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12C: Incineration Station - yoshicookiezeus
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12C: Incineration Station - yoshicookiezeus
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With the newest base ROM released, I have replaced the placeholder graphics of v0.1 with the proper tileset. Thus, time for some screenshots! :D



The very entrance to the factory. The stealth approach appears to be out of the question...



Encountering the first green Koopa Elite; seems like Norveg has been experimenting with bio-enhancement technology. Also please ignore how I forgot to place a window around those coins.



And here's the first red one, as well. Not shown: a few seconds after this screenshot was taken, the blue Koopa kicked that shell, killing the Elite with one hit and showing the player that shells can be rather useful in this level.



As with anything related to dodging aimed projectiles, streaming is always an option. :V



This is not going to end well...



Yellow and red, combining forces to make this particular passageway rather dangerous.



And finally, here's the blue Elite. This guy behaves rather chaotically with this many obstacles around.



They are much more straight-forward to dodge in an open area like this, which is why they have some backup in the form of fireballs.



A side room with a small puzzle for the first SMWC coin - guide the blue Elite through the maze, and jump on him to reach it.



This giant door leads to the main part of the factory. Pity it's locked, or Mario would have been saved a lot of trouble.



This is the only way to proceed, isn't it? :ohdear:


Next up - a short falling section leading to the furnace itself. To YY-CHR!

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My YouTube channel
Get the official ASMT resource pack here!

Still no feedback on the level design? D: I miss AxemJinx already...

Anyway, have another IPS: Incineration Station v0.2. This time with actual graphics!

Also, some screenshots of the tileset I'll be using for the second part. These graphics were totally not at all inspired by Portal.







The concept for this room is simple: fall down the pipes, and if you choose the correct path, you may find prices on the way! There'll even be an SMWC coin hidden somewhere in there for you to find.

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My YouTube channel
Get the official ASMT resource pack here!

Whoa.. the second area looks pretty cool. The pipe GFX just look very neat.
What happens if Mario chooses the wrong path?
I will test the level now :>
Can't test it now: must go to school soon.
@Masashi I think you must deal with an elite koopa or something.

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Alright, I just tested the level, and it was awesome. I find this level extremely difficult without powerups, but since this level is located in world 8, there is nothing wrong with it being hard. I also loved the sprites you programmed, ycz! Some of them were annoying, though lol, but it's alright, they make the level more challenging :>

Good work! =)
Originally posted by Masashi27
What happens if Mario chooses the wrong path?

Nothing, really; you just miss out on the prizes. Since it's after the midpoint but before what will probably be the hardest part of the level, I'll design it so that you can go through it really quickly if you don't care about missing the coins on the way.

Originally posted by Masashi27
Alright, I just tested the level, and it was awesome. I find this level extremely difficult without powerups, but since this level is located in world 8, there is nothing wrong with it being hard. I also loved the sprites you programmed, ycz! Some of them were annoying, though lol, but it's alright, they make the level more challenging :>

Good work! =)

Did you get through the level without using savestates or other emulator tools? Given that I have trouble doing so, I'm kind of worried that I might have made the first part of the level too hard...

Also thanks :D

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My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Nothing, really; you just miss out on the prizes. Since it's after the midpoint but before what will probably be the hardest part of the level, I'll design it so that you can go through it really quickly if you don't care about missing the coins on the way.

Oh, I see.

I tested the level without using savestates, and yeah.. it was pretty hard.
I actually realized that the first part is fairly easy if Mario has a cape. He can just spin kill the enemies, and fly throughout the entire level. I think the difficulty of this level really depends on Mario's powerup status lol
I don't think the first area is that evil. I think it's a suitable difficulty for world 8. Y'know, levels in world 8 are meant to be demanding, so. I don't think you have to reduce the number of sprites, but that's your decision.
I tested your totally-not-Portal-inspired level, and overall it was pretty nice. And hard. But i think that's just because i'm bad. :v

I just want to point out some things:


You can trap yourself up there. Dunno if it was intended, because there's a spike. But well, unless you're going "HERPADERP WHATS UPTHERE" i guess there is no problem.



No layer priority? #w{:<}

(Also the level lacks decoration)
You put the Elite Koopas at a good use, even if the red ones annoyed me alot xD
Nice job, SLBros, i'm done here. :3
Well, the elite koopas are great,the first part looks very good apart for the part wich you can get traped with the red koopas.The incinerator level need priority, as mentioed by SL bros.
As for dificulty, in smwcp1, I used savestates every second to pass(thats how much I suck), and in this level, I only neede them like5 times, wich means it is not to hard, wich is good and fun.
Cant wait to see the incinerator!
Also, if you need more fire related grafics, let me know.
Edit: on SLbros first screen shot, on the T shaped pipe,at the top right at the midle, It hasnt got shading, while the second screen shot, that pipe has shading there.

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Thank you for your feedback!

- My opinion on the spike area with the two red Elites is that if you jump up there, you honestly deserve to lose a life. You can clearly see that there's no way out, you can't really get up there by accident, and there's just no logical reason whatsoever why you would even try to get there. And I want to keep the jumpthrough floors there, so that you can throw shells at the Elites standing on them.

- There would be layer priority in the pipes section (I even have all the tiles using it), if it weren't for the fact that layer priority just plain out doesn't work in vertical levels. I have requested that the hex edit that changes this is applied.

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My YouTube channel
Get the official ASMT resource pack here!

Forgot that that level was vertical.
Also,has that hex edit ben released?What is it called?

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Extras



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

Advertising Space

Originally posted by xlk
Forgot that that level was vertical.
Also,has that hex edit ben released?What is it called?


Milk has a patch in her (his?) file bin that allows for layer priority in all level modes, which I assume is what YCZ requested at first.

Actually, I found the appropriate address in some old help thread in General Hacking Help. Not sure why it isn't in the ROM map; it's even labelled in all.log.

...actually, why haven't I submitted that address to the ROM map yet? Let's do that, shall we?

And speaking of which, I should probably submit all those Bowser addresses I found as well.

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My YouTube channel
Get the official ASMT resource pack here!


This place was indeed dangerous, but it was very hard for me, even if I used savestates. The only thing that makes it alomst inmpossible for me was that little shelless red koopa you killed in that picture..

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I haven't had time to play but just judging by the screens alone, i think you need a bigger contrast between the floors you can walk on and the background walls.
I played it, and I quite like it. There are a couple of parts that might be pushing the difficulty just a tad - namely, the part Bloop mentioned, and the SMWC Coin room. Maybe it's just me, and maybe I don't know how to properly "control" the blue Elite Koopa, but I found it extremely difficult to actually get him to the left side of the room. Also, may I suggest adding a power-up more towards the start of the level? Being that you are getting introduced to at least the green Elite before a powerup seems a little iffy.

As a whole, it's a good level thus far, though I really would suggest removing a couple of minor sprites (such as the odd shelless Koopa) here and there. I can do it without savestates, but it's very rough.
Well, the bonus area didn't was as hard as that place I mentioned, But I didn't did that whithout some little savestates to. Jusy saying, but I'm very bad sometimes with savestates. Sometimes I saved a state when I die.

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I'm really enjoying the level so far. But yea, the area that Bloop showed off is pretty much the only area that's tripping me up every time. I can do the level savestateless just fine, except for that one spot. But other than that, if you know how to conserve koopa shell ammo, the level's really not that bad at all.

I'm also with SNN regarding the SMWC coin room. I cannot for the life of me seem to get that guy to follow me. His flight path is so wild at times that I'm constantly losing him to the screen boundary, but yea, maybe I'm just missing something. Otherwise, I actually like that concept of how to get the coin.

Also, I don't necessarily think there needs to be a powerup before the first green elite, but I think there should definitely be one before the first red elite.

Originally posted by yoshicookiezzeus
Not sure why it isn't in the ROM map; it's even labelled in all.log.

The entire table is already in the ROM map. That's how I got the addresses for the patch MrDeePay is referring to.
Hmm...to me, the elite koopas still have some oddities.

First of all, if this is the first level to introduce them, then you shouldn't have a green one drop onto Mario unexpectedly without a powerup. My first run was "Oh, that one looks a bit roboti- ARG BLARGHH *dead*..." The second setup doesn't help matters. Introductions should be nonlethal wherever possible, I think. Disregard this if they appear in earlier levels.

More importantly, though, I don't see why you need to jump on them three times when you can just carry a shell into them (and I haven't tried fireball/capeswing, but the same could apply there). All it does is delay the inevitable, since you can just safely bounce on them until they finish their 'hurt' animation (which isn't much of an animation in the first place). I suppose it makes the elite koopas more dangerous in combination, but is that really necessary? I think they would be hard in combination even if you could trounce them with one bounce. Also, why do yellow ones in particular have a shorter 'hurt' animation? Combined with their fast walking speed, it's pretty annoying :p

Bouncing on green ones just before they revert to walking results in getting hit, if I'm not mistaken. Also, they're a bit easy to dupe into falling into pits sometimes.

Red ones in combination with just about anything already seem too hard, and putting two of them together is just begging for slowdown unless you remove most other enemies from the surrounding screens. In some cases, the fireballs come at too fast a rate and are too closely grouped together to give the player a reasonable chance to dodge, especially with other enemies present. Personally I think you still have to modify the red ones. What's interesting is that if Mario and a red one are level, Mario can do a running bounce before the red one has a chance to fire...but there are many places where that's not in the cards.

Personally I thought it very intuitive that the blue one makes a beeline for Mario about every second and bounces off of walls if it misses, but even though I got the smwcoin on my first try with no issues, it might be too fast to control (might have been luck for me, judging by others' comments). You certainly shouldn't expect players to know when two of them are going to double back while dodging a red one (though I admit you can bait them in many cases). Also, it seems like it would be easy to force them off-screen...unless you continue processing them for a bit farther? Oh, and it's completely not going to be obvious when they pause, especially with other stuff going on.

You pretty much never want to run underneath a yellow one, but that's a problem in low-ceiling areas, and I think that one area with the yellow, red, and high jump w/ enemy is really pushing it (unless you back up against the left wall, I guess, but it feels like I'm being forced to play the level in a way I don't want to). I still think yellow ones should jump a bit farther (and a bit slower) and that the fireballs' x-speeds should be randomized (within a range) but also thrown upwards a bit rather than dropped.


Oh, and for the smwcoin area, why do you have the blue one caged? It's bouncing around so fast in there; how will players have any confidence in not getting immediately hit? You should probably keep it open from the start, or wall off a wider area. I admit, though, I don't know the chances of players getting hit in the way I describe.


So yeah, I was going to talk about the level, but as you can see, I'm still ranting about your sprites (; Of course, I have no idea if you even plan on putting any more work into them, or if you consider them finished ^_^;

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In my opinion, the elite koopas ARE hard to manuver through, but this is a world eight level, and it was easier than other world eight levels from smwcp1.Also, make it to easy and it wont be any fun.Besides, these koopas reminded me of Dr. slump comics.Also, the dificulty betwen diferent koopas is the same.
Any way, cant wait to see the incinerator part XD.

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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12C: Incineration Station - yoshicookiezeus

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