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132: Nexus Norvegicus - Lightvayne/???
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 132: Nexus Norvegicus - Lightvayne/???
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Okay, so I take it recoding isn't necessary? :P

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--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------

I can send it to you if you still want to take a crack at it. It would illiminate the need for SNN to transfer everything to a new base. Ill try and send it to you later today.

Also, still working on an ips for this. The laser begins shooting in a weird place so I have to edit some gfx.
Layout by LDA during C3.

Final Factory 55% Complete

Known Issues:
The KoopaPhD gfx are still messed up, but an easy asm fix.
The laser currently shoots through the floor in some spots. Need to find out why its doing that.
The green vine you will find will be replace with something that matches the current gfx set.
The lightning bolts on the outside near the spring board have incorrect animation frames and will be fixed later.
The laser currently overwrites some status bar numbers and will be fixed.

The level is about 1/2 way done. Only 2 SMWC coin are in. The pipe at the beginning leads to the mid-boss battle. I'll probably add some markings to the ground where the laser hits to make seeing it a bit easier.

Enjoy.

EDIT:
Every time you download the test level and not leave feedback, you kill a kitten :(


Save the Kittens.
Layout by LDA during C3.
All seems good but some bugs I found are those:
The one right faced laser kills a KooPhD when mario can't see it.
Spike balls can be killed by explosions.
Priority issues.

Yay for kittens!

Yeah, pretty much all basic stuff I was aware of.

Another issue is the mid-boss room. I'm trying to set it so it somewhat matches the current tileset for this room. However, it looks a bit weird due to the fact the the bg doesn't scroll while Mario is running. Anyone got a fix for this, I may have to talk to Sonikku about it...
Layout by LDA during C3.
This is shaping up to be a very epic final level, and I'm happy to see that. The mix of lasers and electricity is very interesting, and I do hope you use more of the vertical electricity bolts in the second half of the level (perhaps mix it up with horizontal bolts as well to make for a really tense area). The difficulty is up there, as it should be. I find it harder than Myrkka Mainline and what I've played of Slash Man's level, so I think you've nailed that aspect.

I've got a few bugs to point out.


This message box seems a little strangely worded. Actually, I'd almost be interested in getting Kipernal to put a cutscene at the beginning of this level (since he's the one doing them, apparently). It would make the final messages more interesting than just a generic message box.


..and I don't even think THIS box is necessary. The player would have to be pretty blind to not notice a huge bolt of electricity in front of them.


I think you already mentioned this part in your post, but yeah, it's virtually impossible in its current state.


The clipping on this is sort of odd. Like, Mario actually dies about 5-6 pixels ABOVE the laser.


That platform to the left (vertical) is useless. It's much easier to just jump from the horizontal one and hit the vine.


No idea how to get up there.


I mentioned earlier in my post that you might want to try and mix up vertical/horizontal lasers in the second part of the level. Have you considered making a layer 2 scrolling room (up/down) with a "grid" of the lasers? That is, have some basic platforming requiring you to dodge the moving laser grid? I think it would be really cool if you didn't have anything else in mind for the last part.

That's all.

Originally posted by S.N.N.

IMG
This message box seems a little strangely worded. Actually, I'd almost be interested in getting Kipernal to put a cutscene at the beginning of this level (since he's the one doing them, apparently). It would make the final messages more interesting than just a generic message box.

Yeah, I was having a bit of trouble wording this correctly with the amount of space that it gives you. I think a cutscene will be the solution to this.

Originally posted by S.N.N.

IMG
..and I don't even think THIS box is necessary. The player would have to be pretty blind to not notice a huge bolt of electricity in front of them.

The Only reason I have this here is to point out how dangerous these things really are as they will kill you if your big or not. I may also do what I did with the lasers and have them kill sprites also, just to help get the point across that Norveg will do everything in his power to Kill Mario, even if the minions get in the way.

Originally posted by S.N.N.

IMG
I think you already mentioned this part in your post, but yeah, it's virtually impossible in its current state.

Yeah, I was testing a different striking speed for the lightning bolts to be used later on in the level, but haven't gotten around to coding the block yet.

Originally posted by S.N.N.

IMG
The clipping on this is sort of odd. Like, Mario actually dies about 5-6 pixels ABOVE the laser.

I may have to change the gfx around a bit to get the hit box for those to work properly, maybe like a thin spiral laser moving around the thick one?

Originally posted by S.N.N.

IMG
That platform to the left (vertical) is useless. It's much easier to just jump from the horizontal one and hit the vine.

Will remove.

Originally posted by S.N.N.

IMG
No idea how to get up there.

There is a way. ;) Don't want to give to much of a hint though

Originally posted by S.N.N.

I mentioned earlier in my post that you might want to try and mix up vertical/horizontal lasers in the second part of the level. Have you considered making a layer 2 scrolling room (up/down) with a "grid" of the lasers? That is, have some basic platforming requiring you to dodge the moving laser grid? I think it would be really cool if you didn't have anything else in mind for the last part.


That's a awesome idea and I think I'll roll with that. :)

I'll post a new ips in a few days.
Layout by LDA during C3.
Does the electricity have to kill on contact? I guess I just have a different point of view, but it feels like we have an unhealthy obsession with instant-death traps. All you need is one precision segment with those things and players will have to replay entire segments of the level multiple times.

Also, I think the way you get the second smwcoin is pretty specific, but I'll wait to see what others say.

0: The first time I started the level, I hesitated thanks to the first kooPHD. Then I had to wait several seconds as it threw a few flasks into the question blocks, immediately detonating them. Here I am at the last stage, and it's making me wait before I can even begin moving safely. What a tease :b

6: This laser fires almost before it comes on screen. I would definitely add markings to the floor if you're going to keep this- as it is, I don't think it's giving players a fair chance to dodge the first time around.

9, top: You should make this kooPHD's range of movement more localized. Right now, it can walk across the entire top platform, so when you get there, you may have to wait several seconds for it to reverse direction so it's safe to go up, or it might despawn to the right.

A, left: Never really liked setups like these (the camera stays too high as you fall), and I'm not really convinced players have a fair chance here the first time around, either, especially as Big Mario (unless they activated the switch blocks, in which case the whole setup is completely harmless- quite the little dichotomy there). I suppose raising the ceiling a tile might alleviate that...

A/B, bottom: These falling platforms are so close to the laser, you're basically telling players to rush, so...will they be able to anticipate the electricity on the A/B screen border in time? What if the electricity strikes at the wrong time? It did once for me.

B/C: I guess if players remember to scroll the screen, this part is fine, but otherwise it feels like you have to wait for things to line up a bit.

E, top: As Small Mario, players might jump up to grab the coins, but that might leave them vulnerable upon landing as the koopa kicks its shell. It might be fine as-is, but make sure the koopa is far back enough that it doesn't feel like a cheap hit.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART

pfft. update.

Work has been keeping me busy so I haven't really had much time to update the second half of this section yet. I did however correct all of the issues pointed out by Axem in the first area, hopefully I'll have something to show off by the next update.
Layout by LDA during C3.

Due to a recent death in the family (which was explained in IRC), I have not worked much on the second area of this level. The portion I did have done, I scrapped. I was going when a horizontal area with layer 2 that moved up and down, I decided to do a vertical area with the layer 2 moving left and right.
Layout by LDA during C3.
My condolences for your loss.

--------------------
I wonder what a HFD opcode would do in ASM...
My condolences.
Having just lost a family member myself, I understand how you feel. You've done a great job with this level so far, and shouldn't feel obligated to finish it until you are ready. Family must come first, after all.


Just a small update with the second vertical area. Ignore the glitched P switch related gfx for now, but feel free to admire the updated animated laser gfx.
Layout by LDA during C3.
I take it that spiral around the main laser actually moves along the laser? If so, that would look pretty wicked in-game I imagine.

Looking forward to playing any sort of new version of this soon.

I should have a new version up soon as I believe I am done with this section, but I want to do a bit more bug-testing before I release it. I'm not entirely sure I an happy with the second section, but it may be just me....

And yes those spirals do animate around the laser. ^_^
Layout by LDA during C3.

IPS

I'm pretty sure there is stuff that still needs to be fixed, like the football gfx on the on/off switches, but I would like to get feedback on the design itself. The level ends after the tank battle, which I also have to get someone to fix. Currently I have the flying grey turnblocks setup to have the background scroll like its suppose to, and will be replaced by some nice asm code if I can get anyone to do that for me ^^.
Layout by LDA during C3.
The background scroll should be embedded in the tank's code already, so I'll contact Sonikku about that at some point.

Anyway, great work on the level. It's tough, but feels very finale-like, and the lasers are a great addition. I have a few things to point out though.


It's a bit redundant for this laser to fire all the way over here...


...and there is no hole in the floor for this one.


...and this one doesn't even work at all.

Actually, as a whole, be more consistent with the lasers, especially being that this is the finale. In some cases, they fire to the tiles directly left and right of the hole, and in other cases they don't.


Don't you think it would look a bit better if those grey knobs on the rope were actually above the lasers and not beside them?

We'll also need to come up with a name for this level. "Final Factory" gets to the point, but it's pretty informal and we can do far better as a community.

Extras



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

Advertising Space

With how you set the level up so far, just how will the checkpoints and the potential four side rooms work out after the tank sub-boss?



- It strikes me as odd that the lasers should instantly vaporize sprites, yet Herbert Koo, Doctor of Philosophy should be able to ride the lightning with impunity, despite it actually being far more dangerous than the things that laze as far as our hero is concerned.

- Also, the electricity looks rather a bit like chow mein, doesn't it? Not really a problem, I'm just sayin'.



- I can't say I'm all too keen on this setup in its present form; as things stand, it's impossible to tell where the vertical laserators are when the beams themselves are shut off, meaning when you turn it back on, it's very possible to sudden find yourself directly inside a laser beam, or else be pushed unavoidably to one's doom by the leftward laser, should it be on one's right when reactivated.



- This is actually quite brilliant, but I might recommend moving the gang (and the blocks) over a tile, as it's a little too easy to bash into them when rising from the noteblock if you don't already know they're there.



- Gawrsh, I'm glad I correctly guessed you could stand on those things. Maybe put an obviously solid block directly on top of the laserators to avoid all chance of ambiguity?

- Jeez, that tank boss is a lot more brutal than I thought. I must admit I had to ask myself the same quetion as MrDeePay; as hings stand, it's looking as though this level's going to need a gazillion midpoints.
Pages: « 1 2 3 4 5 6 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 9 - 132: Nexus Norvegicus - Lightvayne/???

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