| 13B - Phantasmagoria(?)- General Discussion |
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion |
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| Posted on 2012-04-07 06:06:55 AM |
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The Yoshi one and blocks with screws are okay but I'm not sure what those tiles next to the shooter for the bulletbill shooter is ... I'm not sure if I'd override them.
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| Posted on 2012-04-07 06:14:34 AM |
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Originally posted by cstutor89The Yoshi one and blocks with screws are okay but I'm not sure what those tiles next to the shooter for the bulletbill shooter is ... I'm not sure if I'd override them.
They aper to be empty except in one level were it apears to be used for exanimation...
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| Posted on 2012-04-07 06:16:52 AM |
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Okay, go ahead and use them. If we need to change it later, that won't be too hard to do.
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| Posted on 2012-04-10 06:52:59 AM |
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Sooo...provided doing so wouldn't end up murdering us on the ROM space front, would it not be perhaps a good idea to put the terrain animations in the ExGFX60-something slot, so that all designers could simultaneously use them as well as any other animation frames they may need specific to their particular phase? I imagine that since we're attempting to make a decidedly unique, experimental level, clever use of ExAnimation would play an essential role, and indeed, from what we've seen of the concept demonstration, Phase 3 might be heavily dependent on it for its gimmick to function in the first place.
Likewise, for additional efficiency, we could try to put any unique animations we may need for the particular phases on a single, shared graphic file, to prevent things from degenerating into complete and utter anarchy.
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| Posted on 2012-04-11 12:57:19 PM |
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Hows it going on a finished version of this xlk?
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| Posted on 2012-04-12 11:26:59 AM |
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Originally posted by LightvayneHows it going on a finished version of this xlk?
Have to make some tiles, but before that, I have to burn down the school, or just wait til friday afternoon...
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| Posted on 2012-04-15 03:37:26 AM |
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Wow, just finished, but realized I had inserted the gfx file in the wrong gfx slot...so yeah, Ill have to redo it, and also double check it sorry for the delays
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| Posted on 2012-04-15 07:45:01 AM |
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No problem man, you put a lot of work into it, looks awesome.
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| Posted on 2012-04-15 09:31:20 AM |
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How do I export the exanimations?Not the gfx file, but the setup of the animation, in the goldenbricks icon.
Once I know this, I'll be done
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| Posted on 2012-04-15 11:10:04 AM |
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The only way I'm aware of doing it is exporting a sample mwl file with the animation in it.
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| Posted on 2012-04-15 12:19:35 PM |
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http://bin.smwcentral.net/u/10043/finally....rar
Finally
Well, theres an mwl file with a 105 level with the animations, just copy all slots.
There is still space in the gfx file and more posible tile combinations, I just ran out of space(nearly a whole page), so I you need any specific tile, let me know/reserve some map16.
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| Posted on 2012-04-16 12:06:59 AM |
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As I said before, if such is at all feasible, I think it'd be a really, really good idea to put the terrain animations on of of the ExGFX60s, allowing them to be accessed through the AltEGFX file. Otherwise the player is going to be forced to choose between using the terrain animations and using any other sort of animations, which really doesn't seem a good restriction to put on the designers in a level of this sort.
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| Posted on 2012-04-16 08:09:18 AM |
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ExGFX60 looks pretty full already and there is already a lot of animation to this. I do not see it fitting in the file. :/
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| Posted on 2012-04-16 06:01:14 PM |
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I was trying to say "one of the 60s" in the above, e.g. ExGFX62, or anything else that could be used in the alt ExGFX for animation slot, not necessarily on 60 itself.
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| Posted on 2012-04-18 10:37:13 AM |
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@xlk, I had to move the ExGFX slots you claimed for this since it was already taken up. The General tileset for 13b is now going to be A2 which should be in FG3. The animation for now should go in 252.
@Rameau, if you or xlk want to attempt to make it work with 62, that would be great. I reserved that slot for you if you can get it done, that would be awesome.
EDIT: I have a few questions/ concerns about the tileset:

Red circle: can you make a version of this that have the brown background on the corner tiles like the ones 3-4 tile to the right of this.
Green circles: wat the hack r dees thingz?
Blue circle: I moved the animation for this around a bit so the 2 flat surface particle effects can be used as one object instead of having to alternate between the 2 and wasting precious rom space. Please do so in your version.
EDIT2: also can we use a different palette row for this, it currently uses the same palettes for coins and ? boxes, so if we wanted to adjust the color, it affects this too.
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| Last edited on 2012-04-18 04:37:27 PM by Lightvayne. |
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| Posted on 2012-04-18 09:46:27 PM |
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Originally posted by Lightvayne
@Rameau, if you or xlk want to attempt to make it work with 62, that would be great. I reserved that slot for you if you can get it done, that would be awesome.
This I can do. I can probably also cut down the number of ExAnimation slots used, which will offer our designers a bit more flexibility as well.
Also, do you think you might be able to provide us with that test level seen in the tileset videos, xlk? That might help people to better see how some of the individual pieces of this tileset can potentially fit together...
EDIT: Arright, meshuggeners, here's yer funpack. I had to substantially rearrange both the source frames and destinations, but I was able to reduce the number of slots needed from 16 to 5. The only casualty of any possible (if highly dubious) significance was the corner 8x8 of the flippy part of the net, and hardly anyone uses flippy nets anyway (the normal nets should not be affected in any way). If, however, it turns out you have a brilliant idea in which flippy nets play a central role, don't flip out; just disable animation slot 9, or alternatively, make it one 8x8 smaller, change its destination to BB and input the next tile over for each frame in the animation slot; the only thing you'll lose this way is a part of the steepest slope animation. And in the exceedingly unlikely event that you absolutely need both that and the flippy net which nobody uses in the first place, just do the above and make another 8x8 animation with the slope piece on a slot which syncs with 9, and put its destination elsewhere. Simple enough.
If you started building anything with older editions of the tileset, just import these animations and the map 16 page, and everything should work fine. The map 16 page provided is functionally and structurally identical to the older version, just with the 8x8 tiles for the animations remapped, so it should look and behave identically to any previous version. If it in some respect doesn't, let me know, and I'll try to correct the issue.
By the by, since we already have 252 marked off, why don't we keep that for any additional, phase-specific animations we may need in this level which cannot be found on any pre-existing files? Might be more efficient (if requiring bit more communication) to keep them all in one place...
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| Last edited on 2012-04-19 05:41:01 AM by Rameau's Nephew. |
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| Posted on 2012-04-19 01:01:41 PM |
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@lightvane:
most of the green circled things are shading, what apeared at the bottom, but on diagonal.Also, seems like I might have sent an older version ¬¬ I'll fix that.Also, I ran out of space, so many posible tiles where missing.
@RN
I hope I made it not too hard to tile, only thing is to make a test level to showoff help understand how its meant to work.Ill posibly do that tomorrow, if not saturday morning.
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| Posted on 2012-04-20 02:30:39 PM |
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@xlk: We can use bits of page 1C that haven't been claimed also if you need more room. If you need additional room for animation, RN just made you a ton more room. This is the final level, we want it to look beautiful ;)
Also, what is different exactly in the newer version?
@RN: Looks good so far.
The tileset is practically done other than the palette row needing to be changed and the fix I posted in the blue circle I posted below. Do you think the set would like good if we added a palette animation to it to kinda give it a "glowing" feel?
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| Posted on 2012-04-20 02:53:00 PM |
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2-3 8x8 tiles.I'm still trying to find that gfx file 
Also, in the gfx file, there should be some slopes, wich don't have animation.These are intended for going on the bottom or if a ceiling is necesarry(as the spheres go up).
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| Posted on 2012-04-20 03:01:20 PM |
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Also as RN asked, could you post a test level with some of these tiles used in it's intended way? I'm currently trying to make one myself, but I'm not entirely sure I'm using them right.
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - 13B - Phantasmagoria(?)- General Discussion |