Vacay is over! I've made a lot of progress in the conceptual phase. My overworld is already about 70% done (the sketch, that is).
It will consist of the main overworld and two submaps. One contains about 6 secret levels and the other contains the final level--and possibly only that. The main overworld will be extremely nonlinear. There will be three possible routes that all meet up at a level called Raspberry Ruins. After beating that, you access the final submap.
I've planned out 13 main levels and will soon start designing the optional ones. One of the rejected flavors will be called...Tamarind Terror!
When I get enough done in Lunar Magic to make screenies, please let me know what you think!
Originally posted by Fine Green Koopa Troopa
It would be funny if you made the final boss into the Kool-Aid Man, heheheh
As silly as it may seem, that would be totally wicked.
This is a VANILLA hack. And I'm not a good pixel artist at this point. But you guys read my mind--it IS a wicked idea!
Progress is coming along in Lunar Magic. Take a look at this!
This is supposed to be a layer 2 translucent level, but for some reason it doesn't look translucent in LM or the game. Don't mind the terrible palettes on the rocks; once I read up on where their palettes are I'll change them to a faded pinkish-red.
Don't worry, I'll have more screenies soon enough.
And here's the current list of level names, assembled for your reading pleasure. Some of these may be renamed or not used in the final game. Please give your advice!
Key Lime Cavern
Spearmint Serac (this one needs a tweak. But I really love the word "serac")
Dragonfruit Depths (tentative)
Banana Bastion (tentative)
Guarana Graveyard (tentative)
Work on this hack continues at my own (yes, rather slow) pace. Two more screenies of my freshly started level, Tropical Shores:
This level uses the cutscene BG after beating Ludwig. Yes, it's ExGFX. But it's vanilla, cause it's just original SMW graphics in an unusual place. Would you rather it be with or without mist? The BG is supposed to represent sunset. Maybe I should add some fake HDMA.
This one uses recolored Ghost House Entrance ledges ("Grassy Ledge 2"). I like this one better, but it makes it hard to create slopes without more ExGFX...
Next up: Key Lime Cavern and Strawberry Scramble in action, not just empty looking test screens. Keep checking back for more!
Your palletes look OK but I really like your level names! They're "Catchy" if you know what I mean. Anyway, that green grass is...kind of weird. I know what your going for but any way for you to make it blend a little better? Also, have you tried ExAnimating palettes? That would be really cool considering what your hack's story is and what it is based on. Overall it looks pretty good, keep it up!
looking good, I'm liking the names too. Are you still doing the pit of rejected flavors? (didn't see it in the names.)
Yes. Durian Wastes, Dragonfruit Depths, Tamarind Terror, and Guarana Graveyard are four of the levels there. I plan to have about 6 levels there in all.
Glad you liked Tropical Shores, Riot! I'm pretty proud of that one. Just wait till you see Watermelon Citadel. It's my favorite concept of them all!
It will be a 2-sided castle, one side red and the other green. In the exterior portions, the opposite side of the level can be seen in the background. This level is far from realization, but patience is a virtue! I might need another level designer to help me make it--puzzle levels aren't my forte yet.
Expect progress to slow over the next few weeks, cause college is fast approaching. I hate to say it, but I can't handle college and hacking at the same time. So expect about a 10-week hiatus starting mid-September.
And now, the moment you've all been waiting for! 8 new screenies of sweet, sweet progress! Level designs you see here are not finalized, and I have tons of bugs to fix. But now there's something to look at for a change.
Life is a beach. Climb nets and dodge fish!
More fish and nets. This time you've got the Fish Generator to contend with. This is a secret level early on so I won't make it too hard.
Pitchin' Chuck guards Lighthouse Rock. Monty Moles love the rolling seashore.
Quick, snag that red coin before you get toasted!
Entrance to Key Lime Cavern. The jagged topography (this screenie doesn't do it justice) took me hours to make, especially with my relative inexperience.
Dagger-toothed rocks and precarious platforms suspended above an offscreen pit of corrosive lime juice. I know it's empty--I haven't added sprites yet. Puntin' Chuck will feature in this level, by the way.
Watermelon Citadel on the red side...
...and on the green side!
Comments and constructive criticism, please! There's still lots of work to do, so I can make changes easily.
God, it's quiet here. I can hear the echo (echo...echo... *shot*)
Right now, I'm playing with palettes and brainstorming new levels. But while I'm at it, I can upload a second screenie of Strawberry Scramble:
Hope you're not prone to motion sickness! The background rises and falls as you ride the block train over the (offscreen) treetops. Watch out for Lakitu and Bullet Bills, and don't stop to admire the stars in the background!
Ignore the purple coins; I put them there as screen markers when testing the block train. And it's hard to get a good shot of what this area feels like.
Next on my agenda: Screenies of Spearmint Serac, Orange Oasis, and Blueberry Haunts.
Here's a sketch of my OW I designed 2-3 weeks ago. It's a bit outdated, but you get the idea I was going for: NONLINEARITY(tm)
Sorry if it's hard to read. I took this pic with my camera phone.
And here's another area I haven't shown yet:
You need Yoshi's Wings to get here. Medium Autoscroll combined with Bullet Bill dodging. This is actually needed to get to the goal in a certain level. But don't worry, I put reset pipes in there if you get hit.
I've got some questions for you, fellow hackers! I don't consider this hack "vanilla" anymore. Namely, I've used ExAnimation 4 times so far, I'm gonna do some minor sprite rearrangement in YY-CHR, and I may apply some patches just to fix glitches and allow me to put my logo in the "Nintendo Presents" screen. And since custom music is allowed in vanilla contests, I might as well call this a "chocolate sprinkles" hack and add some custom music.
I'm using HuFlungDu's version, so sorry, I can't do .brr files. They have to be either ports or original compositions with SMW samples. But each level should have its own music if all goes according to plan.
Here are my ideas. Please, viewers, if you have any suggestions, post them! Oh, and if you can, find something more obscure.
Strawberry Scramble (mountains): FFV's "To the North Mountain", or "Kyoto" from Mystical Ninja for a more laid back feel.
Blueberry Haunts (ghost house): "Ghost Valley", Super Mario Kart.
Key Lime Cavern (cave, natch): Hook, Level 5 (caves). That one's a bit too dark though. Yoshi's Island "Crystal Cave" is overused but fits it better.
Spearmint Serac (mountain/ice): Icecap Zone Act 1 (Sonic 3) for slope section.
Soarin' Starfruit (athletic, difficult): Maybe some Kirby music in most of the level, but something fast-paced for the autoscrolling sublevel. "Clash on the Big Bridge" comes to mind.
Cherry Cauldron (volcano): This one has a rather dark and menacing atmosphere, so: Lower Norfair; "Crucible of Flame" from Super Ghouls 'n Ghosts; or
Lemonade Desert (take a wild guess!): These are very obscure for SMW hacks, but..."Dindom Dries" from Quest 64 or "Forgotten City" from Castlevania: Portrait of Ruin.
Tamarind Terror: I haven't got screenies of this one yet, but it's a haunted grassland/cave. I'm thinking "Red Brinstar" from Super Metroid.
Grape Expectations (half-flooded castle): Lufia 2, "Parcelyte Castle". That might be a bit too regal, but I like it.
Watermelon Citadel (two-sided fortress): Mega Man music sounds appropriate here, for some reason. NOT the Dr. Wily one, please!
More to come. Stay tuned for Cherry Cauldron and more!
Thanks a ton, Echo! Glad to hear I'm not the n00b I used to be
I'm really, REALLY liking how Cherry Cauldron is turning out. The BG is ExAnimated to create an ominous lava glow. It looks awesome. And it might be the most complex level I've made to date. Only Watermelon Citadel is anywhere near as huge and loaded with sublevels.
Here's a sneak peek of the first few screens, straight from LM: