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127: Volcanic Panic - FPzero
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 8 - 127: Volcanic Panic - FPzero
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(Reserved) - FPzero (aka FirePhoenix)

World: 8
Exits: 2
Theme: Fire
Music Options: 1, 2, or compose your own.
Additional ExGFX Recommendation(s): ExGFX 115 (Lava Rocks set) [BG2], ExGFX 116 (Lava animated frames - If using a setting that doesn't allow for normal lava) [AN2]

Briefing: A fire-themed level. Consider all sorts of fire gimmicks - bobbing rocks in magma? An erupting volcano? The possibilities are endless.
This level is mine. Since it's already partly in the base rom, please leave any constructive criticism you have in here. I will be posting periodic updates as I continue building past the midpoint.
Tone down the Grinder population a bit.

Other than that, I love it so far.
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It's pretty good so far. I found the first bit fun up until the on/off blocks. No matter how hard I try I can't get past the section with the on/off blocks/a but after that (roughly screens 09-0C), the saws in screen 0A are giving me the most trouble. Could just be a case of me not being the best at playing hacks (I've relied on savestates too much in the past)

edit: and the two fire balls by the yellow ! blocks like to hit me a lot but that's not a big issue/mostly because of errors made by me

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Red Tales: [Insert Subtitle here]: Hack is being worked on, will be finished who knows when
Levels Complete: 5/50+

Is it just me or does the level lag badly? I think there's a bit too many grinders on screen causing the level to lag. Also, sometimes sprite don't appear (the Koopa and the line guided platform on screen 02 for example) if you're fast, although I guess that's not really a problem. The level layout is pretty awesome and difficulty-wise I'd say it's pretty good.

Looking forward to updates.
Which baserom should I use to access it? Maybe I'm being retarded, but I can't navigate anywhere besides the hub and the first level in the 4-02 base.

While I'm on the topic, in the first level, the up-left pointing arrow has too short a stem, I think. Also in that spot, if you jump over the enemies instead of sliding into them, they can spawn again facing right (as you climb the ladders) and cause a bit of slowdown.

I'm also not sure what the purpose of the girders right before the roulette is. Without the original goal bar, there isn't much of a need to get higher up for more bonus points. There are no enemies up there either, so it's the obvious choice...

I do love the subtle throwbacks to previous Mario levels, and overall this is a very pleasant stage. Usually I don't like starting with grassland all the time, but your interpretations tend to be delightful romps. It makes my job a lot easier knowing the first stage is in good hands :p

Sorry if I'm putting this in the wrong place. Is there a thread for the first level somewhere?

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Maybe FP could redesign that part a bit and put a pit just below, forcing you to take the upper route and then come back down for the goal, or something.

Also, I didn't enable the debug mode which allows you to walk on any path, so it's sort of expected that people will change level 1/the hub to whichever level they're working on to test it.

Extras



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

Advertising Space

Besides, half of the exit tiles and pipes don't work anyway, sooo...

Originally posted by AxemJinx
Which baserom should I use to access it? Maybe I'm being retarded, but I can't navigate anywhere besides the hub and the first level in the 4-02 base.



The most recent update (and maybe even the second most recent as well) has a problem with the level where it won't load altogether. So use the first 4-02 update.

Once that happens, open up the OW Editor and move the Mario sprite over to Level 127 (bottom right/Star Road submap in the OW) OR just change the level number of the hub to 127.

Oh wow, I should already know to do that...sorry >_<

Anyway, it's levels like these that make me wish you could use as many sprites as you want, because there are so many clever setups here.

I can't really comment on this one yet, because fixing the slowdown and sprite disappearance will involve removing some sprites (obviously) and perhaps modifying some setups...I'll come back to it later.

It's definitely looking good though. It's nice to see things like hopping chainsaws, double chainsaws, and double piranha plants. Deliciously evil, FirePhoenix ^_^

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It's really hard to reduce slowdown with line guide segments. Those platforms must be really intensive. However, by removing a fair number of unnecessary sprites I've got the slowdown down to near nothing.

Last night I spent time developing past the midpoint up to the pipe transition to my sublevels. The cement block corners on the pipes are temporary until the actual pipe corner graphics get inserted.



The upper pipe leads to the secret exit path. Also, there won't be two free capes like that, one is a DM16 insert so I can have a cape at the ready and one is the Extended Object that will only get filled when the switch is hit.
So apparently the radish plant leaves were weird being blue, yellow and green, so I simple changed their graphics to use the right half of the palette row, and now I have this:



Fits better with the lava feel.
Well I'll keep updating despite feedback.



I 2x upscaled the ground tiles and decoration for use as a lava cave background for myself. I'm planning to look into background lavafalls or something similar. so that the background has something going on in it aside from randomly placed decoration to break it up.

This will be the second part of the level after the midpoint. It will go through the lava cave and lead to the normal exit. The secret exit will involve actually scaling the volcano's exterior, then leaping into the mouth, so it'll be a vertical level.
Hmm maybe you should invest in drawing some pipe tiles that replace the cement blocks. They would look a lot better. Also how about trying to escape the volcano while lava rises. Kinda like in nsmbw, then again it would just be taking ideas.
Other than that it looks good so far.

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Originally posted by FirePhoenix
Well I'll keep updating despite feedback.


No feedback doesn't mean a lack of interest, if nothing else it means that there's nothing wrong with what you've shown so far. I could say a pointless "Good job," or I could say "Good job, but you need to fix this, this, this, and this;" I'd prefer to post the latter.

Speaking of fixing things, I really like the background, but the green gems look a little odd for some reason. To me it sort of looks like they're holes in the wall looking at a green sky behind it...but that sounds kind of silly so maybe it's just me.

Also, I'm kind of curious how that vertical part inside the volcano is going to work out; I'm assuming you'll be descending it so you're not going to use the typical "outrun the rising lava/acid/boiling water/wet cement/whatever" gimmick, so what are you going to do?
I should get a new layout.

Probably won't, though.
2dareduck: I'm waiting on the pipe corners foop drew to make it into the baserom, but I will definitely change the cement blocks before the level is done.

As for the vertical volcano interior on the secret path, I'm actually not planning anything in there except a drop down the interior from the top. Like, you climb the volcano's outside, then leap down the mouth of it, free fall to the bottom like in SMW's Sunken Ghost Ship and grab the key for the lock. What would also be cool is if I do this and have the drop into the volcano intersect the normal path. Like, have the lock in view on the normal path, then have the volcano drop spit you out near it.
Originally posted by FirePhoenix
So apparently the radish plant leaves were weird being blue, yellow and green, so I simple changed their graphics to use the right half of the palette row, and now I have this:



Fits better with the lava feel.


I don't really think the radish things fit with that tileset at all, to be honest.
Actually, I am wondering what the radishes would look like with different-colored bodies, too. They do stand out a bit as they are now, but I don't necessarily think it would be a mistake to include them in the stage.

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Originally posted by Kipernal
Speaking of fixing things, I really like the background, but the green gems look a little odd for some reason. To me it sort of looks like they're holes in the wall looking at a green sky behind it...but that sounds kind of silly so maybe it's just me.


I sort of agree with this thought as well. Maybe it's because they look a tad brighter than either the red or yellow gems? I don't know. I think the larger size is also presenting the gem in a weird light. Whatever it is, it just doesn't blend as well with the BG as the other colors, including the blue ones from the first section.

Otherwise, yea, I really haven't had a cause to post anything here other than a generic "attaboy" since the level is looking fantastic so far. And as far as the radishes, I think they look fine with your tileset, but I can definitely see why some may think otherwise.
The the radishes, maybe you might want a bottom tile that actually looks like it's coming out of the lava, because as-is it looks... tacky imo (for lack of a better word).

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I've realized this was outdated.
He's just showing the palette off in that picture.

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Your layout has been removed.
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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 8 - 127: Volcanic Panic - FPzero

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