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A Different Interpretation of "Water Level"
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2022 - A Different Interpretation of "Water Level"
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Most agree that water levels aren't liked. They're slow and annoying and dumb and they get everywhere!

Well, this is my solution to water levels:

Eh... I think this is not what you mean with water level? Well, yeah, it's "level" as in height, not stage.

Anyway, what I created is the patch Interaction Line. In short, it separates a level into two halves: One with interaction and one without. This makes great as an alternative tide interaction, particularly because it doesn't cut the level in half and is much faster due to the lack of a second layer interaction.

In fact, because it isn't a layer 2 interaction, the height is also much more customisable and the image is separated from the interaction:

And yes, this water is layer 3. Normally, layer 3 graphics loop after 512 pixels, particularly because its tilemap doesn't update unlike layer 1 and layer 2, this one doesn't and loop at different points (here between 288 and 512). I also could have created the water with HDMA on the colours, that also works, just not implemented for now.

In addition, I also have created the Crystal Tap from Super Mario 64:

After all, if the first image showed that the tide isn't customisable in height, what else?

Naturally, the interaction doesn't have to be water as well but you may also have lava instead:


Enjoy!
(Side note: I only provide the graphics for the Crystal Tap. If you want to have proper lava graphics, you can use these graphics. For the layer 3 images I used in the examples, they can be found here)
I agree most water levels tend to feel like they drag on or quite slow but this will add some uniqueness to them and a nice aesthetic.

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Really love how you pulled that out,
I feel this feature will allow users to easily re-create water levels as seen in SMAS:SMB3 or even better SML2.

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Fantastic work! Anything that brings more water caustics to the world is fine by me. The Wet-Dry World crystals are also an amazing touch! Since the tides could act like anything, it'll be interesting seeing those possibly interact with more unusual features, like the Metroid acid, or tides that are only 5 tiles thick or something.

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I feel having Water like this is the ideal way to design levels that have underwater elements. Having the option not to be bound to either the Land or Water opens up a lot of possibilities when it comes to designing levels.

The fact that all these examples seem quite customisable in how they appear and function is really great. I like that in addition to Water we also got some Lava interaction as well.

The SM64 Crystal Tap looks like a dynamic way to have the player traverse a levels terrain as well as allowing them to decide on what water level suits them best.
Does the Crystal Tap work with the Lava setting? That would be amazing having the player need to change the lava level in order to progress.

This is some solid work MarioFanGamer. #smrpg{cool}
This seems useful for levels with an interactive Layer 3. Like you said, making them take less processing and block data space is nice. I take it the interaction line (and possibly interaction type) is stored in a RAM address that can be modified within the level? Is the position of the line based on Layer 1?

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The SM64 crystals are awesome! This opens up a lot of fun possibilities - good work MFG #ab{:)}

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I can already imagine people finding cool ways to use those Mario 64 crystals
Hey, thanks for the feedback!

Originally posted by 1UPdudes
Does the Crystal Tap work with the Lava setting? That would be amazing having the player need to change the lava level in order to progress.

The underlying code is the same, all what needs to be changed is the value stored to !InteractionType (i.e 0x04 instead of the default value 0x02). Yeah, I didn't add the interaction type for the release but still.

Originally posted by imamelia
I take it the interaction line (and possibly interaction type) is stored in a RAM address that can be modified within the level? Is the position of the line based on Layer 1?

The solution is, as for now, UberASM only, though I plan to include some objects for an easier implementation. Naturally, the value is controlled solely in RAM (see first and third image) and is independent of layer 1 position.
Nice sprite, but is there a Layer 2 version of this sprite?
Yoooooooooooooo I'm definitely making a level with this asap, I love designing water levels and this is absolutely awesome!

There's so many ways to use this with other sprites or interactions that would make for hundreds of unique challenges, so I wouldn't be surprised if this ends up as somewhat of a staple of people's hacks in the future...
I've been following the progress of this in the discord server, and it's great to see it released! It's going to open up a lot of new creative potential for water-based levels, and I look forward to seeing what people do with it. Good job!
Loved these bodies of water (and lava) ever since I saw them surface on Discord! These will definitely provide many fresh takes on new water levels, those Crystal Taps especially. Seeing them in action through others' works eventually will definitely be neat.

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I really like this! It's simple, yet also really useful, and I think it already looks way better than SMW's default layer 3 water. I think with a bit of wave HDMA, it has potential to look even cooler. Even it its current state, it seems to have quite the potential for cool levels. Especially the "change level with buttons" version. It reminds me of that one level in "A Plumber For All Seasons", except now potentially more people can make levels like that.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!

Useful, and with great graphics

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It's interesting how when you were making this, and sharing your progress in the Discord server.. I ran into a scenario where this resource is just what I needed.
It was a neat little coincidence!

Anyway, this is a really useful resource. Time to say goodbye to your levels being cut in half, and sloppy, slow layer 2 interaction code!
Gotta replicate Wet-Dry World with this one. This patch is totes wicked, especially the Crystal Tap sprite!
Not sure where to put here... or is it? (Also: Yay! Old layout!)
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Hell yeah, this definitely looks a lot more pleasant to work with than the original water in SMW. I can already see some fun setups made possible with being able to change the water/lava level dynamically too. Excellent work, MFG!
Finally, more customizable water. Thank you for making this. I feel that lava, water and etc are underrated mechanics because of how hard is to work with them. Hopefully, we will see some really neat levels using this cool ASM.

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Originally posted by Roberto zampari
Nice sprite, but is there a Layer 2 version of this sprite?

The sprite as it is, is fully function but you have to modify the included UberASM code so it affects the layer 2 position.

Originally posted by RPG Hacker
I really like this! It's simple, yet also really useful, and I think it already looks way better than SMW's default layer 3 water. I think with a bit of wave HDMA, it has potential to look even cooler. Even it its current state, it seems to have quite the potential for cool levels. Especially the "change level with buttons" version. It reminds me of that one level in "A Plumber For All Seasons", except now potentially more people can make levels like that.

A better and more generic way to handle waves HDMA is something I plan at some point (I already showed off something similar last C3 but I plan on doing a better way). Of course, the graphics aren't the main highlight, considering I already released them, just one way to test out the graphics (of course, this is just your thoughts).

By the way, I plan on releasing an object based solution. This is less flexible than using good ol' UberASM, though it is useful for baseROMs (such as BLDC).
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2022 - A Different Interpretation of "Water Level"

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