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11D: Dangling Danger - Nimono
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11D: Dangling Danger - Nimono
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Owner: Nimono

World: 7
Exits: 1
Theme: Blimp
Music Options: 1, or compose your own.
Additional ExGFX Recommendation(s): ExGFX 108 (Indoor Blimp Foreground) [FG3], ExGFX 109 (Indoor Blimp Background) [BG1]

Briefing: This is a blimp level, and you are welcome to make it either indoors (think Wing Fortress, Flying Battery, Gravity Beetle from MMX3, etc.) You can also make it an exterior level if you wish.
NEVER GONNA GIVE YOU UP
NEVER GONNA LET YOU DOWN
NEVER GONNA RUN AROUND AND
NOT CLAIM YOU

MINE

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
So, it's about time I post my update on this level. I've been waiting for a good idea, and I finally got it, but then I needed a sprite, which I now have! My level is called "Crazy Carryclaw", although I'd like a better name. SOMETHING containing "Carryclaw" or referencing the fact that it's a Blimp level...but I can't come up with anything else. Oh well.

Anyways, the level will revolve a little around the aforementioned sprite, the Carryclaw. If you jump into it, it'll carry you around until it stops or you press B to get off early. Simple, no? The only problem with it is that it starts out going right, so if you don't catch up to it fast enough, it'll go off-screen and despawn... I could keep it from being deleted when off-screen, but then all the copies of it I plan to use will cause slowdown late in the level, I guarante it...

Anyways, I think I should show a few screens now.


Start of the level. You jump across two pits, the second being wider and having four paratroopas hovering around it.


Explanation of the Carryclaw.


Mario's staring at the Carryclaw as it moves back and forth...


Help! It's squishing my head!


The claw releases Mario at the end of its track.


oh no! Mario got off too early and plummets to his doom. :(

:D Enjoy.

...Hmm, you think I should call the claw the "Roviclaw" instead so I can call the level "Roviclaw Romp"?

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Roviclaw sounds a bit better to me. The level looks pretty good so far, though there isn't much yet to judge it upon.
I'm supposed to be getting Flying Battery Zone vibes, right? The only thing missing is for the carryclaws to look like spiders.
Originally posted by Tatrion
I'm supposed to be getting Flying Battery Zone vibes, right? The only thing missing is for the carryclaws to look like spiders.

Nope, that was just something SNN said. I never said it would feel like FBZ at all. :/

FP: Yeah, I know. I just wanted to get some stuff out so I could show that I really was working on my level, I just didn't want to show off anything until I absolutely knew I'd have the sprite ready. Also, I think I'll go with Roviclaw for the sprite's name after all. Thanks!

Oh yeah, by the way, I updated the FG pipes, and they look better now! I'll show a picture later.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
This is looking nice so far. Also I agree that it kinda reminds me of Flying Battery, even though that's not the intention. The Roviclaw seems like a very nice gimmick, and I can't wait to see what you can do with it. Can it only go on horizontal line guides or can it follow any kind of line guide? Or does it move back and forth and have wall detection? If it does follow line guides, I can see some cool design ideas coming out of that, as it would bring a new twist to them. Either way, I like where this level is headed.

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Originally posted by Karatekid5
This is looking nice so far. Also I agree that it kinda reminds me of Flying Battery, even though that's not the intention. The Roviclaw seems like a very nice gimmick, and I can't wait to see what you can do with it. Can it only go on horizontal line guides or can it follow any kind of line guide? Or does it move back and forth and have wall detection? If it does follow line guides, I can see some cool design ideas coming out of that, as it would bring a new twist to them. Either way, I like where this level is headed.

It doesn't do line guides, and it doesn't have wall detection- it just roams in a set range of pixels. Basically, up to CF pixels to the right, then back again. Total of 14 blocks, to be exact... Although, using line-guides would be awesome...

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
But wait, let's say one of them does despawn. Do players have to double back a screen to respawn it? I guess I'm worried about having to rush every time I see one of them. Will there be enough time before they careen off-screen (does it pause before changing direction?)? Or is it actually the intention to demand some speed from players?

Are the rails they roam on solid? I assume not, as I can imagine some tram transfer trickiness going on here :p

Well, it really would be nice if that sprite had more functionality, but let's see what you can do with it.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
But wait, let's say one of them does despawn. Do players have to double back a screen to respawn it? I guess I'm worried about having to rush every time I see one of them. Will there be enough time before they careen off-screen (does it pause before changing direction?)? Or is it actually the intention to demand some speed from players?

Assuming Riolu made the changes I told him to, getting it to despawn would be a bit of a challenge, and it should be back next time to get back where you are. It pretty much has to be 2 X screens away for it to despawn, at least from my tests.
Originally posted by HuFlungDu

Assuming Riolu made the changes I told him to, getting it to despawn would be a bit of a challenge, and it should be back next time to get back where you are. It pretty much has to be 2 X screens away for it to despawn, at least from my tests.

...well...honestly, in my tests, I actually made it despawn before I even got to it just by taking too long to get past the koopas at the start. Then again, that was only once... Still, once is too many. I'm not sure how to fix it, though. Well, other than having it not move until you jump into it, but I figure it'd be better if it was automatically moving... :/

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
How about having it start 4 (or something) tiles away from you, moving toward you, instead of starting at the left end and moving right?

(Also, I like the idea of making it line-guided, if that's possible.)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Originally posted by Zeldara109
How about having it start 4 (or something) tiles away from you, moving toward you, instead of starting at the left end and moving right?

(Also, I like the idea of making it line-guided, if that's possible.)

That could work, but I don't know how to do it. :P Also, I agree, I'd love it to be line-guided as well, but I don't think any of us know how to make custom line-guided sprites... :/ Plus, I'd want it to use new blocks, instead of the original line guides, and there'd need to be an easy way to change its speeds, since if you look at the disassemblies of the original line-guided sprites, you'll have trouble figuring out what to do to change their speeds. I still don't know how!

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
So, I'd like to go ahead and state that I've decided on a name of "Dangling Danger" for this level. I don't have any new pictures, since I feel they'd basically be nothing really new, but I'll edit this post with some when I get them.

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Werent similar grabby things to the roviclaws used in Super Mario Land 2 on the gameboy? Was that where the inspiration was drawn from?

They're not the flying batteries are they?
I have to say that since you expressed the idea of using those cranes, I really liked the idea. You're pretty good at using movement-related gimmicks in your levels which usually work well (even the Gale Cloud, despite the fact that Zephyr Manor took a decade to beat). This particular one fits well with the theme, and looks like it'll be quite fun to play around with.

Also, that level name brings me joy.
SNN loves the bondage: he gets turned on when he sees a girl in dangling danger.

Also, why not make the claw stationary until Mario reaches a close enough x-position?
Originally posted by S.N.N.
I have to say that since you expressed the idea of using those cranes, I really liked the idea. You're pretty good at using movement-related gimmicks in your levels which usually work well (even the Gale Cloud, despite the fact that Zephyr Manor took a decade to beat). This particular one fits well with the theme, and looks like it'll be quite fun to play around with.

Also, that level name brings me joy.

Well thanks, SNN! Right now, I do have one problem with the roviclaws in that their range actually is kinda short. (Total of 14 blocks, and I think Mario can easily clear that just by bouncing on the head of one parakoopa...) I don't know how to extend it, though, but maybe I could get someone to help me out with that. A longer range would be much better, although then the risk of despawning is higher... Oh well.

Lucas: I considered something similar to that, making it not move until you jump into it, but at the same time, I'd like there to actually be some danger with jumping into it, making you wait if you miss it. Or something. I'm really not sure which would be the better choice...but either way, I really don't know how to edit the sprite, since HFD made it and he left no comments except on the graphics. :/

Also, I am suddenly getting a new idea for the claw: have it not actually attached to the box above it, but imply the claw is magnetically attracted to the box, and you can press up and down to move the claw's distance from the box, and thus, Mario's as well. Hmm... That would allow me to make actual dangers in the claw rides, but I'm not sure it'd work well...

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<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Riolu180
I really don't know how to edit the sprite, since HFD made it and he left no comments except on the graphics. :/

Sorry, I don't comment things I consider "personal projects", meaning anything I don't submit directly into the site sections doesn't get comments. I don't know why, especially when making sprites for others, but whatever.

Anyways, if the range is too short, we can just make it use blocks as delimiters like we talked about, it would only take me about 10 minutes to edit the code and CFG to do that.
That sounds like it would be a good idea so that you can have varying lengths of claw tracks.
Pages: « 1 2 3 4 5 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 11D: Dangling Danger - Nimono

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