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117: Dynamic Disarray - Frost
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 117: Dynamic Disarray - Frost
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Pages: « 1 2 3 410 11 »
Owner: Frost (aka Giant Shy Guy)

World: 6
Exits: 1
Theme: Blue Switch Palace
Music: Switch Palace
Additional ExGFX Recommendation(s): Tileset in level 1EE.

Briefing: This is the final switch palace in the hack. Aim to create a relatively challenging but fair puzzle level. Taking up this level will require some creativity, so be sure you're ready for it.

Special Note: Because the Switch Palace is aiming to be a level too, players may wish to replay the level. This means that there must be a way to end the level if the switch has already been pressed.
Can I can I can I? =D

I'm not gonna lie, I'm a bit worried about you having the level as I haven't really seen any of your work with the exception of a few screen shot around your first few posts here at the site. \

If you are going to take this, you NEED to make sure you will have time to finish it. At the rate we are going, you probably wont have more than a month to finish the level if you don't want to be the last one we are waiting on. GFX for the switch places are already finished, so you don't need to worry about that. The Level itself needs to be mildly difficult; play some of the other levels in world 6 to get a good idea.
Also you need to make weekly updates, whether you have something major for us or not.
Layout by LDA during C3.
Originally posted by Lightvayne
I'm not gonna lie, I'm a bit worried about you having the level as I haven't really seen any of your work with the exception of a few screen shot around your first few posts here at the site.


Understood. I'm fairly new here, and I'm not gonna sugar coat things with me being an unknown level designer. But, I've learned a lot in the past months.

Also, this is my latest "work"

It's essentially a three level level, if that make sense. Just a whiff of what I could do (in December)

Originally posted by Lightvayne
If you are going to take this, you NEED to make sure you will have time to finish it. At the rate we are going, you probably wont have more than a month to finish the level if you don't want to be the last one we are waiting on. GFX for the switch places are already finished, so you don't need to worry about that.


A month...? Hmmm...after Friday, Catholic School's week is over so that's gone...I say yes.

I promise to get this done. I like this hack enough to go on with my word.

So yeah. And If I do bail out, give me a ban; I'll probably deserve it =D

~

FAKEDIT: February is pretty free =D (Thank God...I was worried)

Extras



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

Advertising Space

That feeling of a surprise third entrant coming from nowhere to sweep up something you partook an interest in.


Well, if you absolutely wish to undertake this level, I insist that you at least use the palettes Mineyl made. (Here and here.) and seriously consider using track 6B, as everything fits together very well. when you have them all up at once.

The sample you posted seems good enough and you've been relatively active with discussion in the project lately, so I suppose you can be trusted and seen reliable enough to not see you randomly die mid-development or near-finished. (Though that hasn't "claimed" previous capable designers.) In any case, good luck, you you-not-Axem.

WAHOO GOT A LEVEL! >insert smiley here<

Anywho, I already have an idea for this level:

A 'What path should I pick level"

A lot of the Switch Palaces (and normal levels) aren't really "bonusey", and I'm planning to have this one level be a breather.

But, this doesn't mean there's death traps; heck no. This also doesn't mean there are nothing to hurt Mario; heck to the no.

I might include some "conditional" pathways, if I can think of some. If anyone has a suggestion, please tell me.

~

Anywho, I'll be using the Mineyl's palettes, which I quite like, and the music.

Extras



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

Advertising Space

Shivering Cinders already uses the conditional pathways concept.

Originally posted by Giant Shy Guy
WAHOO GOT A LEVEL! >insert smiley here<

Anywho, I already have an idea for this level:

A 'What path should I pick level"

A lot of the Switch Palaces (and normal levels) aren't really "bonusey", and I'm planning to have this one level be a breather.

But, this doesn't mean there's death traps; heck no. This also doesn't mean there are nothing to hurt Mario; heck to the no.

I might include some "conditional" pathways, if I can think of some. If anyone has a suggestion, please tell me.

~

Anywho, I'll be using the Mineyl's palettes, which I quite like, and the music.


Ugh, okay.

I looked at your level and it was okay. Some palette things were a little bit strange and those bouncy blocks are a little bit too bouncy. But the setting (BGs) are nice.

I guess we'll see how I feel about it ... hopefully optimistic.
What level comes before this? Radiutus Ruins?

Extras



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

Advertising Space

Technically nothing, as the level order hasn't been finalized yet, but currently it's Aerostatic Assault.

I just got an idea, that I hope works out, and it includes...

well...

the Marine/Sky Pop (and most likely smkdan's).

Extras



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

Advertising Space

Do not use smkdan's Pop sprite. Sacrificing technical reliability (though Riolu's lack the projectile cap smkdan's has) for visual appeal is typically not worth it.

Originally posted by MrDeePay
Do not use smkdan's Pop sprite. Sacrificing technical reliability (though Riolu's lack the projectile cap smkdan's has) for visual appeal is typically not worth it.



I won't; just read stuff about it.

I'll think on the Sky Pop segment, which I plan to be the first part...for now, I'll just continue what I've started.

And also, I have some hope to get my hands on mikeyk's Submarine Pop. His last activity on YouTube was last December, so at least there's some hope. It looks the best.

I talked to Riolu. He can add a cap on his version if need be, though he says he could of sworn he uploaded the version of his that had it already...
Layout by LDA during C3.
Originally posted by Lightvayne
I talked to Riolu. He can add a cap on his version if need be, though he says he could of sworn he uploaded the version of his that had it already...



Ooh thanks for that! =D

~

So, uhh, I got a problem already. I'm trying to use a free downloadable sprite at Romi's(?) site; the SMB3 Rotational Lifts and Seesaws.

Could someone help me? I inserted it in a test rom, and added the sprites to level 105 to see how it works.

But every time I enter any level with the sprites, the screen goes black but music plays on...

Could someone see what's wrong with the sprite? I really want to use it in the level...

And I'll shoot you a PM containing a link to the site or the files; I don't know if I could post the link here...and I don't really want to after going through a lot of things to get custom sprites outside of SMWC. =P


~

EDIT: Nevermind, it requires the definition and other thingy patches that comes with a lot of Romi's sprites.

EDITEDIT: Not only that, but there's this JSL patch thingy that needs to be applied...and the sprite works!

So yeah...current ideas and gimmicks for the level:

Sky Pop
SMB3 Rotational Lifts and Seesaw
Pick a Path

~

HEY IPS CONCEPT TIME!

The concept for the second section (the first section would be the sky pop section...although that is subject to change when needed) are the seesaws and rotating lifts.

I will probably trash my original idea about pick a path; but that's tentative.

I am planning, as I've said, to have this Palace be full of bonuses. You may notice a pipe above right away; that leads to a bonus room.

But how do you get there? It seems impossible!

That's the puzzle part of this level; how to find and get to all bonus rooms.

Two of these bonus rooms contain SMWCP Coins.

Anywho, back to the puzzle of getting to the pipe:

SPOILER:
There is essentially four ways:
1. Get to the second see saw and jump precisely on the rotating-stop lift.
2. Get the chuck to follow you and jump on him on time to reach the rotating-stop lift.
3. Go to the entrance of the level, get a running start, and jump on time.
4. The easiest, and the least obvious, is to slant the first seesaw to the right. Then jump directly up when you get to the slantest part while the platforms is spinning. This will deflect you to the wall, which will bounce you on the platform safely; although, react fast before the platforms spins agan.


Oh yeah; just a heads up, you'll be stuck in a bare room when you enter the pipe.
Oh nice something to test ...

... TESTING ...

117, Screen 0: Entrance is too high, but you probably knew that.

Um, this is interesting at least. However I think these Rotational bars need to be tweaked a bit to be used. That spinning bar is really obnoxious at times. In testing the bars more thouroughly, Mario can circle around in a 270 degree direction before launching off at impressive speeds lololz. As far as the regular see-saws go, wow the slightest movement in the balance sends Mario crashing down. Even though it doesn't seem that Mario would normally be falling off on a platform that was slightly angled.

I don't know at this point. This level is going to win or lose on how well you use these things in some combination that doesn't randomly spin Mario all over the place or throw him into a pit. I think though please don't make the jumps too hard that it has to be perfectly precise to get there. Other than that, we'll see how it goes from here. I'm intrigued but also kind of scared of something like this ... O.O
Originally posted by cstutor89
Oh nice something to test ...

... TESTING ...

117, Screen 0: Entrance is too high, but you probably knew that.

Um, this is interesting at least. However I think these Rotational bars need to be tweaked a bit to be used. That spinning bar is really obnoxious at times. In testing the bars more thouroughly, Mario can circle around in a 270 degree direction before launching off at impressive speeds lololz. As far as the regular see-saws go, wow the slightest movement in the balance sends Mario crashing down. Even though it doesn't seem that Mario would normally be falling off on a platform that was slightly angled.

I don't know at this point. This level is going to win or lose on how well you use these things in some combination that doesn't randomly spin Mario all over the place or throw him into a pit. I think though please don't make the jumps too hard that it has to be perfectly precise to get there. Other than that, we'll see how it goes from here. I'm intrigued but also kind of scared of something like this ... O.O


Well, after much comparison with the original one, I think the bars are pretty accurate.

And don't worry about pits; I will make falling into pits "justifiable", per se. I'm gonna put donut lifts and the occasional cement block below. There's still gonna be pits; the level linked above was one big pit - but it won't be unfair.

Anywho, just to make thing easier with the first bonus, I added a platform above it.
When i played that level,i found the SMB3 spinning plataforms!!
Aren't those the SMB3 plataforms from japanese sprites?
If yes,you used the patch JSL.asm?

Originally posted by Giant Shy Guy

EDIT: Nevermind, it requires the definition and other thingy patches that comes with a lot of Romi's sprites.

EDITEDIT: Not only that, but there's this JSL patch thingy that needs to be applied...and the sprite works!



I'm gonna assume you didn't read any of his posts and just quote this here for your reference.
Layout by LDA during C3.

Extras



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

Advertising Space

Considering it's Roberto, combined with the fact that he has never provided a single bit of useful feedback on the SMWCP2 boards (...or anywhere on SMWC for that matter), I'm inclined to agree with you.



Anyway, your proposal seems alright so far, but be sure not to be a stretch it too thin. I can't say anything cstutor hasn't said.

Pages: « 1 2 3 410 11 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 117: Dynamic Disarray - Frost

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