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[Complete] 00B - Blazing Brush - Magiluigi/MrDeePay
Forum Index - Events - SMW Central Production 2 - World 2 - [Complete] 00B - Blazing Brush - Magiluigi/MrDeePay
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I haven't got around to changing everything around yet, but:


- Upgraded the tree BG palette to something that looks less like it can be jumped on.
- Added a hole in the ground that leads to the secret exit pipe.
Last edited on 2012-03-25 01:50:52 PM by MrDeePay.
1. I'm a bit confused. Is that gonna be like a pseudo-Yoshi's Island walkthrough FG?
2. It looks better now - it keeps the illusion of house in the background and it being close to the fire, while it doesn't look solid anymore.
I haven't been following the level contest too much, but if its going to take up this much of your time, maybe its time we pass this level on to someone else. This level has been at a standstill for a few weeks now...
So, what exactly is left to be done?
The core level is moreorless done at this point (just need to decorate the secret route and make some slight GFX edits) and I'm almost finished with my judging.

Offline stuff had different opinions, but I'll manage.
Well, hopefully now that the judging portion is done this shouldn't be too much of an issue to finish up. (Hoping the Offline stuff doesn't interfere with this also)
It shouldn't for now.

http://dpsiko.miquelfire.com/_hack/B.Brush%204.ips
This version should take care of a couple of the issues pointed out and has a more decorated sublevel 6D. With the contest over (ignoring any potential e-drama), I can re-prioritize this level.
As far as this level goes, most of the level is pretty much done (minus the end tiles of the trees).

6B though I still think has some weak points in it that need a little bit more work and maybe it's because L3 is missing? I don't get a sense of fire or blazing in this sublevel maybe a HDMA and some of those fireballs on the tree leaves from 6A will help. There's still a bit of slowdown in the level particularly in Screen 4.

I kind of agree with RN on the desolation that was made after all of that fire for 6C. It works after all of this fire has torched the trees.

That's pretty much all that I had problems with, it's almost there as far as I can tell.
Nothing Big:



When I was going to veer to the left because of how the coin are placed - but luckily, I fell to platforms up there (which surprised me). With how the coins are trailer, it might be hazardous since the blue ledge is literally just below the platform and a little more to the left would be a firey pit of death.

Maybe just take out the whole (brown) ledge altogether and just have one long coin trail trailing down?

But it's nothing big..

Other than that, I think you've done a great job on this!
Originally posted by cstutor89
I kind of agree with RN on the desolation that was made after all of that fire for 6C. It works after all of this fire has torched the trees.


I agree with him too; he always gives such wonderful advice. He's also incredibly charming, good looking, talented, altruistic, and most importantly of all, modest. You should probably buy him a drink or twelve if you ever run into him on the street; maybe throw in an all-expenses paid trip to somewhere with cool weather and a nice mixture of lively urban areas and lonely countryside, perhaps with some striking coastline bordering on a moody grey sea.

This extremely important advice aside, I'd say gameplay-wise, you've got the level nailed down pretty solidly by this point. I would agree with He-who-cstutes that the lack of some strong physical presence to the fire sort of robs the tree section (which is really the heart of the level) of some of its urgency; in addition to some sort of HDMA effect, having some of the flames seen elsewhere appear in this sublevel as well (even if you place the majority in spots where they're actually not too much trouble for the player, this still being World 2, after all) would probably help a good deal in this regard. Ęsthetic polish aside, though, it's looking quite nice with this version.
I dunno- this RN guy sounds like a chump.

Originally posted by cstutor
6B though I still think has some weak points in it that need a little bit more work and maybe it's because L3 is missing? I don't get a sense of fire or blazing in this sublevel maybe a HDMA and some of those fireballs on the tree leaves from 6A will help. There's still a bit of slowdown in the level particularly in Screen 4.


I'm planning to use HDMA in the level, yes. I just haven't gotten to that point yet.

As for the final area's BG... I really don't care about that right now and I'll leave that to someone who can pull that off better than I can. I'm wasting far too much time on that so far.
le poke.

u ned a update
Nice timing.

I actually had an update ready last night, but I figured I'd save it for the morning instead. And by "morning", I mean, "near 1pm". Anyway:

[LINK]

This mostly focuses on aesthetics- I drew corner tiles for the trees and added a(n) (temporary?) HDMA effect to the levels, which is actually just the one use in Aboreal Ascent. I'm looking for having a firey gradient HDMA that goes over the bottom of the level for the vertical scroll section. Additionally, I tried to mess around with the final room's setting to fit what Rameau was talking about more.

No real gameplay changes were made other than adding some more coins throughout the level.
Last edited on 2012-05-03 12:55:03 PM by MrDeePay.
The fog and HDMA in the secret path work very nicely indeed; one scarcely notices that there isn't a proper background in this section. The tree trunk edge tiles still look a little abrupt to me, though, especially the ones where the three hooks around in an L-shaped form. I think the biggest oddity with the latter is that the darker, outer bark (which is for the most part significantly thicker than the inner bark) tapers significantly at the end, but the inner bark remains exactly the same with, making it look as though they're not two organically integrated parts of the same living organism. Maybe it might look better to have the outer bark wrap around at the L-shaped end, or otherwise redraw these edge tiles so the inner bark tapers a bit as well.
Something like this for HDMA?



OR this?

Personally, I like first on the best. It gives it a whole "oh crap there's fire" feel. :P
The first one is more in line in what I was looking for, though I was thinking more of a yellow-orange-red gradient instead of a pure red one. The second one isn't bad and could fit in another level later if necessary (or for personal use, whatever).

I'll look into redrawing the corner tiles later today so they look more right.
This gradient is more red-orange-yellow.

Is this too bright?

Yeah, that's way too bright.
Okay.





Here's something a lot less bright. Though yellow and bright go kind of hand in hand. -_-'.
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Forum Index - Events - SMW Central Production 2 - World 2 - [Complete] 00B - Blazing Brush - Magiluigi/MrDeePay

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