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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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Originally posted by xlk
The problem that I have with getting every coin, is that it reminds me of games in wichb your'e about to fight the very last boss, and instead of doing so, you just wander around getting collectables and other garbage.To me it would seem better that you get a diferent ending to the game, and to get the full ending, you have to get all the coins(similar to hell in CS).Just plain nothing if you don't get all the coins would seem a bit, incosistent.


- Make a spot somewhere on the map that makes it obvious that there's a level behind there that leads to suspicion of.
- Tie the coins into the world subplot somehow that tells the player to collect them all. Of course, I'm certain more things are on the table regarding the coins, but still.
- Run some code at the beginning of level 13B that kicks the player out of the level if they have less than X SMWCoins.
Originally posted by MrDeePay
- Run some code at the beginning of level 13B that kicks the player out of the level if they have less than X SMWCoins.


Or better yet, have some secret, yet doesn't need a tutorial for the most part, room in the penultimate level. It sends the player back to the main level if he does not have X number of SMWCP2 coins.

Maybe something eluding that there is another level and boss?

Kinda like in many games that indirectly tell something, but the player has to find out what it means to fulfill whatever that something is; in this case, access to the The Dreamer.
So, a problem I and various other designers here have been noticing here--there seems to be a certain lack of cross-communication between designers here, and any general guidelines established seem to be as vague and fluid as the nature of the dream world itself. And that, I fear, is not going to work to the advantage of this level. While our designers should of course be free to do what they wish within their section as long as it works in keeping with the established themes and moods, it is important nevertheless that our designers remain aware of what their fellow designers are doing, therefore allowing them to forge a great continuity between sections. In this respect, we really ought to strive to make sure that everyone's on the same page.

Firstly: how exactly is this level to proceed, structure and concept-wise? Did people like the story and framework I suggested on the previous page (I'm especially asking for your opinion, Mr. Ludus, since it is, after all, your character I'm offering up a slightly modified interpretation of here)? If not, does anyone have any modifications/alternative suggestions? How exactly do we want to handle each of the sections in order to tie them into the next section or the greater theme? Again, in accordance with what I suggest on the previous page, my and 2dareduck's section ends with Mario flying off at high speed, offering a transition to the second section; the second section could correspondingly end with Mario hitting a large gong or other powerful noise-making object, thus further rousing the Dreamer and for the first time (sub-)consciously alerting her to his presence like some great door chime; sections three to five could somehow should Mario either withstanding or overcoming the particular assault of negative emotion thrown at him (specifics depending on exactly what approaches the designers there choose to pursue), etc.--are those ideas people like, or did anyone have something else in mind?

Additionally: how do we stand on the proposed graphics? Particularly--what are we going to do for backgrounds? As I suggested earlier, something like some of the less complex Earthbound battle BGs (i.e. simple geometrical patterns with interesting HDMA effects) could work quite well here, and would be a good way to represent the respective moods in a more abstract and impressionistic manner, while at the same time not using up all too much graphics space. Again, do people like this suggestion, or do we have any alternative proposals? These are important things to lay down at least on a basic and provisional level from the outset; we can always modify things as we go along to suit the particular manner in which things happen to be progressing, but it's important, nevertheless that we at least all recognize the common point from which we are embarking.
Well, I assumed we were going with xlk's design for the foreground. I don't know about the BG. But the real question I wonder is what ExGFX file we're using for the graphics.
As for BG's, some HDMA like in earthbound would be great, as it would allow to use layer 2, 1, and 3 at all times.
As for FGs, suposedly they were gona be divided in 2 parts: one generall gfx15 replacement, and then aditional gfx wich would vary from level to level.
Im still fidling around with options for the GFX to look right, but I don't have much free time lately for fidling...If someone has any sugestions or ideas as to how to make the GFX look more abstract/dreamy(*looks at Ludus), It would really help me.
Hey xlk, I was just wondering if you had the GFX for the phases to use. Let us know soon, thanks.
Yeah, gfx will take a while to do, mainly because I've got exams, but I'll see if I can get something done in the little time I have.
EDIT
For the animated bubles, should I make animations for slopes,or have layer 2 levels?
Last edited on 2012-03-17 01:23:05 PM by xlk.
It may be a good idea so it's a bit more consistent. It would be nice to save layer 2 for an awesome bg instead of the level fg itself.
Well, sorry for slow progress and stuff, but I finally got some time to make slopes and assemble them onto gfx15: gfx
Hmm. That style of terrain looks rather a bit...well, normal, doesn't it? Even with lots of weird decorations added, it doesn't strike me as though weathered rock is really the substance this level out to be built from. Why? Because what does a weathered rock suggest? Constancy, solidity. Staticness; standing still, firm, unchanging; doggedly and stoically resisting being moved by any of the myriad of violent forces that swirl by around it. And that's sort of the exact opposite of what's going on here, isn't it? Here we have a dynamic place that's constantly shifting, flowing, reforming, where boundaries and identities blur, merge, reform and separate again--surely it's terrain should reflect that? It seems to me that the materials from which this level is constructed should above all suggest a certain malleability. Having terrain which looks like it can and has persisted through the ages in more or less its present form sort of goes against the central theme of this level, no?
So what do you sugest that isn't a palette change?
Maybe something slightly more in the general vein of the terrain in the second half (i.e. after the purple section) of the video S.N.N. showed earlier in the thread; that is to say, platforms that don't quite appear to be constructed of any sort of familiar earthly material, but rather some sort of weird dream matter, which, though solid enough as it is as we interact with it in the present, we have little trouble imagining that it might grow, bend and twist into new shape and forms, or, once we leave it, dissolve into a liquid, flow, and then solidify into something else entirely.
Adecent palette can do that, the only diference graficly is texture, in snn's video, Theres barely any distinguishable texture.

some random-good-for-nothing palettes, just to sho with some color,to difirentiate from stone...
if i may make a suggestion, how about doing something similar to This Dungeon from legend of legaia. like perhaps the ground could look like regular ground at times but though exanimation will periodically turn into say, a colored mist or clouds ( or even a liquid metal like substance) before returning to a solid-ish state?
Originally posted by eclipse
if i may make a suggestion, how about doing something similar to This Dungeon from legend of legaia. like perhaps the ground could look like regular ground at times but though exanimation will periodically turn into say, a colored mist or clouds ( or even a liquid metal like substance) before returning to a solid-ish state?



Well, it might be too much work to do, given the deadline we are trying to achieve, and plus it's guaranteed that at least one of these phases will be using a lot exanimation.
Originally posted by xlk
Adecent palette can do that, the only diference graficly is texture, in snn's video, Theres barely any distinguishable texture.


I suppose it's really the texture which strikes me as unfitting here. Maybe it would indeed be better without any texture, or, alternatively, with a sort of pattern of bands or layers (be they vertical, horizontal or diagonal). Maybe something that gives the impression of a supercooled liquid; solidified for now, but easy to imagine returning to its former state.
Originally posted by Rameau's Nephew
Maybe something that gives the impression of a supercooled liquid; solidified for now, but easy to imagine returning to its former state.

So, a whter-likepattern thats smoother or with bands of color, Ill see what I can do...

First texture is based on thi image:
, and the other I made out of boredom...
Maybe make the ground fade out to nothing instead of having it completely solid.
That's actually a good idea, Lightvayne. Have the ground start as a fairly regular texture, and then slowly become more broken and/or non-existent as you move down a few tiles.

Keep the animations and decorations though - they work nicely. It's just the texture that's not really clicking right now.
When I said "a supercooled liquid", I suppose I meant something more along the line of a liquid which has cooled gradually, giving it a sort of smooth appearance akin to a liquid at rest or flowing gently (i.e. suggestive of unformed, primeval matter), rather than one that has frozen suddenly in a definitive, ripply shape, which essentially has the same evocative qualities as a stony texture. Maybe even throwing in some bubble-like things might even work? Or perhaps that's taking my own purely comparative metaphor too literally...?

That said, having the ground fade out is certainly an interesting idea as well. Alternatively or in supplementation, what about land which (at least below the surface layer) actually appears to literally flow? I has initially planned to use a vaguely similar idea in the will-o'-the-whisp cave section of EREPHS EHT RAEF, but abandoned it for fear of making the player go cross-eyed, but perhaps something like that could work here? Tying in with the above-mentioned idea of having things gradually change as level progresses, maybe we could have it only flow to a very small degree or not at all in the first section, and then get faster and faster as the level goes on. Or, if we want to get really fancy, we could have it flow at a steady, upbeat pace in Happiness, breezily undulate in Mischief, go back and forth confusedly in Perplex, decrease to a slow crawl in Sadness, and fly by at great speeds in Anger? Possibilities, possibilities...
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion

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