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128: Smoldering Shrine - DPhoenix29/EvilDonuts(?)
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 8 - 128: Smoldering Shrine - DPhoenix29/EvilDonuts(?)
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Pages: « 1 2 3 4 »
Owner: dragonphoenix29

World: 8
Exits: 1
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.
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Design rough draft

Name of level: no idea
World: #7 (a given)
length: medium
theme: Fiery Cave/Ruins

First half

Part 1
A small haunted ruins outdoor area, that seems to loop around in circles. pic is worth a thousand words. Contains SMWC coin #1

Part 2a
Underground area, which will focus on riding the skull raft through old volcanic caverns (although I'm hoping to get it to be a little better then my first attempt at making an underground lava cave).

Part 2b
More surface ruins, filled with ruins (obviously), more haunted stuff. Jets of Lava (or fire or some type of burning liquid) will be coming up from the caverns below. Expect to be greeted by an old friend along the way that will be of great use to you (which would be yoshi).
work in progress screenshot
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The two parts above merge at this point and its a short 2 screen walk/run to the midway point. SMWC coin #2 is in this area.

midway point #1

Second Half

Part 1
For part 3 expect to be climb cliffs filled with more ruins and another appearance from everyone's favourite green dino. The fire lakitu makes a small appearance at the end of this area.

Part 2
No yoshies here (unless you manage to keep him this long). This area features less ruins and more fire lakitu. You'll be dodging his fire and riding the skull raft on some parts (but don't expect it to be the main focus on this part). SMWC coin #3 is in this area

the end (expect the level length to be shorter then my first level)

Sept 15th edit: expect something by friday

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

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Level 128 preview

Just a small little bit of what I've got so far. No enemies as of yet (trying to decide what enemies to use [goombas and koopas are a given]). The path at the top can't be reached at the moment.

Progress Stuff (Final)

Level: 100% Done

Area 1 (made by me)
concept: done
level design: done
Decorations: done


Area 2a (made by me)
concept: done
level design: done
decorations: done


Area 2b (made by EvilDonuts)
concept: done
level design: done
decorations: done


Area 3 (made by me & EvilDonuts)
concept: done
level design: done
decorations: done


Area 4 (made by me)
concept: done
level design: done
decorations: done


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

Heh, I was just thinking earlier today about sprites that are seeing little to no love so far in this hack and the skull raft immediately came to mind. Glad to see it's being put to use.
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Progress Report

Four days since my last post and I got half a level. I can't really say that I've got half a level done, it needs more work before it can be considered anywhere near half done.

Anyway test patch is up for those who are interested in playing what I got so far. Ignore glitchy swooper bats and hammer bros, as well as cutoff with the land in the lava. Level difficulty is also a work in progress. The section before the midway is not going to stay with all the blue ledge platforms, hopefully someone can make a skull raft that goes left instead of right (and it currently uses sublevel 129 but it will be moved to its proper place eventually.

So for now, enjoy this major work in progress:
level 128 beta 0.1

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

It's alright so far I guess, though it feels a bit too much like aj6666's level in terms of sprite placement/usage, as well as being a bit on the generic side. I don't have too many specific things to point out since I think this is an overlying issue with the level itself, though:

-You may want to use two teleport blocks instead of one at the pipe that allows lava to flow into the room.
-The SMWC coin at the midpoint is far too easy to get.

Like I said, for me, it's an issue of this level feeling too similar to aj6666's. I'm really hoping you can either redo parts of the first section or come up with an interesting second section; otherwise, it'll likely end up being too generic.
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I'll probably redo a bit of the first sublevel. The second sublevel will probably become part 3 (after the midway) and I'll have something inbetween the two and then a final bit after part 3 (two parts before the midway/two after, although it definately won't be as long as Asteroid Antics). The SMWC coin is a bit easy but it's only temporary until I can get the reverse skull raft (if I can't get it that part will probably get an overhaul, which it will probably need either way).

I'll try to get it to be less generic/less like aj6666's level over the next few days and I'll get another test level out then and I'll see how it works out from there

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

----------------

Level overhaul (good thing its early and not halfway until the deadline):

Level 128 - preview 2

So after a few hours of work throughout the day, I starting building on an idea I had today. The level is a lava ruins type place, filled with skull rafts, ghosts, firebars, undead hammer/boomerang/fire bros (and some bats to make use of the remapped swooper I needed).

The pipe on screen 5 will lead to the underground, which will focus on riding the skull raft through old volcanic caverns (although I'm hoping to get it to be a little better then my first attempt at making an underground lava cave).

The pipe on screen 6 goes to more surface ruins, filled with ruins (obviously), more haunted stuff. Jets of Lava (or fire or some type of burning liquid) will be coming up from the caverns below.

They will eventually meet up at the midway point and then it will be a hopefully a nice mix of both paths until the end.

Of course all that is subject to change as It gets built if things arn't turning out right.

edit: changed the white in the pipe as leod suggested

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

Just a minor thing, but I really hate when people don't change the white in a palette, resulting in ugly pipes like your dark brown-red ones.
It really isn't forbidden to change whites.

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Your layout has been removed.
The ruins concept seems much more interesting than your previous idea, so props to that.

By the way, have you considered using the Fire Lakitu sprite in the second half of your level? Sonikku coded it for this project, but it didn't really work in Jimmy's level and yours seems like the only place it could fit now. It's already inserted in the base ROM (as well as the graphics), so if this is of interest to you, it might make your level substantially more unique and different from the other two.

Just a thought.
It looks nice so far, but I would still suggest to use one of the fire themed/ volcanic tilesets for the ground. I personally would suggest to use the one that can be seen in the second part (underground) of Lava Lift Lair since it actually fits the ruins theme due to the stonefaces this set provides!
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Originally posted by S.N.N.
*text*


That might be a good idea to use for the second half, which ExGFX file(s) does it use?

@slit08 I'm not using the one in firephoenix's level (volcanic panic)(and many others including my other level, because its has been used quite a bit already, and I was told to avoid using it. As for the one in Lava Lift Lair, I don't see myself using it any time soon, since honestly, I don't really like it that much.

The graphics I'm using are probably what I'm going to stick with for the time being (although I may edit some things if I need to).

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

Originally posted by dragonphoenix29
That might be a good idea to use for the second half, which ExGFX file(s) does it use?


Just asked Jimmy, and apparently it uses the regular Lakitu GFX and the fire from the firebar, so as long as you use those two together, it should work well.

Extras



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

Advertising Space

Yeah, I had made GFX1B2 for such an occasion, which contains a good number of other fire-based sprites.

So, I just watched the preview video of the Fire Lakitu. It would be an awesome gimmick for the second half of your stage. You can make a clever use of it since it can destroy blocks. Thus the Lakitu would be required to pass certain areas (f.e. there are some blocks on the ground that need to be broken in order to continue your journey). It might also cause death (f.e. blocks over a pool of lava) so that people have to be carefull and analyse the environment. If you include some pretty difficult challenges (after all it is late world 7) you might make a potentially awesome level.
Also think of using some nice hazards for the skull draft in your first half. ;)
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Part 2b Pic

This is area 2 (upper ruins). Ignore the crappy jets of fire/lava/whatever, I'm aware that they look like crap at the moment. The majority of it is a little easy right now, it will probably need some adjustments to get it a little more difficult. Expect an IPS tomorrow some time.

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

Looks pretty interesting so far. I'm kind of curious to see how those lava jets will look like once they actually have the proper graphics. I'm also quite liking how you're mixing the cave set with the ruins set. It works well here.

By the way, have you decided whether or not you'll be using that Fire Lakitu at all yet? I still think it would be a nice touch if you decide to.
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Originally posted by S.N.N.
By the way, have you decided whether or not you'll be using that Fire Lakitu at all yet? I still think it would be a nice touch if you decide to.


Yes, he'll definitely be making an appearance in the level (some time after the midpoint and he'll be a major focus in the later portions of the level).

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

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IPS #1 (pretty much just to show whats been finished to this point)

AWorkingDisaster (No that isn't the name of the level)

Only sublevel 128 is done, so you can give feedback on that one (ignore the green pipe tile at the beginning), sublevels 157 and definitely 159 have plenty of problems and stuff that needs to fixed/built/finished, so save any comments about those ones until they've had more work done to them.

Now about the fire lakitu. F**k this thing is annoying. First of all, he moves way to god damn fast. In the video his speed doesn't go near as fast as he does right now (which his speed may be the main reason I don't like the stupid thing). His fireballs are also annoying to dodge and making any kind of puzzle where you need to get his fireballs to break blocks as hard as hell (which could just be a problem with his speed). My other little gripe about it is that it always stays at the same hight (minus the bobbing up and down), it would be nice if he would stay somewhat at the top of screen. I want my level to use all the space from top to bottom. Only problem is the lakitu is stuck in the middle of the screen, I could move him higher but then when your at the bottom of the screen you can't tell where he's at because he's way the hell at the top of the screen. Anyway, thats it for my little rant on the fire lakitu. (Oh, And I hate how I can't make him go away at a certain screen).

I'd have more done but I don't know how I'm going to build the rest of the level with the way the lakitu is working at the moment. I'll either have to work around it, get it fixed at least a little better then it's working right now (which is beyond my ability), or not use it all (or at the very least only use him for a small portion of the level).

Anyway that is all, I'm done working on this thing for tonight, enjoy the little mess of a test level.

tl;dr
I've posted an IPS test level that needs major work, and I don't like the fire lakitu at the moment.

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

The sublevel is good, but there are a few problems with it.


Is a message box going to explain that only Yoshi can stand on these, because I didn't know, which caused me to die.


You can get stuck here. The boo will then push you, causing you to die.


If you get the power-up quickly, you will get stuck here and die.


The skulls are never right. At this part, I had 4 skulls... later I had 3... now I only have 2.

Other than that, I liked the sublevel. I liked that you had to use the boo blocks to get the SMWC coin, and the same for getting Yoshi.

Just fix up those problems, and then it should be fine.

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Just back here to browse a bit.
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 8 - 128: Smoldering Shrine - DPhoenix29/EvilDonuts(?)

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