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01A: Beach Ball Brawl - Leo137
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01A: Beach Ball Brawl - Leo137
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Pages: « 1 2 »
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World: 4
Exits: 2
Theme: Water/Reef
Music Options: 1, 2, 3, or compose your own.

Briefing: This level could be designed either above ground or purely underwater. Being that it is the start of the main "water world", introduce some water enemies here, as well as their dangers. Try to make the secret exit challenging but fair, seeing as how it can skip three whole levels.
linkunarre oftered me this level, bassically it will be a beach that will feature waves that can push mario backwards, the level will rely on this gimmick as the main danger, nearly the end it will turn into underwater to give it a proper transition mood.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
It's not reserved by anyone else, so give it a try. Remember to read the mandatory stickied thread ("Want to design a level for this? Read here") as well as claiming the appropriate resources in the signups thread.

Oh, and don't forget the weekly updates.
Got it, linkunarre told me today that he will be offline till november so he oftered me the level, i'm currently reading about the project to fit the spectatives here.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
I'm planning use this background that i drawn:



The idea is to make it like a beach full of sort of... rock caves and arcs of stone.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Hey, that's a pretty nice background there! Might I suggest adding a few more decorations to the sandy part (shells, ripples, etc)? The rocky part above it is great, but that part seems a little on the bare side.

Come to think of it, a couple of other designers in this collab might find that useful for their levels as well. If you wanted to send me the file for it once you have it ready to go, then I can get it into the base ROM and offer it to them.
I will improve the sand part with more decorations and better dust patter, once im done i will post the updated version here, also i'm thinking of adding a ocean at the rock holes to make it nicer.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
I'm currently making the FG graphics for the level:



How does it looks?

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
That FG is awesome, just as the background. I love the simplistic, yet rather, well .. graphical graphical style you've got going on here. I'll suggest you add in a few more decorations (rocks, bones, etc) and you'll be set.

Just hurry up and get started on the level as well. Don't make the same mistake I did and work so hard on the graphics that you forget the level itself.

I'm interested to see this in action.
I have the basic tileset to work on, decorations will come if necessasry when the level design is finished.

Here are some screenshots of the first part of the level:



A little vine section, nothing too complicated.



This level will rely on chucks, specially digging chucks



Here the gimmick of level is introduced, the beach balls are shooted from canons and they slowly sink underwater, they push mario if he touches them, without hurting him.



Besides that these only pushes the player, it can be dangerous since there are some enemies near.



Mario can also use them as plattaforms, if he touches them without being in the water, from the upper, they boost him upwards, thats also the way of getting the first smwcp coin.

The design will get improved, more decorated and eventually, a littile bit non linear to get the secret exit, but those are the basic mechanics that i'm going to use to build around the level.

Also, i'm planning to redraw the beach ball and draw proper canon tiles.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
This looks pretty good. The pipe corners feel a bit out of place, though.

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Your layout has been removed.

I'm loving the look of the level so far, and I really love that background. Keep up the great work!
Layout by LDA during C3.
Thanks Bloop and Lightvayne, i'm like finishing like the first version of the level, since i think i should probably extend it or remodel some parts, well when i have that done i will submit an IPS.

EDIT: Here is the IPS: http://bin.smwcentral.net/u/7596/Level%2B1A%2Bv1.ips.
Known issues, the level doens't have a proper midway point (probably going to use multimidway patch) and since i inserted a sprite, all the others got removed, so no goal roullete at the moment, where is the moon, the level ends.

PD: As some people know my english isn't 100% fine, any advices of typos in the message boxes would be apreciated.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Major issues:
1. The.. tree things doesn't look like they hurt you from the sides, but they do. We have directional hurt blocks; use them.
2. Item babysitting. I had to carry the key much screens further.

Minor issues:
1. There are places in the level which have nothing to do, since people don't go to them.

2. There are also places with "ropes" that you could jump on, but means that you have to redo a little part.

Suggestions:
1. The first beach ball already could kill you; you could introduce it with jumping up to a place.

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Your layout has been removed.
Fixed the mayor issues, replaced the ON/OFF with a P switch and the key with the ON/OFF switch, now key key and the lock are both together sealed by ON/OFF blocks.


Originally posted by Bloop
1. There are places in the level which have nothing to do, since people don't go to them.
2. There are also places with "ropes" that you could jump on, but means that you have to redo a little part.


Thers is some places with ropes that you can mess up and get nothing, these places are made to confuse in the "rope maze", and two more similar spots , one before that maze,i added a hidden 1up there, and other near the end when you have to run in order to pass, and isn't like much of a deal there.

How was the difficulty of the level?, it was easy/hard to get the smwcp coins?

PD: I could release an IPS but since there are just minor fixes (took me less than 15 minutes), i won't bother other people with a very small update.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Level 1A v2.ips

-Fixes the issues that Bloop mentioned
-Fixes the beach ball sprite when facing left glitch
-Message box pallete
-Rearranged a spot that produced major lag
-Minor stuff that i don't even remember

Feedback is of course, extremely apreciated, i was thinking on adding a second area with a layer 2 giant wave that chases the player near the end, do you think the lenght of the level is too short? or i should cut it a bit?

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Generally, I think you've executed the gimmick quite nicely. The beach ball setups remain mostly varied throughout, and progressively get harder to deal with, so good job there. I have a few complaints:


It's not initially obvious that they can hurt you. I'd either make them slightly more pointy or somehow distinguish that they're unsafe. I assumed it was a decoration at first.


The grammar in this message box could use some work. Try this:

"Those things sure are bouncy! Could they be used to your advantage...?"

Furthermore, I'd suggest putting that message box right near the first beach ball. By now, the players should have obviously figured out how they work.


The cement blocks in your level really kill the overall nice feeling that your graphical set gives off. If you have another space (or a few spaces) in your FG file, might I suggest drawing a 16x16 dirt block, or even a "column" of dirt?


Digging from a tree? Kind of weird.


How exactly do you get past here to the ON/OFF switch?


That fish had some glitchy graphics before he hit the water. I'm pretty sure this is something I'll need to fix though, as it's tilemap-related.


I don't even think this message box is necessary, honestly.


I walked up that slope and got killed by something invisible at the top.

As for a second layer 2 part .. no, I don't think it's really needed. The level is the perfect length right now, and adding to it would probably make it overkill.

Looking forward to playing an updated version!
Originally posted by S.N.N.

How exactly do you get past here to the ON/OFF switch?


It is possible. Don't know how again, but it still is. I got the SMWCoin in the previous version.

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Your layout has been removed.
To get to the ON/OFF switch:
Go to the place where you can see the P-Switch. Below it, there's a row of invisible coin blocks(you should add some coins, I only found it because of sheer luck). This P-Switch should open up a new passage where the brown empty blocks are.
From here, you should go to the right, and find the ball launcher that sends the ball rolling over all the spikes. Race it to the ON/OFF switch. If you're quick you can bounce on the ball up to the switch.

It's a really well-hidden secret exit. Good job.

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aran - Graces of Heaven
Thanks for the feedback, tomorrow i will upload a newer version with the pertinent fixes.

Regarding to the ON/OFF, you have to first search the way you can make it to the p switch, then opening the brown block path will lead you to the bottom left part, you have to follow a ball that is near the diggin chuck and bounce on him to get the necesarry height.

EDIT: well i was slow to that reply :P

EDIT2: What i meant to say with the second message box, is that the beach balls don't despawn when hitting slopes, since it's required to reach the keyhole, but i don't want to make it too obious. How i can make it looks useful, and perhaps, somewhat misterious?, im also going to change it to another place, since there's some lag issues there if you don't kill the claping chuck.

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WIP Thread

Progress:
not so NEW progress! (56.25% done) [18/32]

... Why the first level of like every hack has a shooting pipe.
Pages: « 1 2 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 4 - 01A: Beach Ball Brawl - Leo137

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