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World 1: Designers' Discussion
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - World 1: Designers' Discussion
Pages: « 1 » Thread Closed
I'd like the designers of world 1 to use this thread to collaborate on ideas and such (that way we prevent repeats of gimmicks, graphical usage, etc.)

Thanks.
Since the first level mainly used Spinys and koopas. I decided to continue to use the use of these, but the level's majority is based on Omb-bombs. I also used some Pipe Dwelling lakatus. The level design remains similar to the Grinder Grassland. My level is planned to end around the way that Forty2's level begins. as well as for Tatrion's level with the secret exit. I'm also using the Custom Omb-bomb block sprite in my level.
Excuse me, but I'm trying to use the on/off blocks for my level and they don't seem to work. I'm using the latest base rom (5-28-11).
Perhaps I've missed something?

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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?

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Just what specifically isn't working right with the blocks?

Well, at first they were all solid regardless of whether or not the on/off switch was activated (I fixed that... somehow).
Now, they won't revert to an outline when they become "passable".

Oh, forget it. I made a video about it. Check out my level page (Yellow Switch Palace).

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Check out my music!
My level specifically has to do with P-Switches and On/Off blocks.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Originally posted by Moose
Well, at first they were all solid regardless of whether or not the on/off switch was activated (I fixed that... somehow).
Now, they won't revert to an outline when they become "passable".

Oh, forget it. I made a video about it. Check out my level page (Yellow Switch Palace).

you need on/off exanimation for that

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Your layout has been removed.
About how long do ya folks figure each of the given paths on my level (the last one before the castle) should end up bein'? Around 2-5 minutes worth of gameplay seem about fair to ya? Hm, maybe I oughtta just play through the ones that are already available again, and time it to figure somethin' out myself.

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Pepper your angus.
Firephoenix's level should probably serve as a rough reference for level length. I'd say your level should be a tad longer than Firephoenix's, but it doesn't have to be exact. What's more important is probably that you communicate the mechanics you're using (to the player), expand on them a bit, and don't overstay your welcome. We can always modify the level if the length becomes a major issue, but as long as you stay aware of the surrounding levels and what they're doing, I don't think it will be much of an issue.

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All Towers Bowsers!SMW World 1! Aqui World!#w{=D}

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LOL=D
Originally posted by pingux2000
SMW World 1! Aqui World!#w{=D}


emm, No.

We are just about already done with World 1, so any change such as....whatever, isn't going to happen, unless snn or someone up there demands it, which is very unlikely.
Pages: « 1 » Thread Closed
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 1 - World 1: Designers' Discussion

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