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12E: Musical Mechanisms - Blind Devil
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12E: Musical Mechanisms - Blind Devil
Pages: « 1 2 3 4 »
Originally posted by Kipernal
Maybe I should remove the lethality of this area so that if players don't get it right away they're not killed instantly?

Though I'm a bit iffy on this spot in general, I'm not sure what to do or even whether it's necessary to do anything. Maybe we should just see how people react to it during beta testing? See what others say, too. Of course, we could have a recycle graphic for the reset're right, we should have a standard to avoid pointing out inconsistencies down the road.

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-It's probably already known (I should hope so), but the mechanisms in this level stopped working. I'm assuming some code was removed.
I'm not surprised, since a lot of the code that made it work was based on AddmusicM, not AddmusicK. It shouldn't take much at all to get working again, though, thankfully. I'll look into it when I get a chance.
I should get a new layout.

Probably won't, though.
And well... unfortunately, it happens that this level is way too messy to be preserved. Layer 2 crushers don't go well in conjunction with the music sync gimmick at all, due to how SMW VRAM works (visual cutoffs can easily happen), and also due to how the player can manipulate stuff via pausing the game/getting hurt/getting a powerup, causing desyncs and even worse VRAM glitches.

Later, there are the synced conveyors/flamethrowers/thwimps/podoboos, in conjunction with a very uninteresting and frustrating 'no-jump while carrying a box' gimmick. Many problems with that one - due to the way podoboos worked, and thanks to pause desyncs being a thing we can't really avoid, it caused random sprites to despawn, sometimes important ones such as P-buttons that were used to spawn/despawn boxes, causing the level to be unplayable. Flamethrowers animate quite oddly and don't look synced at all. Lasers would look better. Thwimps are used only twice and don't really add much to gameplay. Conveyors are okay... but, that's all. The rest is messed up.

And we have the secret "jetpack" section, with more crushers. Apart from the crushers already being problematic, they move way too damn suddenly, and don't look good, even if the sync gimmick had no issues. As a matter of fact, in Lui's base ROM, this area is inaccessible, so there's actually no way to get the secret exit. And that sums up my thoughts about this level.

So yeah. We have no choice but to completely redo this level. I will do it, making it more focused on synced conveyors, lasers, and also implementing launch valves. No more layer 2 crushers, and no more (synced) podoboos and thwimps. It's the biggest sacrifice we have to make in SMWCP2 development, but it's purely for technical reasons.

We're done. This new level is much less complex and ambitious, but I did my best to be creative and make the level engaging, challenging and memorable enough. Most important of all: it's a functional level.

As planned, the new Musical Mechanisms focuses more on electric beams, conveyor belts and launch valves, all synchronized with the music. There are no secondary gimmicks going on this time - in other words, no more crates to carry around while being unable to jump with them.

Finally, a couple gifs. Keep in mind that visuals are not final.

I come with a base ROM update which includes this level, as well. So, feel free to give it a try and give feedback.

Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 12E: Musical Mechanisms - Blind Devil

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