Ok, break time from this collab is over. Hope you had a nice Christmas!
Today, on the IRC, Maxodex is working on some ports from other games.
Also, the limit of music we can use from other games is 7. If you want a little more, just speak up! We have used 2/7 music tracks from other games.
I noticed that you applied the piranha plant fix patch, but it would be awesome if you can set it to remap the upside down piranha stem to SP2.
Just change two values, like explained in the ASM file.
I was having hard times linking to those images, since my phone was getting mad, not to mention the internet connection taking a break every single minute.
Thanks to Alcaro for fixing that =P
Also, in PM, i told Lui37 that for that castle that i'm not getting a haunted vibe from it. And i suggested that he edits the palettes and makes it more gray and maybe bluer to make it gloomy and spooky. I also told him to add some more haunted stuff. But he said the next section will be more spookier.
I currently do not have access to my laptop (typing this on my 3ds), so I can't really do anything now, but once I regain access, and finish a couple of music ports, I should be able to work on my level(s).
Also, i've got an idea for my level 139 (Abstract/Dream themed, and this is GN's idea, not mine.
This level is about a building in front of mario, and he enters it, and you progress through this weird structure how you notice that as you go on, the building gets weirder. How? You start wondering how far you can stretch the limits somehow, and it starts collapsing or disappearing the more you go on, the bigger parts of the structure seems to be missing. In the end, there's just a few simple platforms in a empty landscape, and then you find the goal.
Cool, eh?
Also, i'm gonna need a good GFX drawer to make a FG and BG, i probably cannot start it until i get the GFX.
The following people once joined but haven't shown progress for a while:
JDC
Blue_Raven
akacesfan
Lui37
Evilguy0613
MarioStarLuigi
Darkbones
Mario's Hat
Sorry man; don't really have progress to show. I've been somewhat busy lately so haven't had much time to work on it. That and don't really know what direction I'm headed with the level at the moment. I'll work on it when I have somewhat of an idea where to go with the level.
(And before you ask; I will not send the IPS or show a video of the first half of the level)
Um, I recently checked the latest base ROM and my level and map 16 page were not inserted. Should I make my level on an older base ROM? Or should I make a separate map 16 page that can be overlapped with my current one (page 10)? Its no big deal, I just want to make sure I'm not messing up the collab by doing either of the above.
Oh okay, lol.
So for your level, you intend to make a room (possibly in a tower) with a door puzzle. Using multiple sub-levels, the level will appear to vanish as the player progresses, all the while remaining in the original room? If that's the case, why not throw in a story? Start the room off as it is being built; there are ladders and crates cluttering up the room and it is easy to get around. However, as the player progresses, the ladders and crates begin to vanish until the room has been completely built. From there the room or building is finished but it then begins to age. The floors begin to rot away and the roof collapses both enhancing and impairing the players movement. A setup like this would be good because you could then say that the 'void' is speeding up time or something paranormal like that. Also, you could be laz- I mean original and repeat the puzzle in every room, the variation would be in the room itself as the player would need different items from different places to achieve different goals. I dunno, its completely up to you.
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