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13B - Phantasmagoria(?)- General Discussion
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion
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I think it looks good, but not into the surreal side this level have to take.
Hey, I just realized something...

Will all these phases be made in 13B?

That would make a heck of a big mess then!

We need to set sublevels or something to each phase then!
Oh the phases should probably be in their own respective sublevel that the designer choose to put them in.
Here's a sample of what I'm working on for this. I stated on IRC that I imagine this is going to be a longer level, so I'll be aiming for about 2-3 minutes in length for this. I'm also going to try to remix some other stuff from the hack into it too (most notably, the main theme).

Anyway, it's just a start on something surreal-but-not-purely-ambient. Comments?
Actually I quite like it for 13B. I like the fact that it is more laid back but also relevant to the dream/abstract World 9. :)
Would it be possible to have a special version of the music that fits the emotion?
Originally posted by Giant Shy Guy
Would it be possible to have a special version of the music that fits the emotion?


The most we could probably do is change the instruments, else we'd be inserting about five separate songs. I'm going to do my best to ensure this song encompasses every theme (though anger might be slightly difficult, given the mellow nature).
How it sounds now it could fit the mischief or perplex parts.

From 0:23-0:33 really fits a dream like setting. It's awesome.
Alright, here is the finished version. It ended up being about 2:10 for one full loop, which is probably good enough.

Enjoy.
Originally posted by S.N.N.
Alright, here is the finished version. It ended up being about 2:10 for one full loop, which is probably good enough.

Enjoy.


I love this.

Also, what's up with the comment section?

EDIT:

[facetious]You know what I just realized, we have five phases...and five admins[/facetious]
I am also loving the music. Great job as usual SNN.

Now, I got bits and pieces off this thread, but do we have a general tileset we are using for this yet? Personally, I like the one SNN offered. We kinda need to make a decision on this so others can begin to work on this too...
Ok, I had an idea for the tileset, and here it is: Have the "dirt walls" replaced by grey mesh of sorts, to look like non-materialized dream, or parts that arent being dreamnt, and the surface have a glow, wich would vary depending on the mood:

Also

What I mean, Ill finish this soon.
Try to fit as much into one ExGFX file as you can. All sorts of crazy decorations (twisted flowers, floating clocks, anything surreal and wacky) would be fantastic.
Originally posted by S.N.N.
Try to fit as much into one ExGFX file as you can. All sorts of crazy decorations (twisted flowers, floating clocks, anything surreal and wacky) would be fantastic.

Ok!

Wich is better, with nothing, or with a halo?And wich halo is better, right or left?
Its kinda hard to tell without actually seeing it in-game.

Anyway to get a different screenshot of it at work?
I kinda like the left area a bit more, but I'm almost wondering if we can an kinda get something animated with this; bits of various sized glowing particle dust slowing floating off the ground.

Also I don't think the black line really fits and I'm almost wondering if it should just be a seamless connection between the ground and the glowing stuff around him.
animations...
2 animated and one non-animated glow * 3 palettes
Looks nice, I like the first option better than the other 2, but a few things seem off.
-The animation seems to only go about 8 pixels high, I think you could get away with the full 16.
-Its almost seems like its animating a bit too fast, though it may be just the music that playing along with it that's giving it that illusion. Maybe a few more frames in between would help slow it down a tad
Ludus and I were discussing an idea of how to present the story of the Dreamer (the boss). He suggested we tell it in cutscenes before each phase.

I expanded on it by suggesting that each part convey whatever emotion the cutscene precedes.

I was thinking of having something like this:

Cutscene 1: Beautiful baby girl is born. Everyone is happy
Cutscene 2: x years later, girl discovers she can make her dreams come to life and gets into mischief
Cutscene 3: Town elders (or whatever) think her powers are too dangerous and order her tied to a tree. Girl is perplexed (except there's another word for this) as to how she ended up ther.
Cutscene 4: Girl, tied to a tree, is alone, starving, scared, and sad.
Cutscene 5: Parents try to give girl some food, but guards brutally murder them in front of girl. They are particularly cruel and eat the food in front of her. Girl breaks down in tears.*

*Notice that it is not stated that the girl herself is angry. Rather the anger is meant to be felt by the player (or at the very least, the player will say "what complete jerks, these guards are"). Also, this is not final. If you have a better idea for the story, do tell me.

The levels will expand upon the emotions conveyed by the stories, and may not even have to be related with each other, so long as they convey the proper emotion.

Anyway, that's my proposition. I think it could have been better worded, but I hope you get the general idea.

Edit: There should also be a final cutscene after all the phases are over detailing how the Dreamer fell asleep, and how everything Mario has done in the level was meant to wake her up.
Last edited on 2012-02-25 11:35:17 AM by Moose.
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion

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