is to the trunk wall, and the trunk's priority, I didn't noticed it until its head pokes out. Maybe place it further to gives the player some time to notice it?
2: Wait, there was a Ninji there? It didn't spawn...oh well.
5-6: Slowdown when an (inexperienced) player waits a bit.

6D:
0: Minor, but it's kinda annoying that Super Mario will have to go through the Spinies (or squeeze through that pipe and block) to attain the flower. Maybe take that block closest to the pipe away?
A-B: Something that not a normal player would think of (or at least immediately); you can get a running start in A and just fly up to the pipe...I think judging from the level. I haven't tried it, though..

~

I like this level, though I must say its a bit early in its current W2 blocking; but that will most likely be fixed later.

On an unrelated note...what the heck was that Thunder Lakitu o.O


- The parachuting Goomba here has a very strange interaction with stretchy pipe, wherein he passes through the rimmy thing and then walks along the top of the shaft. Best to move him him slightly out of its way, I think.

- Though I very much appreciate the cleverness of how the entrance to the secret path is hidden, I wonder if it might not be a little too well hidden for World 2. It sort of reminds me of some of the more obscure secret paths in Rise to the Challenge, and I have to suspect that it might end up being that one secret exit which a significant fraction of players fail to get. Maybe if there were some way to make it just a bit more obvious, while still preserving the overall idea...?

- I'm not too keen on the use of the treehouse platforms as background objects in the secret path--at least not with their current palette. As things stand, they still look just a little to solid, with the effect that I had a strong urge to jump on them at several points, in one case with fatal results.

- Speaking of palettes, could the Ninjis be, ah, something other than that bizarre shade of pink? I realize that supposed to be the default palette, but jeez it looks weird. I think the shade of black adopted by several World 3 levels for those foes really might be the optimal shade here...

- Honestly, I very much preferred the feel of the final, burnt section in previous versions of the level. Though the execution needed a touch of work, the mood was spot on--it had a sort of poignant and moving desolation, whereas this version here...well, it's brought up to the proper graphical standard, but it really just sort of looks like an ordinary, healthy and vibrant forest, only with a slightly darker palette. Above all I think there needs to be less foliage--that'd be the first think to go (or at least shrivel up) in conditions like these, and I think having the the open sky (and smoke) showing through really gave us that proper feel of burntness that's missing here.

Otherwise, though, not really much to cite other than what's already been noted above.
Hey Magiluigi, its been a good two weeks since you've posted, do you have anything to show? This level is so close to finished, I just want to see it complete.

EDIT: Oh, MrDeePay is working on it, I had no idea, well, thats exactly why I shouldn't be the one to ask for updates.
Last edited on 2012-03-17 01:57:26 PM by Kojeco2.
MrDeePay has been the one working on this now, but the question does stand on what's up with the updates?
Originally posted by Lightvayne
MrDeePay has been the one working on this now, but the question does stand on what's up with the updates?

It's possible that MrDeePay is getting caught up in judging the Level Design Contest.
That is correct. I have made some changes to the level since the last patch (palette and tile behavior-related), but not enough for me to justify a new IPS.
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