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00D: Manic Mine - Foursword4
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 00D: Manic Mine - Foursword4
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Claimed by: Foursword4

World: 2
Exits: 1
Theme: Forest Cave
Music Options: 1, 2, 3, or compose your own.

Briefing: A cave that takes place in the forest/swamp. It is fairly open-ended, though things such as underground vegetation are recommended.
Don't really have much of an idea on the level, but one thing I did think of was using some graphic trickery plus the countdown platform sprite from Super Mario World to imitate a minecart on a rail. It's hard to explain, so I'll have to try it first and see how it looks.

I'll be doing some brainstorming on paper either tomorrow or this weekend to get more ideas.
I have the utmost trust in FS4 (which I'm sure should be obvious by now). I contacted Smiley, who originally claimed this level, but being that he never actually responded to me .. well, I'm not waiting around.

Either way, I am looking forward to seeing how this plays out.
We haven't spoken much, Foursword, but I trust you, too. Good luck.

Are you going to time it so the minecart falls off the track when the original timed platform would fall normally?

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Originally posted by AxemJinx
Are you going to time it so the minecart falls off the track when the original timed platform would fall normally?


That's the idea, yeah. Not really sure how it would work out in game, it might not even line up correctly. I'll have to test it and find out.
I'm not sure if using the timed lifts as minecarts is a good idea, as timing sprites may be annoying, not to mention you will only have two options of timing. Maybe you should code a minecart sprite yourself or request one.
I don't have a lot done at the moment, but I have a few screens and figured I would show some images of what I have.



A minecart track. As I mentioned before, I'm using the timed lifts for these sections. I'm utilizing the extended time sprites for 2 and 3 second intervals as well.



A section with a falling sprite. It obviously doesn't have any graphics yet, but it will just be a boulder.



Just a generic shot with some wooden platforms.



Another minecart track.

I'll be gone for a week, so I won't be working on this for a little while. I'll continue to show screenshots when I get back and start working on the level again.
I'm assuming the tracks are passable by Mario (and sprites) from above?
Ah, so that's why you're using that tileset as well. I'm happy to see the idea worked after all. Looking forward to what you can do with it once you get back.

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Looking nice, so the timed lifts look like they are travveling along the track, and the track ends at the right time so they look like they fall off, that's really clever ;).
Originally posted by Milk
I'm assuming the tracks are passable by Mario (and sprites) from above?


Right, the tracks that have the rails on them are not solid, while the brown tracks CAN be walked on. The rails are yellow now, but I'll be changing it to a darker color eventually.
Don't want to rush anyone but I am pretty interested if you are still wokring on this? Man it has been nearly a month since your last update. O_o
Here is roughly half of the level.

It's still un-named at the moment, but I was leaning towards Manic Mine. Feel free to offer any suggestions though.

As for the level, everything before the midway is pretty much done design wise. A few things to note:

-You can't walk through the yellow rails, but other sprites can. Mario not being able to will be noted in a message block.

-The palette isn't done with pretty much anything. The yellow rails are the top priority, as they will be a darker shade of brown.

-The sprite that falls from holes in the ceiling doesn't have correct graphics yet. I'm getting help with this.

I think that's about it, hope you all like what I have so far!
I like your stage a lot. the design is pretty good so far. You managed to properly include a learning curve. The mine tracks started pretty easy and became harder. As for the second half I plan to include more complex and harder mine track parts. :) This stage has a lot of potential. :)
I really like the ideas you came up with.
I just tested the level, and I think it is looking good so far.
There are two things I would like to point out, though.


^ I found this part difficult to beat. It was a bit hard for me to avoid the falling sprites. I'm sure the player is supposed to do a dash jump there. It would make things a lot easier if you put a yellow '!' block above the pit, but that is your decision.


^ I think this is considered to be a blind jump. Put some coins to indicate where the player is supposed to be going.
I really like how you made the timed lifts work as mine carts. Overall, the level seems fun. Well done.
Originally posted by TOS
I really like how you made the timed lifts work as mine carts. Overall, the level seems fun. Well done.


It is indeed. However I really hope that it's going to be a bit more difficult and complex in the second part.

Also I didn't have any problems with the part Masashi showed. It's just a bit of timing. Watch the pattern of the falling devices and jump at the right time. You won't get hurt. ;)
Originally posted by Slit08
Also I didn't have any problems with the part Masashi showed. It's just a bit of timing. Watch the pattern of the falling devices and jump at the right time. You won't get hurt. ;)

Yeah, I noticed after playing it for a while XD
Out of curiosity, is Mario able to jump/spinjump on those falling sprites? or are they invulnerable?
The section you posted so far was very enjoyable; I ended up making it through without dying on the first try.

I only have one suggestion: the way the area immediately following the small blue pipe is constructed makes the player think that the yellow rail can support Mario. I think it may have to do with the "!" sign placed there. Oddly enough, it seems natural in other areas that only sprites can walk on the yellow. I'm not sure if this is a problem per se, and it could just be me.

All in all very enjoyable, I'm looking forward to seeing your next addition!

tatanga
Originally posted by Masashi27
Out of curiosity, is Mario able to jump/spinjump on those falling sprites? or are they invulnerable?


Those sprites can be spin jumped on.

Originally posted by Slit08
It is indeed. However I really hope that it's going to be a bit more difficult and complex in the second part.


I was leaning towards making the second half an auto-scroll section with a central platform that will scroll with the screen. To keep it with the same theme, the main platform will be compromised of mine carts if it goes right.

Originally posted by tatanga
I only have one suggestion: the way the area immediately following the small blue pipe is constructed makes the player think that the yellow rail can support Mario. I think it may have to do with the "!" sign placed there. Oddly enough, it seems natural in other areas that only sprites can walk on the yellow. I'm not sure if this is a problem per se, and it could just be me.


As I mentioned, the behavior of the yellow rails will be referenced in a message box that I didn't put in before I patched it. I'll be darkening the palette to a dark brown too, which I hope will help the problem quite a bit as well.
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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 00D: Manic Mine - Foursword4

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