Banner
Views: 858,188,810
Time:
23 users online: Alex_X8, Alexandr_07, AmperSam, autisticsceptile1993, Cappaque, Chuck_Grump, Counterfeit, eskayelle, gabriel09213535, Ixitxachitl, jardeson01, Jikurein,  KevinM, KitikuSa, Lunming Gaming, Matheus2653, MegaSonic1999, PokerFace, Rilla Roo, Rykon-V73, S3TH0s, SammmUuU, Synergic - Guests: 49 - Bots: 105 Users: 47,411 (2,260 active)
Latest: Team Shell
Tip: Do you want to create custom blocks, but have little to no experience with ASM? Use Kipernal's Blockreator!Not logged in.
World 3: Designers' Discussion
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 3 - World 3: Designers' Discussion
Pages: « 1 2 » Thread Closed
I'd like the designers of world 3 to use this thread to collaborate on ideas and such (that way we prevent repeats of gimmicks, graphical usage, etc.)

Thanks.
You probably know this world 3 designers, but for those who aren't completionists, this is only the 2nd world in the hack, and as such should only have around a world 2 difficulty (taking this into consideration the hack as a whole only has 7 levels of difficulty).

Also, to Hadron and Supertails, the two of you might want to work together on changing one of your levels' names, considering they both have the second word being "Temple". Might not be a problem considering both are temples, but it might appear redundant. Maybe one could change it to "Shrine" if you can find another word that goes with it?

--------------------
I've realized this was outdated.
Yeah, I'll probably change my level's name around as it progresses.

Really, I think what makes or breaks this world is whether or not it it's distinct or just feels like a standard grass-ish world. Aesthetics help, but it's also about having some unique ideas, which I'm seeing quite a bit of.
A minor point, but since it seems we already have cherry blossoms and bamboo covered, I'm wondering whether anyone is considering working the Japanese Maple into the look of their level, since it looks like we have a variety of landscapes anyway.

--------------------
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
A minor point, but since it seems we already have cherry blossoms and bamboo covered, I'm wondering whether anyone is considering working the Japanese Maple into the look of their level, since it looks like we have a variety of landscapes anyway.

I would kind of enjoy seeing japanese maple, as it is rather iconic next to sakura. I might actually consider it for my level, with it being set on a mountain, perhaps maple leaves might be a tad more fitting. (also I'm totally not imagining Youkai Mountain right now)

--------------------
I've realized this was outdated.
I've been thinking, how about using 2dareducks's Ninja Chuck graphics (that I requested for my castle level) globally in World 3?
Here's how they basically look:



I think it would be a nice touch. If you agree, I'll post the graphics here (I use them as 1E5-1E6 currently).

(Teyla also started (?) drawing Ninja Chucks, IIRC)

And also, if somebody would draw some oriental-styled Sumo Bros (or any other enemies), we could also use them globally.

Extras



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

Advertising Space

I honestly see no reason why the enemies SHOULDN'T have a global look for World 3, so go for it.

Yeah, true, then here are the files:

SP3
SP4
Palette (uses palette C,D)

I use only the Sumo Bros graphics from the files so far, we can change the other parts of the files, so we don't have to use more files just for smaller differences.
I think it'd be interesting to do for all worlds, but a global look for enemies in this world would be nice either way.

...I can't seem to think of a platforming gimmick for a vertical scrolling mountain level, I was thinking perhaps just rising platforms supported by girders, but I don't know. I've been neglecting doing much more than planning my level, but before I can really design I need an idea of how I'm going to make climbing a mountain less... dull.

--------------------
I've realized this was outdated.
Zephyr: maybe some waterfalls? Or perhaps some kind of falling rocks like FPI did in the first TSRP3 preview video.
Originally posted by Hadron
Zephyr: maybe some waterfalls? Or perhaps some kind of falling rocks like FPI did in the first TSRP3 preview video.

Those ideas seem good. Water springs would be nice, and I'm thinking of a way I could make the level switch between inside and outside (with the inside being mined by Norveg's minions). Inspiration! Guess I'll look for that rock generator thing...

--------------------
I've realized this was outdated.

Extras



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

Advertising Space

The rock generator is just a shooter sprite set to spawn sprite 48, so that should be very easy to make.

Also, if another designer for this world would like to use sakura trees, I think I'll go for the maple leaves since they might look better on a mountain level than sakura.

--------------------
I've realized this was outdated.
Originally posted by Zephyr
Also, if another designer for this world would like to use sakura trees, I think I'll go for the maple leaves since they might look better on a mountain level than sakura.

I could use them. They'd look nice around the coast I figure.

And yeah, I'll get to finishing those head frames.

I also still can't think of a name for my level (Which I should be working on but I have exams right now).

--------------------
If you can't think of anything right away, design your level so you can find a word that has to do with whatever platforming you implemented.

--------------------
I've realized this was outdated.
Say, has anyone else used Pionpi in their levels yet? If not, I'd like to remap his graphics (or at least his stomped pose) to be compatible with the Porcu-Puffer, but I'd prefer not to cause annoyances to anyone else in the process.
I have some sprite concepts revolving around "mini-porcupuffers" in my level description as well; I wonder if those would be of any use to you? (Of course, to my knowledge nobody has coded them yet- I should get around to officially requesting them :b)

--------------------
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Hmm, possibly. I'd have to see what the finished sprite is like, and how it works in my particular level and in conjunction with my other sprites, but I can certainly see one or two of the surface-hopping versions being useful to make things more dangerous in the water path of the first half of my level (though my major problem there is less lack of suitable sprites than trying to avoid slowdown in the Pom-Pom-heavy areas), and the circling one might also be useful for adding some variety in the underwater portion (though the normal-sized Porcu-Puffer is a remarkably effective addition as well, hence my above post). In any case, I'd certainly be willing to give them a try if someone makes them.
I wouldn't mind it, since I'm using the porcu-puffer as well. He's a great obstacle when the player is forced close to the water.

--------------------
Righty-o. Would changing the stomped graphic to $8E (i.e. the upper right corner of SP4) interfere with anything important on your end?
Pages: « 1 2 » Thread Closed
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 3 - World 3: Designers' Discussion

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy