As far as I know, this is the first (I think, correct me if I'm wrong) team hack created on such a large scale, and I think it was mainly more of an 'experiment' to see if a hack was possible under so many contributors.
Vip and Wall Mix (the first one) is the first large number of collaborators hack and it dates from like 2004. It was done by the 2ch community.
Nah, this is a good idea. Like, you're making a game, you're not really LOOKING for something, but looking at a global thread like this, you can be curious, have a look, and quickly see a bunch of stuff and think 'hey, wait, maybe this could be useful?'
The categories are alright if you're looking for something in a specific category, while this is more of a global 'window shopping' thing.
(edit - I agree they could use brief descriptions or something)
Originally posted by MrDeePay
Rupture in Reality - This isn't What the Hell!?, Raocow; and I'm not talking about the asthetics, either.
I am both tremendously happy and sad that this basically says everything, haha~
At the same time, you kind of want to have the final level of a given world feel special, because otherwise experience tells me it feels pretty empty. And just having a boss, if other levels have bosses, won't cut it. A 'castle' that lasts all of one room and ends up back outside, or something like that, is fine though.
Those images better be pretty dang amazing to compensate for the lack of events!
Do you think it's worth sacrificing a scrolling map for the 'main' overworld?
I just seems very... static, to me. Lifeless, like it's not really an overworld but a cloth map representation of an overworld.
I dunno, I guess I'm the only one that weren't a fan of dkc's style of maps then!
If you're looking at real oriental imagery, 'Oriental World' (this sounds vaguely racist honestly) would be closer to a foresty mountain valley than a grassland, honestly.
Not to sound the a2mt thing again, but you should have a testing thread in the forum itself, and HAVE to have it go through there first before even sending it out to the officers. It would save them a lot of time and trouble not to have to mess with the obvious things.
Originally posted by aj6666
I have an idea for the fire/ice map, since the world looks somewhat symetrical, what about making every level parrelel to its counterpart? In other words, every level in the supmap (exept for the ones in the middle) should be identical to the one in front of it exept for the sprites, palletes and some objects. If the fire part has lava, it will be replaced by water in the ice part; levels in the lava part will use sprites like podoboos, hotheads, and sparkys, while the levels on the ice part will use other ice-themed sprites (they will need to be custom since I don't remember any ice-themed ennemy in the original game). I know this could make the overworld somewhat repetitive, but if the sprites are unsed in a clever way it won't be a big problem. What do you think?
Can you honestly justify essentially removing the levels of potentialy four persons?
If you get rid of lives, what's the point of coins? How is a power-up a reward, when they can typicaly still be found with some relative ease? Do you all expect seriously that everyone is going to put power-ups in stupid places to find - but if that's the case, how do you balance the difficulty of early levels?
People who vote 'yes' - think about the consequences in a realistic way here.
edit: like seriously if there are no lives what's even the point of a shop. There is going to be very finite amount of 'buyable stuff', and there's already going to be coins all over the place.
The first game removed the little thrill that comes when you get a life from one hundred coins. The second apparently will remove them entirely, so gone is that little thrill period.
Piece by piece, for the sake of 'change', y'all are stripping away these little bells that goad and push the player foward.
tl:dr - I'm out. See y'all when this thing is done, let's hope the sequel is better received by people outside this community than the first one was.
Because it's not fun?
*shrug*
(mind you I haven't played there yet)
Basically it's really easy for you because you know the level.
Doing it blind, you have to learn by making mistakes, and it can take a while for everything to 'register' fully, especially when dealing with timing based critters, and semi-blind drops.
And even then, yeah, the time parts require a lot of precision that is kind of out of place compared to the level itself. It feels like a completely different level in the level.
Also the shyguys, seriously, how can you let them there like that.
Originally posted by TLMB
.
Plus Raocow, I was very sad when I saw your situation when playing my level :<
Ah, don't be. Ultimately it's a really well made level, it just needed some ironing to remove those wrinkles. These things happens!
My theory of why this happens is that when peeps play their own levels... They only play the bits they're working on, with like a door to skip to the relevant place. So they test each individual piece, and get the feeling that each of these pieces is of good difficulty... without actually testing 'the whole', how the entire level plays when it's all strung together.
So it wouldn't be so much 'no midpoint by design' but 'no midpoint by omission', because they don't think about it, since the level would be made in pieces, and assambled later.
Originally posted by Doomdragon
Faultless level design
hahahaha
You just keep on playing there, buddy.
If you're worried about people 'breaking into' the special world early, just do it like in Mighty YEAH: make the way to unlock it a series of really, really arbritary moves in a mostly featureless 'thing'.
And if you're worried that people would get the solution from outside the game - well, SMW had a special world you could access without beating the game. I don't see why the special world HAS to be post end-game; if anything that set-up tends to cheapen the 'real' endgame.
Originally posted by AxemJinx
-Grab these 20 coins in the correct order
-Finish the stage with the timer at xxx
-Get hit by this enemy
-Jump into this "bottomless" pit
-Use a bob-omb to blow up this landscape tile
-Melt all of the ice blocks here -Run over this roadsign with a motorcycle
Doing things like this would open secret paths from yellow-dot stages
no offense but this is kind of design philosophy has always been sort of retarded.
I'm honestly curious to see how this 'pre-reservation' will last when sign-ups start 'for real' and a bunch of people who never went here ever bounce in.