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13A: Asteroid Antics - DPhoenix29
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13A: Asteroid Antics - DPhoenix29
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Pages: « 1 2 3 4 »
Owner: DPhoenix29

World: Post-Norveg
Exits: 1
Theme: Abstract/Dream
Music Options: 1, 2, 3, or compose your own.

Briefing: Be as creative as you wish with this one, but try to make your area almost surreal/abstract/dream-like. The possibilities, quite literally, are endless here. Clever ExAnimation, neat graphical swaps, and more can go a long way to make these levels memorable and fun. These levels should be quite challenging as well, but fair.

Note that this does not mean you can dump a Kaizo level here and call it a day.
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Current test level (fully functioning):
Asteroid Antics v1.03

Table Of Contents (assumes you use 20 posts per page, post # only includes my posts on the page)

Page 1, Post 1 - Table of Contents, Rough Info
Page 1, Post 5 - Progress Report
Page 1, Post 9 - Archive of test patches


Design rough draft

Name of level: no idea
World: #9 (a given)
length: medium to long (trying to make it as long as possible with out making it too long/annoying/something people want to be done with before they get to the end)
theme: now has space-ish kind of theme

First Part
Mario begins his adventures through the level high above the atmosphere of the world (mushroom kingdom or wherever this hack takes place) on some giant mystical asteroid orbiting the planet. Some person (the main evil guy norveg or whoever) has decided to build stuff on this asteroid so expect plenty of girders to be found (just because I really like the girder tileset) as well as plenty of koopas and goombas.

midway point #1

Second Part
Mario then proceeds to enter the asteroid, inside he finds that the place has been hollowed out with narrow passage ways, with many ore and minerial deposts scattered about. Girders can be found as well as pipes to send gas and fuel around (which could lead to some hazards for our plumber.

midway point #2

Third Part
Finally arriving at the core of the asteroid, Mario soon discovers the hidden base of [insert whoever or whatever here, Norveg, I don't know], many high tech equipment can be found here and wires flowing with extreme voltage going all over the place. Expect Mecha koopas, bullet bills to be lurking all around (as well as other things), the level ends with Mario getting to the main super computer containing many blue prints for traps, technology, among other things. Mario ends up getting sucked into the computer and trapped in a technical world filled with blueprints (which should lead quite nicely to level 139)

end of level

updated July 3rd

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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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update: moved this post down one, so my first post can be for basic info and stuff

Might as well post pics of what I've got so far

This is two sections of the level so far (no the cement blocks won't be there in the final version, there will also be a few more screens splitting up these two sections, plus decorations and a background) This one is slightly outdated

Zeldara edit: Reduced size of wide image; click for original size

palette ex-animation stuff


video showing off palette animation and some of my current problems (visit thread in general hacking help for more info): clicky here.

edit: figured out the problem I was having, and I'll be able to work around it)

Not sure how this level will go or what to name it as of now, I'll post more info as I come up with it

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

Keep in mind that no matter how elaborate your line guides are, if there are platforms safe to stand on, that will become the dominant strategy. People will wait on those platforms while the line-guided one does its thing. It doesn't look like a huge problem in the section you've shown so far, but be careful about that.

Oh, and I like the color changes.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
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Originally posted by AxemJinx
Keep in mind that no matter how elaborate your line guides are, if there are platforms safe to stand on, that will become the dominant strategy. People will wait on those platforms while the line-guided one does its thing. It doesn't look like a huge problem in the section you've shown so far, but be careful about that.

Oh, and I like the color changes.


I'll remember to keep that in mind while I'm making the level. And thanks for comment about the palette animation as well.

<also concider this a reserve post>

edit: and more updates coming soon

edit2: Update, this is the first section of the level (and once again palettes and stuff are a work-in-progress, no background as of yet, and decorations need to be added). Ignore screens 06 and 07, they will be filled and the random off/on switch is not supposed to be there
New picture

edit3: and I apologize for possible table stretch in the last post (and future posts), I can't notice it on my screen (unless a pic is really wide)

edit4: Sticking with Mystical Mayhem as my level name (subject to change if something fits better later on)

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

Well, the chainsaws-as-spikes remind me of the inconsistent grinder use in Grinder Castle from SMWCP, but as long as the spike version isn't animated, it should be fine...I think. I'm not so sure about the sideways stationary ones, unless you can spinjump on them.

Line-guided levels are especially hard to critique based on screenshots; they have to be thoroughly tested in real-time to make sure that everything is timed well and that double-spawning or de-spawning don't cause any grievous issues.

I can tell you, though, that players might very well be able to skip some areas through clever use of spinjumping, especially with capes. That's not bad per se, since it's harder to do that. Still, make sure you're not giving them the chance to skip too much- not without appropriate risk (which you might have already- I just want you to think about this as you go).

Oh, make sure the diggin' chuck's rocks don't get stuck anywhere, or that could lead to sprite buildup.

Can the grinder on screen 5 even hurt you if you're on the line-guided platform? But I guess an aesthetic enemy here and there isn't a huge deal.

Also, how exactly are you supposed to get the 3up moon?

Anyway, the design seems pretty good so far, but make sure the rest of the stage isn't just more of the same, or else it'll start to detract from the abstract/dream motif you have going with the palette changes and what not. I can see you're already coming up with some clever ideas, and that's good. Keep it up.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
Well, the chainsaws-as-spikes remind me of the inconsistent grinder use in Grinder Castle from SMWCP, but as long as the spike version isn't animated, it should be fine...I think. I'm not so sure about the sideways stationary ones, unless you can spinjump on them.


I think someone requested a spinjumpable block that could work with this.
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Originally posted by AxemJinx
Well, the chainsaws-as-spikes remind me of the inconsistent grinder use in Grinder Castle from SMWCP, but as long as the spike version isn't animated, it should be fine...I think. I'm not so sure about the sideways stationary ones, unless you can spinjump on them.


They are currently not animated and will most likely stay that way. As for the sideways ones, I like the idea of them being spinjumpable. Just trying to avoid munchers since I don't like when they are overused

Quote
Line-guided levels are especially hard to critique based on screenshots; they have to be thoroughly tested in real-time to make sure that everything is timed well and that double-spawning or de-spawning don't cause any grievous issues.


I'll make sure to throughly test it and get others too as well

Quote
I can tell you, though, that players might very well be able to skip some areas through clever use of spinjumping, especially with capes. That's not bad per se, since it's harder to do that. Still, make sure you're not giving them the chance to skip too much- not without appropriate risk (which you might have already- I just want you to think about this as you go).


Thanks for bringing that point up. I'll try to avoid that as much as possible

Quote
Can the grinder on screen 5 even hurt you if you're on the line-guided platform? But I guess an aesthetic enemy here and there isn't a huge deal.


I don't think so, unless you jump in to it (added some coins near it so its at least being used for something)

Quote
Also, how exactly are you supposed to get the 3up moon?


Don't really want to give the solution away but it has something to do with a certain sprite in the nearby area (not p-switch/spring related)

Quote
Anyway, the design seems pretty good so far, but make sure the rest of the stage isn't just more of the same, or else it'll start to detract from the abstract/dream motif you have going with the palette changes and what not. I can see you're already coming up with some clever ideas, and that's good. Keep it up.


It's not going to be, I've got different plans for the rest of the level that involves less line guide platforms/sprites (although there will be a few here and 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+

Originally posted by dragonphoenix29
They are currently not animated and will most likely stay that way. As for the sideways ones, I like the idea of them being spinjumpable. Just trying to avoid munchers since I don't like when they are overused

That's exactly how I would prefer it.

Also, I just wanted to reiterate that as long as there's added risk involved, allowing some attempts at skipping reasonable stretches is not necessarily bad at all. I just want you to gauge how much risk and how long a stretch is appropriate.

It looks like you're paying careful attention to the design, and that's great. I'm looking forward to what the other sections involve.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
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Current Progress

Area 1
concept: done
level design: done
Decorations: done

Area 2
concept: done
level design: done
decorations: done

Area 3
concept: done
level design: done
decorations: done

testing and fixing: In progress

updated: July 26th, 2011

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

Hey, that looks really nice! I love the color animations, I'm always a sucker for those. I don't really think too much went wrong here, since your annotation about the ceiling spikes made it apparent you're already aware of potential cheap hits. Though at :43, the saw you get hit by is acting as if it reached the end of a line, when in fact it should be traveling the whole track. I know from experience that lineguides can be pretty picky depending on a number of things, like screen boundaries and whatnot, but maybe you can find a workaround for it? I remember some of the saws in that one special world level of SMWCP behaved like that too, and it annoyed me a bit.

Another thing, earlier in the video, is what appears to be a Diggin' Chuck without anywhere to dispose of accumulated rocks. This could prove annoying if enough rocks built up to despawn more important sprites, so you should definitely consider either getting rid of the Chuck, as it seems pretty useless where it is, or make a hole for the boulders to fall through so they can't build up if the player doesn't move quick enough.

I love it so far, though, it looks like a lot of fun!

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Pepper your angus.
The animations are great, and the difficulty is just right for the end game (really, no earlier levels should be tougher than this). I do hope you throw a unique gimmick or creative idea into the last half of the level though. It's not that I don't like the design you've done so far, but keep in mind this is one of the last levels, and should have something to "wow" the player (or at the very least, something totally different from earlier levels).

Nonetheless, neat job so far.
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Originally posted by Vic Rattlehead
Though at :43, the saw you get hit by is acting as if it reached the end of a line, when in fact it should be traveling the whole track.


The solid/"saw" blocks below the were messing it up, it has been fixed

Quote
Another thing, earlier in the video, is what appears to be a Diggin' Chuck without anywhere to dispose of accumulated rocks. This could prove annoying if enough rocks built up to despawn more important sprites


Already covered, take note of the "lava" pit around 12 seconds into the video. The rocks fall into there and burn/disappear

Quote
The animations are great, and the difficulty is just right for the end game (really, no earlier levels should be tougher than this). I do hope you throw a unique gimmick or creative idea into the last half of the level though. It's not that I don't like the design you've done so far, but keep in mind this is one of the last levels, and should have something to "wow" the player (or at the very least, something totally different from earlier levels).


I don't have one at the moment but I'll figure something out (still plenty of time to design the level). I've tried out an idea or two but they didn't work out. You can definitely expect to see some interesting things later on.

Anyway thank you both for the positive comments (and everyone else who did)

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

You know, if you can spin jump on the sideways stationary chainsaws, I feel like it would be more intuitive for them to be animated like the moving ones (since they're full-blown chainsaws, not just poking up from the ground).

Video:
0:56 - It seems a little odd for the platform to force you off here. Maybe it'd be better to end the line guide before it turns to the right?

1:03-end - This whole section feels like a ghost town compared to the beginning, i.e. it seems awfully devoid of enemies.


I think you're really nailing the whole safe spot/risk thing for the line-guided platform section. I would like to see how the level plays out, though, when you stay on the platforms the whole time.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
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Originally posted by AxemJinx
You know, if you can spin jump on the sideways stationary chainsaws, I feel like it would be more intuitive for them to be animated like the moving ones (since they're full-blown chainsaws, not just poking up from the ground).


I may animate and get a spinjumpable spike block for them later on, but I'm not to worried about them at the moment

Quote
0:56 - It seems a little odd for the platform to force you off here. Maybe it'd be better to end the line guide before it turns to the right?


Good point, I didn't mean for it to do that, it was just overlooked, and has been fixed

Quote
1:03-end - This whole section feels like a ghost town compared to the beginning, i.e. it seems awfully devoid of enemies.


It does seem a little more empty then the first part, I may add a few more enemies here and there but I intentionally want this part to be somewhat calmer (it took me 27 tries to do the first part). Rest assured it will pick up again, just thought a small break would be nice (don't need people breaking a ton of keyboards and controllers). This is roughly the first 3rd of the level, there is plenty more to come

Quote
I think you're really nailing the whole safe spot/risk thing for the line-guided platform section. I would like to see how the level plays out, though, when you stay on the platforms the whole time.


Someone with a little more skill will need to do that, took me long enough to do it the way I did.

thanks again for the comments, expect more screen shots tomorrow maybe (I've got Saturday-Tuesday off from college every week this semester as well as tomorrow, so expect plenty of progress up until mid-semester, then it may slow a little, especially once I get closer to graduation near the end of June)

edit: changed link to video that has audio

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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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Time for a little update

Part 3 of my level (part 1 is done, part 2 doesn't exist yet), it isn't done and still needs some work.

picture #1
picture #2

Things to note:
>This is an auto-scroll portion of the level (uses medium auto-scroll)
>Ignore the floating munchers/any of the munchers. They won't be munchers once I (or someone else) make replacement graphics for them[
>Ignore lack of decorations, they'll come eventually
>Uses layer 2, so no background (there is layer 3 stuff though)
>Spikes (actually they are crappy sharp/pointy crystals) at the beginning are on layer 2 and will kill you on contact. This section will have Mario running for his life as the crystals take over the caverns (koopas are going to be slightly edited)
>If anyone can draw better crystal spikes let me know and I'll give some more info on what I need
>lastly grinders on screen 8 aren't going to stay there

This was made a week or so ago. Nothing newer then this to show since I stopped working on the level up until now. Expect some newer stuff in the next little while since work on this level has begun again.

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

Ha, another section that's hard to visualize through screenshots :p

It's looking very nice, though. You seem to have little trouble building complex challenges...the only thing I'm worried about is whether players will figure out what to do fast enough to avoid the medium scrolling crystal spikes of doom. Of course, it's the last world of the game, but I just want to make sure at some point that it isn't going too far, is all. Also, it's possible that players will take a hit to skip past the first p-switch or two, especially if they die there and subsequently know what to expect.

But yeah, I think I'll hold off on commenting too much until I actually play it. Good work so far.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
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Archive of test patches
v0.1_02 - map16 bug fix [April 29th]
v0.2_00 - made some fixes, level is should be a little easier now [April 29th]
v0.3_01 - updated with some fixes [June 11th]

Originally posted by myself, reposting from testing thread

138 Mystical Mayhem

Looking for testers, no need to say that you can, just download, patch and test. Ignore the floating munchers near the end of the auto-scroll portion, they are going to be replaced (the ones on screen 0B are the only ones staying). The end of the auto-scroll level might need some work (it wasn't tested after I tried fixing stuff). The only parts in the level at the moment are 1 and 3. Keep in mind this level is one of the last few levels so it is fairly difficult.

Have fun =P (hopefully nothing is majorly broken).


This post will be updated with updated level patches whenever I make them

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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 first part is OK, but the autoscroll part seems a bit Kaizo (at least to me, it does).


Never mind. Maybe it WAS meant to be Kaizo.

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Check out my music!
Originally posted by S.N.N.
Note that this does not mean you can dump a Kaizo level here and call it a day.


No, it wasn't

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