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Posts by Yanama

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(restricted)

Please don't use the following pictures in any hacks. I'll be really angry, and you won't like me when I'm angry.

Also, this is Part 1, which covers mainly the Layer 2 creation of the Overworld. Part 2, focusing on Layer 1, will be out later.


-Overall-

Hm... What's there really to say that isn't too complicated?

Overworlds end up setting the tone for the rest of the world. If you do a damp and rusty job, then people are going to expect less and less of your levels.

People also generally do some of the same themes over and over again. It's one thing to have your first world be a grass world, but just going up and down hills is not going to be that exciting, now is it? Just like levels, worlds also sometimes need gimmicks.

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A lot of people also place value on how your submaps are handled. The forest of Illusion usually stays as a forest, or it becomes a jungle. The Valley of Bowser and the Vanilla Dome are the levels that usually always stay as caves (The Valley, however, gets turned into lava in some hacks).

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Palletes don't always needs to be changed, and for a colorblind person (such as myself) it can be a pain to do so. Changed palletes aren't necessary, but they are nice.

Glitches in the Overworld aren't always easy to fix, but keep trying to fix them if you encounter any!


-Building it up-

I've put together three different ideas as to how to start your overworld.

-Basing-
A quick way to say, "Ask someone if you can base your Overworld on their Overworld. This option is not highly recommened, as you're not the one putting the pillars onto your monument of an Overworld.


-Random patches of grass-
This method is tricky, yet rewarding. to start out, take a 5 by 5 tile patch of grass (from the 8x8 editor). Then, copy it, and paste it randomly all over the area where you want that piece of land. (This works great on island-themed areas). After you have defined the shape of what you want, start to build around it (ie; make shores, cliffs, sides). The Pros of this method are quick and simple maps (that you can add detail to later). However, some people don't like this method (for whatever reason).


-Specific design-
A lei the title of this Method, Specific design usually entails a) thinking of what you want, b) planning out where things will go, and c) following the ideas you have previously set down.
From what I know, this method isn't very popular, becuase if a glitch or problem appears, it will usually take a while to move around the problem.

Bantoleon and Sbladei (other Team Five Star members) forced me to had me make the submaps of our hack with this method, which turned out nicely. This Method isn't really recommened for the Overworld.


-Trailing method-
AKA, "go with the flow". This is the Method I like to use the most for main-map overworld creation. As its name might infer, the trailing Method has you build one world/area at a time, and work around the other worlds in a hope to create a nice looking Overworld. Building one area at a tim has the added bonus of giving you time to come up with new ideas, as opposed to just rushing things through.


-Randomness (mark 2)
RaNdOmNeSs MVRK II
Randomness (Mark 2) is a step up from regular randomness. Bantoleon prefers this way of creating his main-map. Randomness Mark 2 (as its name implies) is simply throwing random 8x8 Map pieces around ( and I mean anything and everything from there,) until on creates a semi-definable shape. After one rounds out the rough areas, (this is probally one of the most time consuming parts,) they find a descerible shape, and make that area that shape.


That's all for now. If anyone uses this, then awesome! If not, then oh-well.


-Yanamanka (and some of Bantoleon)






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(restricted)
Originally posted by Manuz
Creative Ow, Yanamanka!


Thanks! Layer 1 wasn't shown on the Main overworld though, because I'd like it to be a surprise for the players of the hack when it comes out.


I also forgot to add something...

-Keep the dificulty at a constant rate of change. Base the overall difficulty of a world from which world it is, and how late in the game you are when you reach that specific level.
(This may seem like a no-brainer, but Bantoleon and I have played enough hacks like this to make note of it...)

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MINI UPDATE

12-24-08

To hell with Political correctness, Merry Christmas, Happy Kwanza, And Feliz Navidad Chicos!

Aww, I'm just kidding!

Anyways, Here's a mini-update to show what new things are currently going on at Team Five Star...

-Yanamanka finished the Over World...

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Here is your sneak peak. I call it a sneak peak because It only gives the general layout of the land, so It doesn't give away too many level spoilers.

-Sbladei replaced the Chomps GFX...

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Mario is looking up at the new graphic for the new version of the Chomp (Muncher, Black pirahna plant, whatever). Sbladei calls this new... thing... the electrocuter. Apparently, It's supposed to resemble an electricity spark, but I just don't see it...


-The New Level, Chip Chip Caverns, Is UP!

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The newset level, Chip Chip Caverns, is the third level you will find in World 2. Chip Chip Caverns takes you throughout the inside of a waterfall. It is the first ice level in this hack, and I beleive that the level design, being maze-like and non-linear, will keep you all entertained and interested.


That's all for now. I'll post the update either Thursday or Friday. (In my last post, I put the update on Thurday, or christmas. Yeah, It'll be hard to not spend time with my family on cristmas, so probally friday.)


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(restricted)
Originally posted by PSI Freeze
This looks great.
So, the demo will be released soon?
I really wanna play it. :D


Well, World 2 Is having some graphical glitches on the Overworld. If we can fix those, then all that will be left is the Castle and one other level.

So, We're thrying to target Version 1.1 to be released Saturday.

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(restricted)
Ohh... It looks really nice!

By that, I mean that I like the innovative Star background in the third level. I've seen that in some other game's foreground, but where?..

Anyways, I'll be sure to check this out!

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(restricted)
Alright... I've noticed in some hacks, they have an absoluteley ridiculous amount of ExGFX.

But wouldn't pasting the MAP16 files neededs for all of that ExGFX cause some serious problems from the overlapping? Is there a way to stop the Overlap?

An Example of the ExGFX overload is Brutal Mario...

Sorry if no-one really gets the question.

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(restricted)
Well, the Pallete for "CRAAZY" in the introduction looks... Bad.

---

In your second screenshot, you say...

"Is the only way to waking up to beat all of the levels?".

You probally meant to say,

"Is the only way to wake up to beat all of the levels?".


The next Sentence "Thus begins a new quest" needs punctuation at the end. If you take the advice I've given above, you should have enough room for an exclamation mark, or a period.

---


The Third Screenshot features a pretty bland map, which is basically a lake and some pipes ontop of a plateau. I'd also suggest giving you cliffs lines, which lets people differentiate what's closer on the cliffs and what is not.

--

In Screenshots 4 through 6, you seems to be creating a Kaizo-like atmosphere. By Kaizo-like, I mean a horribly steep difficulty curve.
Also, In these Screenies, Your Switch Palace area has LOTS of cutoff-tiles, especially on the corners.

The rest of the Hack looks original and placed together nicely. I hope I'll enjoy this! I'ma gunna play it as soon as I can!



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Originally posted by Mother 3 - Snowman
I like the idea... but if there's going to be color questions, I'm so screwed. I can't tell red from orange, green from yellow, and blue from purple.


Oi, you and me suffer form the same thing! Colors are my enemy!


Back on topic, I think the idea is pretty inovative, and I'd love to see how the idea is handled. Post more screenshots when/if you can!

-Yanamanka

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Uh, YoshicookieZeus, If you don't mind, I have some constructive criticism on your hack... I'll narrow it down to the most important stuff.


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-In the first level, there is this door that is acessible by only tiny mario. First off, the door is a tad cutoff from the slope. Secondly, this door leads to a monrail level, which you cannot escape from. Instead, you have to wait for the timer to run out and let you die.


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-In the Second Level, Chuck Caves, you have some serious cutoff problems with the lava. Try using Map 16 to make the other side of any lava.


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-This half of the cave consists of jumping from ground over lava. With, of course, Cheep Cheeps kamikazeing themselves out of the lava and at you. This REALLY, REALLY, (and I mean really), does not make any sense to me! Fish live in water, not lava...
-The Area to the right also has you battle the KamiKaze Cheep Cheeps to get a 1-up. The Twist? There's a pitchin' Chuck rioght next to the 1-up, almost ensuring that you'll get hit by either the Chuck or the Fish.

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-This Area was ridiculously cruel. =( Above Mario, On the Cement block, there was a splitin' Chuck. Not only was the slope very steep and icy, but you must also dodge Chargin' Chucks over icy lava. Maybe you could make this area less steep?..

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-I suggest changing the pallete in this area.

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-Wait... so you go into a pipe above you to get into a Cave... Only to come out of the Cave directly below where you started?..

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-It's not really the Kaizo trap that's the problem, but more that it is VERY hard to backtrack to the pipe where you can find the P-switch. You should probally forwarn people about this a little earlier.


That's all I found currently. I think you have an aweosme idea and game being set up, just try to fix some of the errors.

-Yanamanka









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Alright Everyone, Time for a MAJOR Update!

I had writtien this at about noon, but the forums won't let meh double post. Oh well.


---12-25-08---

MERRY CHRISTMAS! (I got an Xbox 360! YAY!)


Alright, first things are first! Here are the major updates that went on in the past week or so (that weren't just important enough to make it into a minor update).


Yanamanka's Fixes:

-A Glitch in the Opening Sequence was fixed. Before, Mario would look like he got hit by a Koopa, and now It doesn't.


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-All of the Corners in Yoshi's Canyon are no longer cutoff. Cutoffness-man, you have been defeated.


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-Peach's Castle no longer sends you to an Endless Bonus room is you go into it from the very left.


Sbladei's Fixes:


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-As seen, Sbladei changed the Graphics for the Message block. I like it!

Additionally, Sbladei made a HUGE contribution to the hack! Details are further down!


Bantoleon's Fixes:


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-Bantoleon enhanced the Puzzle in Morton's Tower. It looks pretty nice now.




-----
SBLADEI'S ULTRA MEGA SUPER-SHOO-DA-WHOOP FIX
-----</b></i>


We Have Custom Music now! YAY! Sbladei helped to insert the nusic, so we finally do not have to listen to the same six level tunes anymore.



======
New Pics and Photos
====


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-The Top Picture is Yoshi's Valley.
-The Middle picture is a sneak-peak of World 3, The Inky Caves.
-The Final Picture is a sneak peak of World 6, The Death Marsh.

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-There are ways to backtrack now in Cream Lake. (By the way, the tiles to the left AREN'T cutoff. The Picture was just cropped oddly.)

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-Mario gets a running start in Yoshi's Canyon.

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-Mario Stumbles upon something the Goldenrod Ruins.

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-Wots Dis? [/accent] Yep! A Mysterious door has appeard the Yoshi's Valley. Guess where it goes?..

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-The rooftops in Shroomville are great places to escape from the Charging Chucks that populate that side of town.





New (Revised) Credits... (since people deserve credit!)


Bantoleon : Pictures & Movies
Plot
ExGFX
Level Design
Yanamanka : Overworld
Level Design (7/8)
Backgrounds
Tester
Map16
Sbladei : Level desgin (1/8)
Sprites
Music


+-+-ExGFX-+-+

:::FG:::

Kaeru : Alternative Grassland Set
The V : Courtyard Set
Snowy Field
System : SML2 Graphics
An00claus: NSMB Mountain Set
WhiteYoshiEgg: Magic Boy- Ruins
Spigflake: Beach tileset
St. Nick's Nutcrakers: Demon's Crest Forest/Swamp set
Snowikku: Dino City Ice Cave


:::BG:::

SCORPOIN: Marching Midles Fort

:::Sprites:::

Icegoom : Redrawn Mario (Tankooki Suit) & Luigi
Daytonthegreat & Icegoom: Mario's Sprite


-+-+-Patches-+-+-

Ringodoggie : New Coin counter
-Mario-Linkiejj- : Big fireballs
Synth : New Powerups
Ty Yoshi : Screen Scrolling Pipes
Aiyo: Screen Scrolling Pipes & Redrawn fix
KilloZapit : Health Bar
Glyph Phoenix : Trust Fund
BMF54123 : Time Up Glitch Fix


-+-+-Tools-+-+-

FuSoYa : Lunar Magic
Lunar Compress
Lunar Expand


+-+-Music-+-+

Gust Garden Spigflake
SMG Comet Observatory Spigflake
Dr. Mario: Chill Bokkun
Chaotix (Marina Mad.) Bokkun
Bramble blast mario90
Yoshi's Island Castle Bokkun
LTTP: lost woods Letty Whiterock
LTTP: Dark world Bokkun
MS: Bianco Hills Bokkun
ML Pit professor Kyoseron
Mystery House ???
Goomba village Bokkun
SMG Fire Mario Bokkun
Star Festival Spigflake
Gary-Champion Battle Robot Santa








Oh, And I also have more great news!
BETA Version 1.1 of "Mario: The Galaxy chronicles" will be out either tonight or tomorrow morning (Depending on whether or not my files want to zip).

Team Five Star hopes you all enjoy it (If it gets accepted)!

Unexpected end tag (</b>) at 2346, expected </u>
Unexpected end tag (</i>) at 2350, expected </u>
Tag (i) was not closed.
Tag (b) was not closed.

Notte Luminosa Progress:

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I'm glad that you're fixing some of the things! I don't mean to burden ya, but Banotleon and Sbladei found some other things that were iffy.


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-If you hit the P-Switch in the Red Switch palace, this can happen. I'm pretty sure this is fixable, but I'm not entirely sure how. Anyways, this destroys your backtracking route if you are big Mario.

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-Right around this area was a slightly funny trap. If you run past the Yellow Switches, you fall and die. Hoever, you can glitch your way over and underneath the normal ledge tile for a split second.

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-I'm pretty sure FuSoYA came out with some screen-scrolling pipes. You should try to implement those here. Either that, or I suggest using tile 0x12C for Pipe transitions.

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-There were missing sprites throughout this area. Maybe save the Bullet bill launchers for the next screen?

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-This was a completely blind jump. Try to use coins to guide players down to a safe spot (While keeping the Yoshi coin an optional area, like you have).

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-The boos in this section make it incredibly hard to go places. Maybe you can mvoe one of the boos, or take one out?


This is really all We've found. World 2 was pretty much devoid of that many problems...

Except that it is completely possible to swim under the "Sea Gauntlet" In world 2.



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(restricted)
Originally posted by iceluigi
Originally posted by Yanamanka

:::Sprites:::

Icegoom : Redrawn Mario (Tankooki Suit) & Luigi
Daytonthegreat & Icegoom: Mario's Sprite



I see a big mistake! Icegoom did not make Redrawn Luigi, it was me.
TO start with the hack you are using as a base was the one im working on, which is: SMW Redrawn V.2.

But anyways, I see alot of clashes in your hack, but the biggest one is the title screen.



Ah! I see! Thanks for bringing it up!

As For the Title Screen, Sbladei is making us some EXGFX for it, so hopefully he'll be done soon.

As for the Style Clashing., you have a good point. The Background SHOULD be just as detailed as the foreground! I'll make sure to go back and fix a lot of it up.

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Aya, check out the updated Main Map! Any Comments/suggestions?

Photobucket

(Again, Layer 1 isn't visible. I don't want to spoil anything!).

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