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13B (Phase 5: Anger) - Punk Sarcophagus
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B (Phase 5: Anger) - Punk Sarcophagus
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Yeah, I'll try my hand at that tonight then.
I'll probably mention this to xlk on the general discussion thread but I don't have a problem rearranging tiles to make it fit GFX15. As long as you stick to that file for FG3, it shouldn't be too much of a problem to get started.
So I contacted xlk and it looks like he'd like to finish it off himself, which is understandable enough.

I'd do a tileset for this individual phase, but that's clearly out of the question so I guess waiting won't hurt.
Yeah, he appears to be almost done with it. So it shouldn't be too long now.
Is it the right time to berate ask for progress? I know the tileset just got finished, but I'm still kind of expecting at least a little update.
Update: No Progress


I have to get a hold of Zero-X and find out what is going on. I have a hack section I need to moderate before c3...
Update again:

A pic of how the tileset will work in our level. There is a HDMA wavy effect also applied that is a bit hard to see, but it is there.
I just sent the files over to Zero-x so we will probably start moving along at a normal pace now.
Originally posted by Lightvayne
Update again:

A pic of how the tileset will work in our level. There is a HDMA wavy effect also applied that is a bit hard to see, but it is there.
I just sent the files over to Zero-x so we will probably start moving along at a normal pace now.

Make the red palette go from red to orange, It will make a more fiery effect.The red alone looks a tad blunt.
I don't there's anything wrong with the red itself so much as the brown color; it looks far too muted and pale in comparison. A bit more of a richer, redder earthier hue for the sub-surface parts might work to their advantage.
The red polyhedral rocky stuff looks a bit foregroundy, and even with the custom tile set the level seems bland without a BG. Some kind of Earthbound-like abstract visualization of anger would fit nicely, especially with a wavy HDMA. Finale from TSRPR pulled this off very well.

And I have to agree with RN, the grey rock is too somber for a stage based on ANGER.
As for a bit of an update, I have not had much progress on this for the past week. Its been kinda busy. For my plan to work for the level I need a thwimp generator that will spawn thwimps at a random x position. I was going to do it myself, but time is not on my side to be messing with it.
I have been playing with the palette a bit, but not enough to show anything off. Hopefully I can get something by next week.
I can get a Thwimp generator created, the only question I have is how frequently should Thwimps be dropped (like 1 Thwimp per this many frames)?
I would like it to happen quite frequently, but not to the point where it will cause slowdown. You can probably get about 3 on the screen at a time without a problem and I don't plan on having too many other enemies on the screen along with these.
Okay, had some time today to work on it. Let me know if this speed is too fast.

Thwimp Surprise!
Awesome, I'll give it a try tomorrow as I'm not currently by my regular computer at the moment.
Okay, here's the files for the Thwimp Generator => Generator
Originally posted by cstutor89
Okay, had some time today to work on it. Let me know if this speed is too fast.

Thwimp Surprise!



Oh my God it's training Thwimps! =D

I am excited to see what can be done!
Very small demo

This thing is only about 4 screens long, but sets the idea of how I want to go with this. I realize there is a bit of cutoff, I have to create some new tiles for this to work properly. I also need to reskin the thwimps and Super Bullet bills to some sort of boulder.
I redid the palettes a bit, but they could probably still use some tweaking.

Zero-X is gonna work on a bit of the level itself also from this point, so this link is also for him.

Finally I was thinking a adding a quake generator, or do you think that's too much?

The entrance to 14B is down the first pipe Mario is standing on when you enter the level
Last edited on 2012-05-17 12:36:44 PM by Lightvayne.
Say, that's pretty neat thus far. I'd have to imagine adding a quake generator probably would be a little excessive, though; periodically immobilizing the player in an area where one has to think and react quickly might not be the best idea. The cutoff floating particles left over when the land is destroyed is a bit odd, though--maybe it might be possible to cause them to shatter a well...? The bullet thing at the end can also be a little difficult to react to if you don't already know it's coming, but I imagine rather a bit of refining is likely to go on in that portion anyway, especially since it's situated right at the end the level demo. Sill, looking quite promising for the final (non-boss) phase.
Yeah, I'd imagine I'd have to make a block that would disappear when a sprite touches it, but Mario can't do anything to it. Should be a simple fix.

As for the quake generator, its not suppose to immobilize Mario in any way. Its main purpose would just be to add to the effect anger. When you get so mad you literally start shaking, and in this case, the shaking is what would be causing the "boulders" to fall from the sky.

As for the bullet thing, I could slow it down a bit maybe, but depending on how the level is built, I could probably get away with it at its current speed.

Its the last level before the last bonus boss of this game. Its gonna need to be pretty hard.
Last edited on 2012-05-17 11:23:36 PM by Lightvayne.
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B (Phase 5: Anger) - Punk Sarcophagus

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