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[Complete] 104 - Jewel Jubilation - AxemJinx/Milk
Forum Index - Events - SMW Central Production 2 - World 4 - [Complete] 104 - Jewel Jubilation - AxemJinx/Milk
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Originally posted by AxemJinx
Originally posted by Giant Shy Guy
The dancing rope wasn't "properly" introduced to me; I did not know that the rope was a vine, and the it came to me with that dangling over muncher part. I am assuming that the player is supposed to learn this the first time it is used, but because of that fire snake, the player is most likely to spin jump on it to get up rather than using the rope.

I was hoping players would assume they could climb on the ropes because...well, they're ropes :b It's true that players might just skip past the first one with a spinbounce, but the pile of rocks is high enough that a normal jump wouldn't cut it anyway, so I thought that would imply the ropes are useable regardless...Still, I'm not sure it's a big deal unless players really don't know what to do at the first upside-down rope, and I assume you didn't have any trouble there...?


Actually, at first I though it was an enemy, but that's just me, and when it didn't hurt me, I thought ought it was just decoration, judging from the palette of the rope. I didn't have any trouble with that upside down rope...it's just that it didn't occur to me as a vine.

Originally posted by AxemJinx
Originally posted by Giant Shy Guy
Also, the pedestal looking columns' top is a ledge in most of the other levels using this tileset; it caught me by surprise that it wasn't a ledge and I got a fire snake on my but. D:

Wait, what other levels use this tileset apart from Digsite Dangers? But hmm, I was hoping the layer priority would clue players in...where exactly did this happen? Maybe I can add another column or two in the beginning so players can figure it out early, or simply remove the offending one from its current location so players don't think to make use of them in such situations.


Sunset - wait, what? I was sure it used the tileset D;

But anywho, the ones in Digsite are also layer prioritized, and they're still ledges. I'm talking about the first one that appears in screen one (thankfully I got the Mushroom). But taking out wouldn't "fix" it since there are many more set-ups like this.

Though, this will only confuse the player if they go to Digsite first, then to this one. If it's the other way around...then digsite's would become confusing at first.

Originally posted by AxemJinx
Originally posted by leod
For that matter, why isn't everything above the solid line solid, like it was throughout the rest of the level?

Yeah, this has also been bothering me. I'll fiddle around with the formations and see if I can bring it in line with the rest of the stage.
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Digsite dangers uses blocs that fills up the corners, so those annoying looking peep-holes don't show. Maybe consider using it in that place?
Also, I saw that you are using these Fire Chomp thingies in this level, using the original SMB3 graphics which are absolutely horrendous, so I thought I might as well whip up something a little better looking:


Mainly talking about the first column, the others are just alternatives that popped up somewhere during production.
Would these be any good for you?
Originally posted by leod
Also, I saw that you are using these Fire Chomp thingies in this level, using the original SMB3 graphics which are absolutely horrendous, so I thought I might as well whip up something a little better looking:


Mainly talking about the first column, the others are just alternatives that popped up somewhere during production.
Would these be any good for you?


I like them...but shouldn't they resemble the Chomp family more? I just think that since they are canon characters, they should at least resemble their actual counterparts.

Speaking of graphics, those magic carpet sprites' graphics are good, but it's outlines are too thick making it stick out like a sore thumb.
Last edited on 2012-03-25 03:48:50 PM by Punk Sarcophagus.
Oh, uhh...I really appreciate that you went out of your way to draw new graphics for the fire chomp, but that looks too cute, more like something that would fit Euphoric Eminence. It doesn't really mesh with the other enemies, none of which are as facially expressive as this reskin. That, and I was never personally a fan of "cat smiles" to begin with.

Looking closer, the highlight for the SMB3 graphics does look a tad strange, but apart from that I don't personally have a problem with them.
Originally posted by AxemJinx
Looking closer, the highlight for the SMB3 graphics does look a tad strange, but apart from that I don't personally have a problem with them.


From what I understand, aren't all graphics supposed to be edited or changed?
The face needs to have a more intimidating look on its face, to be honest.
Originally posted by Giant Shy Guy
From what I understand, aren't all graphics supposed to be edited or changed?

That's irrelevant either way- I don't think what leod drew fits the level, is all.

Don't get me wrong, of course- I understand leod's only trying to help.
Last edited on 2012-03-26 12:21:38 AM by AxemJinx.
Originally posted by AxemJinx
Originally posted by Giant Shy Guy
From what I understand, aren't all graphics supposed to be edited or changed?


Agreed. As you said, it does fit more in Euphoric Eminence. Like I said before you replied to leod, I would rather see something that actually resembles a chomp.

(And I have a sneaking urge to go sneak-in fire-chomps with those graphics without consent in Euphoric like that one level in SMWCP)
Kinda expected that, heh.
Yea it'll be no problem to go and draw something new, the biggest problem probably is getting them online :v
Originally posted by AxemJinx
I understand where you're coming from on the gravity-defying hanging columns, but at the same time, I feel like they give a bit of flavor to complement all the stonework, so I'm reluctant to just take them out wholesale. Is there a way we could make them more believable, or perhaps there's something else with which we can line the ceilings?


Hmm...As I said, the idea is one which sort of bothers on a non-intellectually-processable level, but maybe if they had particularly sharp-angled line of fracture extending across the diagonal width of the column from left to right (roughly like this), especially with the higher end extending very near to the capital of the column, it might look a little better, due to the fact that the the more unsupported a section of the column gets, the less massive it also gets, and perhaps also simply because such lends the hanging columns a certain stalactite-like aspect. The human mind works in stupid mysterious ways.
I am apparently unable to draw intimidating faces because this looks kinda silly.

Close...but what does it look like black? I like it's facial expression; it's almost like the NSMB Fire Chomp

Although, I rather lie the white/grey eyes.
If I was allowed to alter the first half of palette E, that would be no problem, but I don't know if AxemJinx has a problem with that.

EDIT: Just went ahead and changed it, and the result looks kind of okay in-game (it looks butt ugly in still frames (and this animation because I suck at the timing), though).



I just am better with purrty faces it seems..

e2: Corrected that wide-ass mouth and now have a version I am pretty satisfied with.

e3: Oh and if you want to see for yourself, here's the .bin and the palette, only changed like five colours in palette E.
Last edited on 2012-03-28 04:48:49 PM by leod.
Hmm, that last version you drew looks feasible (and a little like Fry Guy, which makes me wonder if the efreeti need sunglasses), but I'm not sure yet. I'll try it out and see if it grows on me :b

Also, thanks for the ideas, Rameau's Nephew. When I get around to drawing extra column tiles, I'll have a lot to go on now.

Edit: Almost forgot:
Originally posted by Giant Shy Guy
Digsite dangers uses blocs that fills up the corners, so those annoying looking peep-holes don't show. Maybe consider using it in that place?

I'm indeed leaning toward doing that, but since it'll be awfully tedious to replace all those tiles, I'll do it at the end (and maybe ask for help with that and optimization so it goes more quickly).

I've begun building the third section, by the way. Depending on what happens with the level design contest, progress may or may not be a tad slow, but at the same time, this is outdoors and doesn't require a ceiling, so it should involve less tedium. As usual, I'm shooting for around F screens, and I'll try to focus a bit more on fire chomps, magic carpets, and perhaps bullet bill shooters as well. Once I'm done with that, I'll go back and address some of the issues you've all been helpfully bringing up, and then there are still the secrets to add in...so, were not done yet, but we've already covered a lot of ground. Stay tuned :b
Last edited on 2012-03-29 12:28:05 PM by AxemJinx.
Quick update: The third section is around 20% built. I'm trying to be cautious not to make the obstacles and architecture redundantly similar to the first two areas, so I'm sorry for the gradual progress, but rest assured I'm still working on it.
Thanks for the update. Glad to see there is progress on it. ^_^
Ok, the third area's around halfway done. I'm kind of caught between wanting to use more complex sprite setups and having to avoid slowdown, but so far, so good. The environment is a bit more "airborne," so hopefully the level can squeak by without wearing out its welcome. I've also begun modifying the bridge at the end of the first area, and in my opinion it's looking much more pleasant.
Sounds good for the most part, looks like this level is coming together very well.
Update: It turns out that some of the obstacles I was planning were indeed rendered useless due to slowdown issues, so I've been fiddling with alternative setups and tweaking the existing sprite placement here and there. The third section is upwards of 60% done, but I still need to build around the last half-dozen screens. I do know more or less what I want to put there, though.
Looking at the level itself, all seems well and good. However, I'm hoping the background is not permanent as I assumed no game rips are to be used. That very BG is from Asterix and Obelix if I'm not mistaken and have noticed it in other SMWCP2 levels. Is it just a placeholder at the moment?
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Forum Index - Events - SMW Central Production 2 - World 4 - [Complete] 104 - Jewel Jubilation - AxemJinx/Milk

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