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136: EREHPS EHT RAEF - Rameau's Nephew
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 136: EREHPS EHT RAEF - Rameau's Nephew
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In general, I love the level, and I don't have much to complain about. The transition from "shadowy abstract underground" to "seemingly normal castle" is a little on the odd side, but given the nature of this world, I don't think it will be a problem. Let me know that I laughed quite hard at the end, but at the same time, I don't know if VWF is going to be a possibility here. Arranging a few sublevels with normal text tiles (via Map16) might honestly be better, or something.

Three screenshots, all from the underground portion:


Is there a way to get up to that flower to my left, or is it just there to taunt me?


You can phase inside of the \/-styled corners here and in a few other places in the level. I know this is the fault of SMW and not you, but you might want to make these platforms a little bigger and/or less sloped on the ceilings.


I liked this idea a lot, but at the same time, the chances of getting hit by the appearing flame are very random. I found myself getting smacked around quite a bit. I'll let others test it as well and they can express their concerns on this.


But aside from those and what you already mentioned, I had a blast playing this. I definitely want to move this to the last level or the penultimate level of this world (depending on what we're actually -doing- with the last level .. perhaps the credits). The atmosphere and design is fantastic.
lol @level 8C

Anyway, I played this level. It was a really, really amazing experience from beginning to end, and I think it's pretty much perfect(aside from the weird slope dynamics and the bottom row of Will o' Wisps in the second portion, already pointed out by SNN).

There's not much to say.

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aran - Graces of Heaven
Personally I'd be fine if this was the way the whole hack ended, if just for the fact that it would be such a weird ending that would leave much dissatisfaction and confusion.

I loved all the little touches like ghastly Luigi popping out of the pipe, his chanting to summon the souls that presumably were once Mario's enemies (now of course flattened simply for getting in his way to the next mushroom box), that odd little flower (which you can reach without a cape, by the way, if that is an issue), and the green flames flicking on as you approach them, cuing the orbicular soul onslaught. Mario's cakely demise, baby Yoshis detonating on Marios, and the strange messages - it all had a profound impact on the experience. I only wish I knew the meaning behind them TNKs.

The music selection was spot-on and I feel the graphics in section two need no adjustment. The only thing that came off as a little iffy is the whole soul run. It's not actually that tough to get by unscathed if a steady pace is kept, but slowing down even a little does tend to make getting hit or not somewhat of a crapshoot. It didn't seem too bad with the provided power ups, but it did strike me as the most questionable segment of the stage without a doubt.

I assume the end room with the falling garbage sprite is the goal room, but I think this level would do well to have a silent ending in its stead, so as to not give the player the reassurance that all is well again as Mario does his victory cabbage patch. It'd also definitely set the stage for an odd boss just beyond it, especially if your proposal is as interesting as you make it out to be.



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Pepper your angus.
Originally posted by Vic Rattlehead
the falling garbage sprite

Ah, I fear you must have been one of the three people to download the screwed up version that I accidentally uploaded at first, which was there for about a period of an hour before I noticed my mistake and replaced it with the proper version. I highly recommend you download the most recent version ("argyle"), which should take you to an area which provides a more satisfying conclusion, and also sheds light on the mystery of the TNKs.

Concerning the flame run, I figured that would be the part people would find most questionable. Originally there was a hidden star about half way through, where the hidden 1-up now is, which was at the time also more-or-less (but not completely) necessary to get the SMWC coin, though I later removed it as I thought it sort of detracted from the main idea of the area. I could bring it back if people think it better, though, or alternatively just put another powerup in the section where you're being menaced by the will-o'-the-whisps from the floor (though I personally tended to have little trouble with that area). Concerning the fact that it's much easier when one keeps running, I had actually considered having an animation trigger at the point where the whisps first spawn, with blinking letters spelling out "S C A R P E R!", but I'm not sure I'll have enough space on my animation file for that...

Originally posted by S.N.N.

Is there a way to get up to that flower to my left, or is it just there to taunt me?


Um, did you particularly want to go up there? As noted, it's possible, if difficult--it was a lot easier in earlier versions, incidentally, though I later moved the hexagon up a tile so the flower couldn't be seen so clearly simply by standing on the block. I could, of course, always move it down or otherwise edit the landmass to make it more accessible if the peoplemasses think it essential that they should be able to visit our blossoming friend in person. I should probably advise you against taking the plant-based suggestions of a certain jiāng shī all too seriously, though...
After playing the fixed version, that should most definitely be the finale of the entire hack, and perhaps even the finale of SMWC in itself, as nothing in SMW hacking stands any chance at topping it.

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Pepper your angus.
Well, as I mentioned in the boss thread, I have an idea for a followup which just might do exactly that, but we'll save that proposal until after the deadline at the very least, I think.
You know, I've been thinking. Since this level will be very unconventional, and a sharp deviation from what we've seen before, even in the abstract world (haven't actually played the level, though), why not top it all off by breaking even the "alliterative name" rule too?

Just thinking.

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Check out my music!
Hmm. Well, depending on whether this ends up being the second-to-last level with a boss level following, or the absolute last, I was thinking of either calling it "Tone-Deaf Totentanz" or "Fear the Sphere", both of which sort of follow the established rules (though the latter title would be absolutely perfect for your all-caps idea). Another idea I had which is more of an aberration is "Pimento Mori", which is not so much an outright rejection of the rule as a very off-kilter interpretation of it, being a meta-rhyme based on an alliteration. Admittedly, I sort of like the first two better as titles per se, but I find the third very conceptually entertaining, and it certainly fits with your suggestion.
I played through your level, and it was amazing. Some complaints though:


This ninja Pac-Man is pretty annoying.


OMG, LUIGI IS A HAPPY HAPPYIST! (nope, it's not a complaint)


Being very nitpicky here, but this "waterfall" has a different pattern compared to the others...

Hey, why don't you add some crazy HDMA effect on the BG of the soul part? Like this:

You know, that effect where one "line" of the BG undulates left while the other one undulates right (and vice-versa). Also, on the "castle" part, why not make the BG scroll automaticaly and also put some stars on it? The music "Electrospire" would fit better if the BG was like this (since it's pretty upbeat and full of action). And... shouldn't be Happy Happyist Luigi redrawn just like Mario is?

...

It might be just me, but I didn't really enjoy that nose thing...

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Where are the SMWC coins? Did you place them?

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I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Yes, he did. I found all 3 if I'm not mistaken.

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Originally posted by Magiluigi

This ninja Pac-Man is pretty annoying.


Truth be told, I'll probably be outright removing that one anyway, since even if the Extended No Sprite Tile Limits patch does ultimately end up being applied, eliminating its tendency to occasionally disappear, I still find its tendency to fly through the wall after one restarts from the midpoint inelegant.

Quote
Being very nitpicky here, but this "waterfall" has a different pattern compared to the others...


I actually vary up the patterns on them quite a bit, though the effect is somewhat subtle, as most of them are fairly narrow. I'd likely have done even more variants had there been room for more of the wider ones.

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Hey, why don't you add some crazy HDMA effect on the BG of the soul part? [...] Also, on the "castle" part, why not make the BG scroll automaticaly and also put some stars on it?


Well, I sort tried to keep the look of the second section somewhat minimalistic. What's more, I fear adding any more movement to the backround may transform it into Motion Sickness Theatre (fun fact: at one point I experimented with having the landmasses made of flowing colors as well, but the result was...decided visual overstimulation).

I have indeed placed stars in the sky of the tower section, along with a moon, and smaller second moon. The scroll effect might be worth at least taking a look at, though it would probably necessitate removing said moons, which I confess I've grown rather fond of.

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And... shouldn't be Happy Happyist Luigi redrawn just like Mario is?


Ah, well, those particular graphics are just placeholders, with our villain having since been given new graphics, but you'll notice even these are based on the normal Luigi graphics. And the reason for this is quite simple--as far as I know there aren't any Luigi graphics in the new style.


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It might be just me, but I didn't really enjoy that nose thing...


I understand that such hard-hitting drama and such terrifying cosmic horror which shakes one to the core of one's very being may be a touch overwhelming for some players, but here at SMWC, we're not afraid to push artistic boundaries.

Extras



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

Advertising Space

Originally posted by Magiluigi
And... shouldn't be Happy Happyist Luigi redrawn just like Mario is?


That's Foop's job to do, but I assume that we won't be needing a full Luigi-player set. Just the basics you'd expect from spriting.


If I'm not mistaken, Off (on the block above Mario) is misspelled as 'Oof'.

And the Deedle Ball battle was too easy. When battling Deedle Ball, All you had to do is get a throw block, and throw it at Deedle Ball to knock him off and then you're all done. Was that pretty disappointing?

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I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Originally posted by Woody
If I'm not mistaken, Off (on the block above Mario) is misspelled as 'Oof'.

I'm hoping that was a joke done on purpose for some reason. This hack is ridiculously serious for a Mario game.

Originally posted by Woody
Was that pretty disappointing?

I don't know, you tell me.
Originally posted by Woody
And the Deedle Ball battle was too easy.

I've been following a little Deedle Ball discussion earlier: it had to be like that.

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Your layout has been removed.
All right, paisonos, here's a new IPS.

Details:

- New graphics for our villains, plus a few other oddities (Oddities? In this level?)

- Tried to remove some of the more egregious slopes. I hope you'll excuse my leaving the diamonds, as the glitching through there is fairly subtle, and most of them are not all that accessible (at least from the bottom) anyway. The diagonal rectangles (aside from one directly over a pit, whose problematic area can thus no longer be reached), despite being my favorite, were far too noticeable, and had to go. Let me know if you still find something here frown-inducing.

- Added some stepping stones to the flame run to prevent the player from having to make so many mighty leaps, plus a mushroom which currently usually disappears. Let me know if you find this an improvement, or if something more drastic is required.

- Fixed up a few minor goofs.

Originally posted by Pikerchu13
Originally posted by Woody
If I'm not mistaken, Off (on the block above Mario) is misspelled as 'Oof'.

I'm hoping that was a joke done on purpose for some reason. This hack is ridiculously serious for a Mario game.


Are you suggesting it's unlikely that I purely accidentally opened YY-CHR, edited one of the two letters on the switch, adjusted the width of the other to allow them to fit better, save the lot, and coincidentally place it at a spot where the Grievous Globe might be saying such a thing? You do me grave insult with the suggestion that there are upper limits to my incompetence!
Seems like all of the slope glitching and whatnot has been alleviated, which is great. The flame run part seems better now - you're fair enough with the powerups that it doesn't feel excessively luck-based anymore.

This level remains just as awesome as before though, and I'm thrilled to have played it. I have two things to note this time:


I just noticed you can get up and over here, to a small set of note blocks. If you fling to the right, there is actually a door on a bunch of turn blocks. Either way, is the player supposed to be able to get here, or is this accidental?


I don't know if I agree with what Magiluigi said about having an overly trippy background here (as cool as it may be) - but rather, is there a chance you could add some more color, or something at all to make this area feel like it fits in more with the rest of the level? Every area before and after this has a really weird and crazy atmosphere, but this one feels so .. normal, in a way. I think anything could spice it up, really, be it some sort of flashy effect, a more abstract (though not nauseating) effect on the background, etc. It's entirely up to you, but I just can't help but feel something is off.


Design-wise though, it's spot on. I can beat it without save states after a few tries, and for a level this close to the end (read: the very end), that's a great sign!
I have seen a cuttoff/wrong water tile in the black/fire part.
I just gotta say.



You're my hero. That's the best thing ever. Loving the gimmick/theming of this stage. I stopped to post this, so I'll edit in full opinions and such after I do a full test.

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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 136: EREHPS EHT RAEF - Rameau's Nephew

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