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014: Onsen Overhang - Kojeco2/cstutor89
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 3 - 014: Onsen Overhang - Kojeco2/cstutor89
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Originally posted by Kojeco2
Oh, you thought I meant that the water would simply shoot up out of the ground? No what I meant was that you could sprite up some rock graphics (possibly by overlapping some of the rocks already in the level) to display the base of the geyser.

That is true that Onsens do not contain geysers, but I'm not so sure that when people are playing through the game, they are going to worry about the accuracy of the name of a single level. It can be changed if really necessary, but I like the ring it has and how it rolls off the tongue.


Um, okay, but don't they need ExAnim tiles? I currently have no more room to put any more ExAnim tiles so that's why I wanted to make a well to seem like the water was falling down into it. And the way the water moves down I have to animate those rocks otherwise it wouldn't make much sense? Unless it's a stair kind of rock formation.

Oh okay.

Extras



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

Okay, a small update for the night. Yeah I went through your entire ExGFX files for this level Kojeco and it (the ExAnim file 24F) was a mess. I manage to salvage 8 (8x8) tiles, enough to make this new rock formation with ExAnim. Please choose what was before or what is now. If you don't like either of these rock formations, you'll need to draw it up (taking in mind ExAnim AND only two tiles can animate) and show me a picture of exactly what it should look like. But don't take too long on this because I would like to get it done.

I also cleaned up the messy ExAnim tiles of the pipes. This is a very unorthodox way of using ExAnim as a normal tile with only 1 frame of data. Kind of defeats the purpose of ExAnim. But that's not really important, anyways here's the before and after pictures:

Before:


After:


Here's the IPS too, this is just check to make sure that I didn't screw up and miss any bad tiles floating around after deleting the ExAnim. Other than that, I couldn't be anymore finished (been saying it for a while, hoping it's true now O.O) except to choose the geyser and choose the rock formation: Test IPS.

Many of my subs as well as over here said the bigger waterfall was the better choice too.

A quick reply would be good.
Honestly, I'd stick with the earlier well structure, for two reasons. Firstly, one has to ask one's self where all that return flow is going. Before, it was pretty clearly falling back down the hole; now, it looks as though it should flow down the slope, on to the ground, and down those staircases of land, effectively flooding the level. Of course, one geyser seems to seek to avoid this problem entirely:



Second reason,



Mario, vertical basilisk.

The waterspout itself looks quite good now. If I were to suggest one teensy change, it would to be to add just a (very) few bubbles into the crest, so that it doesn't appear solidly white.

Other than that, this level looks pretty good to me.
Yeah, I too, liked the original structure of the well, it just made more sense. I don't know how I missed something that big ... like a full tile missing O.O.

I could add a few spots of blue to have bubbles in the crest. That won't take long for me to do. :)

EDIT: Here's some new graphics with the foam in the crest, RN: Video
Looks good to me. I don't know how the others feel about the crest though.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
Before I say anything about the well structure I would like to reply to your response to the geysers coming out of the rock formation and I would just like to say that that was a good point and I didn't even realize, so we will stick to the well.

But which well am I talking about? The first well, for all the reasons that RN pointed out before, and simply for the fact that it looks much nicer in general.

I would say the geyser is finished too, if you return to the previous well structure there would be no need to add the foaming affect at the bottom.

When all the discrepancies about the graphics are cleared up should we call the level complete? I can't think of anything else to add/fix so I would say the level is ready to be put into the base ROM after this next update.

finally!. . .

Hmm, mmm, just clearing my throat, I didn't say anything.

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Hmm. . . not sure what to say so I'll just stop talking. . .

Originally posted by Kojeco2
Before I say anything about the well structure I would like to reply to your response to the geysers coming out of the rock formation and I would just like to say that that was a good point and I didn't even realize, so we will stick to the well.

But which well am I talking about? The first well, for all the reasons that RN pointed out before, and simply for the fact that it looks much nicer in general.

I would say the geyser is finished too, if you return to the previous well structure there would be no need to add the foaming affect at the bottom.

When all the discrepancies about the graphics are cleared up should we call the level complete? I can't think of anything else to add/fix so I would say the level is ready to be put into the base ROM after this next update.

finally!. . .

Hmm, mmm, just clearing my throat, I didn't say anything.


Yeah, I'm ready to call this level done. Unless there are other discrepancies that I didn't see, and other people can point out, this one is pretty much done yay! After 160+ posts (the longest thread in the game lolololz) it's pretty much done. So I'm going to stick with my original brown well and the fuller waterfall as seen in the pictures that RN and I had.

After sleeping on it, Onsen Overhang is fine to keep as a name because it is a hot spring and there is a thermometer in this level. The geysers are probably not a perfect fit for an Onsen, but they are hot spring water.

If anyone else has something to bring up that I can fix by about midday (like 6 hours from now) let me know. Otherwise, I'll hand over the level to SNN today and call it done. As far as optimizing, this level is pretty much optimized so MrDeePay or anyone else doesn't have to optimize this one :).

Awesome, Mind posting one more final ips so we can test it one last time?
Layout by LDA during C3.
Sure, let me post it up right now: Final Onsen Overhang IPS

Geez, these files are so big O.O, I have to delete some. lololz.
This post has been moved due to it being completely out of place.

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Hmm. . . not sure what to say so I'll just stop talking. . .

Wait what, so many updates here \o.O/

Anyway, the water graphics look great now and geez laweez, this level is detailed. Just played it again after a while and it's looking pretty good. There was a bit of slowdown where the p-switch is in the vertical section, so I wonder whether we should just remove it (or something else there, it seems a bit sprite-heavy), but I didn't notice any in the rest of the stage.

I don't really like the way the first message box is so conversational with players- "...and we don't want that, right?" in particular. A minor point, though.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
Wait what, so many updates here \o.O/

Anyway, the water graphics look great now and geez laweez, this level is detailed. Just played it again after a while and it's looking pretty good. There was a bit of slowdown where the p-switch is in the vertical section, so I wonder whether we should just remove it (or something else there, it seems a bit sprite-heavy), but I didn't notice any in the rest of the stage.

I don't really like the way the first message box is so conversational with players- "...and we don't want that, right?" in particular. A minor point, though.


Yeah, updating is fast ... maybe too fast O.O

Anyways yeah I was thinking it had a few too many at that P-Switch Area. How about if I changed one of those Shell kicking Koopas (particularly the bottom one) to a yellow shell-less Koopa?

EDIT: Here's a check with the Yellow Koopa (take door to the P-Switch area): IPS

Oh okay.

@Kojeco2 Yeah it was a well done level to begin with and fun to finish another level. Yay! Once I change that one Koopa in that P-Switch area, I'll send it over to SNN.
Okay, now that it seems more appropriate I'll repost my "farewell and thanks" message. I wanted to save it for the last post, so here it is:

"And that is the end of Level 14. I can't believe how long it went on for, 9 pages? I think that is a project record.

But, it was all worth it. Huge thanks to everyone who helped out the level, Cstutor for directly enhancing the level quality, Rameau's Nephew, MrDeePay, the many other testers, and of course the moderators for the starting the project and keeping it going. I had a great time doing it, even with all the ups and downs!"


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Hmm. . . not sure what to say so I'll just stop talking. . .

Sorry I have to post again ... 8>

But I've just sent the level data/ExGFX/Sprites/Message Blocks/Tiles all to SNN just a few minutes ago, now it is officially completed.

Yeah it was fun to work with everyone on this project/level too :). Longest thread of the project FTW! lololz.

Extras



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

Advertising Space

It's like every time I look in this level, there's something wrong with it!


Air meters display glitched graphics.


Top left.


Top left again.


Top Left. Chuck's rock is a glitched graphic.


The posts on the top right float on air (and coins).


Guess what doesn't hurt Mario?

The weird Parabeetle made of Chuck limbs in the third screenshot is, I believe, intended to be the air meter, which was presumably inserted in a different sprite slot in the testing phase, and fixed in the first sublevel, but not the second. This is also, incidentally, why the geysers do not harm the player in said sublevel.

Furthermore, it seems as though said air meter could use a touch of tweaking in more than one way. Specifically, would it perhaps be possible to prevent from both appearing onscreen and maker "Danger, danger!" sounds the moment Mario enters the level, despite being nowhere near any water? It sort of ruins the magic of the gimmick, so to speak.

Extras



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

Advertising Space

I know the glitched Para-Beetle is supposed to be the air meter, but the one used in this level (read: not the one used during designing) is the same meter used in 123 and 130. It's going to need the meter originally used in the level.

There is a bit of LevelASM code that's also used in the above-mentioned levels, so it's just as simple and transferring the code into levels 14 and 34.

Referring to the non asm related problems, most of those are due to me not claiming the proper Map16 pages and, albeit snailpace, I am working on fixing those things and I'll send the ROM over to LightVayne once those are complete. Now for the asm; if you can simply transfer the LevelASM from the levels you mentioned into mine MrDeePay, that would be very helpful. And if you could, try add in the suggestions made by RN to increase the urgency of the gimmick.

Speaking of increasing the urgency, I've never really liked how the meter counted down as opposed to up, it seemed counterintuitive. If you could possibly use the thermometer sprite with a few modifications from Scorching Sepulcher that would be stellar.

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Hmm. . . not sure what to say so I'll just stop talking. . .

Pages: « 1 2 3 4 5 6 7 8 9 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 3 - 014: Onsen Overhang - Kojeco2/cstutor89

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