Banner
The Overworld Design Contest ends in
10 DAYS, 11 HOURS, 20 MINUTES AND 28 SECONDS
Views: 904,737,151
Time:
6 users online: Devazure, GarbitheGlitcheress, janklorde, JonnyManjiro, OEO6, Oskise - Guests: 47 - Bots: 77 Users: 50,721 (2,094 active)
Latest: S1eep
Tip: By pressing Shift while placing event tiles, they will be made "silent" and will not appear until a map transition happens. Always use silent event tiles to draw paths in other maps (i.e. a Vanilla Dome event while the player is on the main map), or glitchy tiles may appear.
Not logged in.
General Discussion and Questions regarding the project
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - General Discussion and Questions regarding the project
Pages: « 1 231 32 33 34 3595 96 » Link

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

I was actually on my way to get your screenshots again for ripping when I saw your updated Candy GFX. Glad to hear that your work wasn't wasted after all in any case- that especially saves me the trouble. Though I suggest that you send what you have to SNN ASAP just in case something else happens. Better safe than sorry.

I bet in the end will be unused Sprites/Graphics/Levels and Musics. Maybe then we can make a Mini-Hack(Or we can do it in the Special World as) ASMWCP2...Is there unused stuff from ASMWCP 1?
Speaking of resources, are we allowed to submit anything we've created to the graphics/music/block/sprite sections? (Dunno why I never asked this sooner.)
I should get a new layout.

Probably won't, though.
I wanted to wait until the hack was released, and then have us all dump our resources out at once.

..of course, ultimately I have no control over that. I just think it would be nice.
The map16 tile 20D (upside down lava) acts like tile 4 (rightside up lava) which doesn't work as an instank kill block since it makes the player "swim" into the lava before getting killed. I think we should make that tile act like tile 301 (Kill on contact block) instead.
Originally posted by aj6666
The map16 tile 20D (upside down lava) acts like tile 4 (rightside up lava) which doesn't work as an instank kill block since it makes the player "swim" into the lava before getting killed. I think we should make that tile act like tile 301 (Kill on contact block) instead.

The problem with that is that the normal right-side-up lava doesn't work like that, which creates an inconsistency in how the lava acts. Having the edge of the lava act like a safe tile also gives the player a lot more room to move around.

You could try is making the upside-down lava edge act like air (tile 25) so you can't swim in it and it doesn't kill you either.

--------------------
May we meet again outside the battlefield.
Actually, creating a kill block that acts somewhat like the lava surface from all sides is rather easy; just have only the inside offsets actually kill Mario.

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by Forty2
The problem with that is that the normal right-side-up lava doesn't work like that, which creates an inconsistency in how the lava acts. Having the edge of the lava act like a safe tile also gives the player a lot more room to move around.

You could try is making the upside-down lava edge act like air (tile 25) so you can't swim in it and it doesn't kill you either.

I think you missed my point, the problem is not that the player swims in the lava, the problem is the player doesn't get killed when touching the lava, if I wanted to give more room to the player, I'd just move the lava one tile up isntead. Lava is not suposed to be swimable or to act like air, it's supposed to kill the player on contact, and that's exactly what the isntant kill block does.

Also, there's a similar problem with the tiles on page 11 (fire cave tileset), since they also act like lava, they also act like lava they kill the ennemies, I think these tiles should also be changed to kill on contact blocs unless they were actualy meant to kill ennemies.
The only problem I have with that is that the hit detection box for blocks is larger than the lava graphics, meaning that not only will Mario die when he gets only his hat singed, he'll actually die before that. The right-side-up lava gives the player a bit of leeway in terms of it actually killing him, shouldn't the upside-down lava do the same?
I should get a new layout.

Probably won't, though.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Yeah, if you change the inverted lava, it'll be inconsistent with the normal lava. And if you change THAT, you'll be just asking for trouble- especially when changing that will really fuck up my level.

Right-side-up lava is not swimable for the player, and if the player falls into it they won't have a chance to survive, shouldn't upside down lava do the same? Granted, the instank kill block may not be the best replacement for upside-down lava, but it's certainly more consistent than having "swimmable" lava, and we shouldn't leave it this way, especialy because I've seen this as a removal reason in the logs.

If we're not going to use instant kill blocks, then maybe we could use a custom block with a smaller hitbox (read: like the normal lava hitbox, execpt it would be upside down) that will actualy kill the player on contact and will act like normal lava to other ennemies like podoboos. That way, everyone's happy.
I absolutely agree to aj6666 thats the best way to do it i think.

--------------------


I didn't even know we could define hitboxes for custom blocks, but if that's feasible, it sounds like a good idea to me. To be honest, most SMW lava tiles have strange behavior. The lava slopes don't kill enemies, and aren't the lava walls solid? Should we do something to make all the lava tiles reasonably consistent?

--------------------
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
You can make threads in the world subforums... Is that intended?

--------------------
Your layout has been removed.
Yeah, but I'm assuming if you're in on the project, you have enough common sense to know that it's pretty pointless for you to do so.
Ok
Making a thread with a list of gimmicks used in which level...

--------------------
Your layout has been removed.
Originally posted by Bloop
Making a thread with a list of gimmicks used in which level...


Except that's the point of the sticky I made in each forum (that is, for designers to collaborate and discuss their ideas). I do hope people will use them to their full potential.
Is it me, or are like two fifths of the levels dont have anything for showing?Was it like that in smwcp?

--------------------
Your layout has been removed.
On the first round of signups, yes. However, deadlines were initiated from the get-go and pretty much any level was accepted. There is a high standard of quality this time around, so naturally it's going to take people longer.

Plus, some people may just be keeping their level under wraps. For instance, I've been working on mine, but haven't shown any major progress for it yet.
Well, seems you have to give me pleasure and show me progress.

--------------------
Your layout has been removed.
Pages: « 1 231 32 33 34 3595 96 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - General Discussion and Questions regarding the project

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks