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| Just a few overworld musings |
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Forum Index - Events - SMW Central Production 2 - Just a few overworld musings |
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| Posted on 2012-03-12 06:45:10 AM |
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@increasing Mario's OW walking speed: I'm all for it. We should probably make that change rather subtle though; anything strikingly obvious might seem forced.
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| Last edited on 2012-03-12 06:45:25 AM by WhiteYoshiEgg. |
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| Posted on 2012-03-12 07:10:09 AM |
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^ I agree with the above. I don't want him to be moving exceptionally fast (especially because it'll actually break above a certain speed), but we can definitely knock the byte up by one or two.
Originally posted by AxemJinxideas
These are some great ideas, especially the diagonal Jeptak on the sky map. If we're feeling incredibly mean, we could actually have overworld obstacles also take away powerups or lives in certain situations as well.
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| Posted on 2012-03-12 08:03:31 AM |
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Originally posted by S.N.N.If we're feeling incredibly mean, we could actually have overworld obstacles also take away powerups or lives in certain situations as well.
This case of "incredible mean" is what I think is pretty cool, if executed properly (not something like prior level gives you 2 capes/fire flowers at the end and the game says "fuck you" and removes them)
I wouldn't take away lives however. That's to much.
@Axemjinx I don't think this idea is pretty creative to be honest... and on the main map, this could lead to Slowdown. I would prefer some sprites which beefs up the overworld or trolls Mario. The level name itself is hint enough.
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| Posted on 2012-03-12 08:27:03 AM |
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Originally posted by Shog@Axemjinx I don't think this idea is pretty creative to be honest... and on the main map, this could lead to Slowdown. I would prefer some sprites which beefs up the overworld or trolls Mario. The level name itself is hint enough.
Not all of them need to be sprites, though.
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| Posted on 2012-03-12 08:27:15 AM |
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Three more random notes:
- I'm linking AxemJinx's ideas for "themed" OW sprites, though we should be careful not to overload the map with them. More than one or two at a time might get distracting and/or visually confusing.
- The spotlight idea sounds neat, yet a bit... counter-intuitive perhaps? I don't know, it might be wise to put a warning message in an adjacent level, just to make sure the player knows what's going on.
- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
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| Last edited on 2012-03-12 08:46:23 AM by WhiteYoshiEgg. |
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| Posted on 2012-03-12 10:17:48 AM |
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Just to clarify, the level-specific sprites/animations would mostly only be active on their individual level tiles (if possible?), if we decide to do any of those. I agree that if we had everything going on at the same time, it might be visually overwhelming :b
Originally posted by Giant Shy GuyBetter yet, girders dancing
I approve ^_^
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| Last edited on 2012-03-12 10:18:12 AM by AxemJinx. |
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| Posted on 2012-03-12 01:19:45 PM |
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Originally posted by S.N.N.These are some great ideas, especially the diagonal Jeptak on the sky map. If we're feeling incredibly mean, we could actually have overworld obstacles also take away powerups or lives in certain situations as well.
If executed well, then yes.
Also, if were doing this, we need to have something that gives powerups.
That being said, wouldn't it be awesome to have randomly appearing Bonus Magicians?
I do not know any level that uses the sprite's feature of giving power-ups (extra bit 2); if we can have a OW sprite that send Mario to a level with this, it will be really awesome.
Also, if Mario does NOT beat the the Bonus Magician (he doesn't get to the end in time), then he'll be kicked out.
Although...it'll create the problem if there is only 1 Bonus Magician level, since after a while playing the same game...it'll lose its magic (pun intended).
~~~~
Back to my dancing Girders...
I am really serious now; last night I was jokey about it; but now it would be REALLY awesome to have Dancing Girders
<3
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| Posted on 2012-03-12 02:21:06 PM |
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Originally posted by Sonikku- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
Sonikku has some pretty nifty code for this, actually. I'll see if he's interested in sharing it with the project.
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| Posted on 2012-03-12 02:28:05 PM |
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Originally posted by S.N.N.Originally posted by Sonikku- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
Sonikku has some pretty nifty code for this, actually. I'll see if he's interested in sharing it with the project.
If we use OWASM, could we include OWHDMA, too? It would beef up the Overworld, too. Of course the HDMA can be handled in the end.
@Giant Shy Guy, I agree, something what gives Power-Ups would be nice. It doesn't have to be complicated, either.
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| Posted on 2012-03-12 03:39:58 PM |
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Originally posted by WhiteYoshiEgg
- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
Originally posted by SNNOriginally posted by Sonikku
- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
errr k
In all seriousness, i found the OW a bit lackluster in smw. It may be cause nothing was really going on. I guess you could make the OW, i don't know, a bit busier? IDK, it just seemed the only thing going on were the events.
And something about the submaps, i never liked how you could basically see all of it at once. Sure that gave a misson (First thing i saw in smw was iggy's castle, so i made my way there), but aside from creative secret exits, you couldn't hide anything. I guess you could make a sprite (if its not already made) that zooms in the submaps a bit more? I mean, it seems like a good idea...
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| Last edited on 2012-03-12 03:40:14 PM by ShadowFire. |
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| Posted on 2012-03-12 04:03:31 PM |
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Originally posted by S.N.N.Originally posted by Sonikku- A small piece of OWASM code that moves layer 1 up and down ever-so-slightly could make for a neat "floating" effect on the sky submap.
Sonikku has some pretty nifty code for this, actually. I'll see if he's interested in sharing it with the project.
See: http://www.youtube.com/watch?v=qb6kBXizCqk
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| Posted on 2012-03-16 08:05:52 AM |
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After watching that video the vertical scrolling of the castle I agree could look very nice if used in world 6. As for OW sprite setups, I honestly thought that we were going to go with something similar to NSMBWii, where a small section of each world is dedicated to letting a few enemies romp around in their own level, and if you bump into one on the OW and defeat them all in their bonus course, you would receive a prize (in NSMBWii it is 3 mushrooms, but this doesn't have to be the case).
For instance, in World 1 we could possibly have Goombas or Koopas or something along a square segment of paths, and if you come in contact with it you would have to fight a whole onslaught of them. Or in World 3 you would have to fight Ninji's or Ninja chucks, and frostees in world 7.
I also noticed some people mentioned using the Bonus Magician sprite on the OW. If we go with this sort of 'designated enemy area' setup then I think the Bonus Magician sprite would fit nicely in World 9.
Also, I really like the idea of lily pads that pop up periodically to allow Mario to pass, and balloons in World 5. If we're going to include sprites, they should all serve a purpose so the space isn't simply wasted on aesthetics. Balloons could carry bombs and fly past certain paths on the overworld, if you get hit by the bombs you could loose coins or powerups.
Hell, why not make a part of the OW be ON a roller-coaster? I can't think of a purpose for it though.
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| Last edited on 2012-03-16 01:33:47 PM by Kojeco2. |
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| Posted on 2012-04-04 09:19:59 AM |
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I think that one already exists in OW Spritetool's default package.
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| Posted on 2012-04-04 02:56:47 PM |
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Besides, is it possible that you, Giant Shy Guy, never read anything that's posted? The Airship was suggested multple times excluding this thread as a faster overworld movement
(Wait you won't read my post, why did I post it anyway?)
What I think what's a neat idea for the overworld would be level names like following:
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Level 5-4
Treetop Tumult
And secret level...
QuoteLevel 5-A
Girder Grasslands
This gives the player a sense which would be the "prefered" or planned route so to say: Sometimes than I play a hack without it I'm never sure if I missed something really important and the nonlinearity is sometimes confusing. It depends, however, how exactly we want to design the overworld: Non-linear or pretty much linear (like SMW: Most of the OW, except Forest, leads pretty much to Bowser's Valley)
Latter should be combined with longer Levelnames
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| Posted on 2012-04-04 05:15:43 PM |
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Originally posted by ShogBesides, is it possible that you, Giant Shy Guy, never read anything that's posted? The Airship was suggested multple times excluding this thread as a faster overworld movement
If you mean that I have to lurk more around this forum to find something that mentioned airship just to see if that the airship idea has been suggested multiple times as you oh-so emphasize, then no, I did not read things from way back and went to each and every thread because 1) they've been discussed and the matter is closed and 2) I've only been active here since January.
In all actuality, I did not read any of the first posts of this thread mainly because I was focused on more on what SNN has said on the first post. I saw this thread and SNN asked, and I answered. What the other people answered was not my problem then.
Why the hell would I, someone who only notice this collab, go back to all the threads - especially planning threads - when they were already discussed and planned? Do I have not the right to ask or suggest something that I didn't know was already discussed?
What if I didn't realize and ask that Luigi is currently non-existent in this hack while there actual some discussion of taking him out because foop never even finished Mario himself? I wouldn't be here taking my damn time that I could spend on something else recreating Mario to Luigi.
I know that an airship was mentioned on the first page, but that idea didn't give me off as something like was shown on the video. The video was more of an easier to travel from one place to another thoughout the OW without as replacement for a pipes or hub OW to get around.
And you, of all people, are trying to tell me that I never reads any posts when you got chastised for not following the project at all in this same thread?
Originally posted by Shog(Wait you won't read my post, why did I post it anyway?)
Now that is just plain rude, snarky, and unjustified. If you take the times that I did NOT read a post, then it would seem like I'm a dumbass who has posts something out of the blue.
If you actually think that all the time I've been here on SMWC - that all the things I posted and helped around here especially as contribution to the collab - is nothing but questions and suggestion composed of uneeded crap, then I don't know where you have been.\
I saw this airhsip thing that I've never seen before - especially that I've never even tried using custom OW sprites - and thought it would be a cool idea. If it's a no then it's a no - my post there was a slight mockery of someone who finds something that mesmerizes them and their reaction.
I have been trying to work on reading post ever since that hurt boss incident - I'm working on posting to know what I'm saying.
Sorry, I know this completely off-topic and personal, but if you are trying to make me learn to go back in time and read threads and pages and words to stop posting shit, then you could do better than making a snobbish comment like that.
Before anyone goes on trying to put down what I said, I will say now that I am only angry because of how uncalled for that comment was. I will not stand here and be criticized with a snarky comment rather than actually being helped and just politely point out what I did wrong.
~
Now that's out the way, I've always liked how NSMB and subsequent games incorporated the "World - Level" thing and expanded it. Maybe we can use the Longer Names thingymajig and add that to levels like how other people suggested?
Last time I checked, there are unused tile on the Letter tiles thing - maybe we can add the image of a ghost-house, castle (although...I'm not sure how we'll do that with Crystalline Citadel, since, well, it's a normal level yet it's a fortress), and maybe some other things?
1-1 Girder Grasslands
1-2 Plateau Pumpes
1-3 Smoggy-Steppe
1-4 Switch Scamper
1-5 Velocity Valves
1->castle image< Reclaimed Refinery
1-A Hiker's Hollow
1->switch palace image< Countdown Chamber
Although...I don't know if it's possible to get colored words/images...
Also...going way back to the dancing girders, which I really want to see in the hack (although won't go batshit crazy if doesn't) this is what I was thinking about.
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| Posted on 2012-04-04 05:47:00 PM |
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Nice proof of concept there. I like it a lot. Are you modeling it after the dancing palm trees in W2 of SMB3? It would be awesome incarnate if we could make the girders dance in time with the music, but W1's music doesn't really have the right beat.
And in case this hasn't been posted elsewhere, I like "Canopy Clamber" for Treetop Tussle. Very DKCish, and quite literally accurate too.
And putting level order in the OW's HUD isn't a bad idea either--the NSMB series does it nicely.
One last word though: Freeroaming OW was shot down early in this thread, by a landslide. I can't see it be worth implementing if we only do it "for the hell of it"--it would just be tacked on. Make of it what you want, though--just my $0.02.
But I'm all for custom OW sprites if they're executed well. I was thinking of human cannonballs as the transport between levels in World 5, instead of paths. Or maybe the cannons could go with secret exits. It's perfect for the funfair aesthetic-- and yes, NSMB DS was my inspiration.
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| Posted on 2012-04-04 06:04:11 PM |
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Originally posted by Biospark88Nice proof of concept there. I like it a lot. Are you modeling it after the dancing palm trees in W2 of SMB3? It would be awesome incarnate if we could make the girders dance in time with the music, but W1's music doesn't really have the right beat.
I did not make this; this was made by someone else; I think Adama was hisn name here?
Originally posted by Biospark88And in case this hasn't been posted elsewhere, I like "Canopy Clamber" for Treetop Tussle. Very DKCish, and quite literally accurate too.
I would take this to the Level Names discussion thread...although, the Treetop Tussle new name has been voted on for four days(?), and Treetop Toss-up, no matter how it doesn't really make sense, won.
Originally posted by Biospark88One last word though: Freeroaming OW was shot down early in this thread, by a landslide. I can't see it be worth implementing if we only do it "for the hell of it"--it would just be tacked on. Make of it what you want, though--just my $0.02.
I know that RPG OW has been shot-down - I was one of the neigh-sayers. I'm talking about the Airship (or blimp, if you want to be a bit more accurate to the hack) can be used as somewhat of a..."Fly" move, taken from the Pokemon series, if you will, that you can ride to and from certain point on the OW.
It's just a different take on HUB Submaps or Pipes all over the map.
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| Posted on 2012-04-04 06:17:49 PM |
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Originally posted by Giant Shy Guy
Before anyone goes on trying to put down what I said, I will say now that I am only angry because of how uncalled for that comment was. I will not stand here and be criticized with a snarky comment rather than actually being helped and just politely point out what I did wrong.
Just want to clarify that my itention was not a "snarky" comment but rather the opposite, it seems sometimes that only the snobbish works (look how much you've written after that. I guess it proves that it "works". And I get your point, but I just wanted to write that because you've "spammed"(is there an equalient, not-so-harsh word?) the boss threads with the hurt state. Yes I know that's old, but I noticed it after trying to think about some new attack for some bosses and after I skimmed through them I noticed it. That's why I made this post in the first place because I noticed it again.sorry if you're insulted or something, not quite sure if you are. One additional off-topic besides flamin and everything: It seems whenever I post something like that here, someone gets really upset. I've another example if you want to know :/ (Note: It was a test actually!)
^Above is GSG related. (No, no shitstorm or something)
Furthermore, finally being useful, I want to say something about the ideas mentioned:
image in name
I think this has one downside (besides looking nice of course): You can't tell if secret or main path. (Except this isn't important)
And I guess it depens how the OW is structured(linear or non-linear)
Layer 3 as you know has 4 colors, two of them, however must be used!(OW border, the transculent one) So you have basicly two color images. Not sure if nice or not.
about level name treetop toss-up
I just wanted to make an example 
Animated OW
This is awesome! I like it, it allows for more Sprites on the Overworld, too. But it shouldn't be overdone I guess.
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| Posted on 2012-04-04 06:33:21 PM |
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Wow...I actually had a whole paragraph explaining how I am working on reading stuff beofre posting since the boss thread incident - I too it ot because I thought it irrelevant and made the er than it is post long. :I
But anywho, mmkay then...it sucks how the internet can't show our true emotions :/
Above is Shog related - and should probably be the final word on the matter.
image in name
Originally posted by ShogI think this has one downside (besides looking nice of course): You can't tell if secret or main path. (Except this isn't important)
And I guess it depens how the OW is structured(linear or non-linear)
Layer 3 as you know has 4 colors, two of them, however must be used!(OW border, the transculent one) So you have basicly two color images. Not sure if nice or not.
Actually, "secret paths", or alternative paths in NSMB/Wii, uses the alphabet (hence 1-A Hiker's Hollow) to indicate that this level isn't on the main path.
The Ghost-House, Switch Palace, and Castle logos are to indicate these three special levels.
If we're stuck with two colors, then maybe an outline would work? But with image thing...I'm not even sure if would fit an 8x8 tile...
~
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