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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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Originally posted by Rameau's Nephew
I admit I was a bit skeptical about the rotating SMB3 platforms at first, as these sprites tend to be somewhat difficult to use in a non-annoying manner, but I must say you've managed to employ them in a surprisingly entertaining way thus far


Thanks!

Originally posted by Rameau's Nephew
(though I agree with cstutor's comments on the seesaw platforms around the pipes)


Changed it an hour ago; one seesaw is pretty annoying in it own way, actually.

Originally posted by Rameau's Nephew
I'd say my largest concern at present is that the level feels a little easy for World 6. Admittedly, two or three other levels in World 6 strike me as somewhat two hard for this point in the late midgame, but this one goes a little too far in the opposite direction. Obviously this is just a portion of the level, and will likely have a different effect in the context of a larger stage, but I think you could probably still use jut a few instances of a slightly more menacing sprite here.


Oooh...I'll see what I can do.

I was worried that I am making things hard, actually...

I'll replace somethings....

But, things do get hard after Screen 6...

Originally posted by Rameau's Nephew
Also, how exactly are you intending to use Yoshi in the first part of the level, if this section is intended to be Sky Pop-based?


Oh; that those blocks are for testing purposes during certain powerups; but I took it out and plan to have a No Yoshi Block

~

Edit:

http://bin.smwcentral.net/u/17517/Magenta.ips

little Progress

Ignore:
- 117; I plan to replace the copter with a teleport block; kinda like a throwback to the Sizzling Spires level by Lyness in SMWCP.
- ceilings and FGs
- slowdown in the last part
- the last two pipes

Note:
- almost all pipes are connected; it's only the last two that you should avoid
- don't fly over 117...you'll get stuck in an auto-scroll thingymajig
- messiness in the first SMWCP coin room and Screen 7 and 8
- for some reason, I can't collect SMWCP coins
Okay, I've checked your file.

Have you inserted any blocks recently and used the Reinsert All command on BTSD? I think the coin block disappeared for that reason. For now, you don't have to worry about this situation. Just put a 2x2 stack of blue coins where you want to place the coin and someone later on will put that in for you.

So far, this level looks like it's coming along nicely.
Originally posted by cstutor89
Okay, I've checked your file.

Have you inserted any blocks recently and used the Reinsert All command on BTSD? I think the coin block disappeared for that reason. For now, you don't have to worry about this situation. Just put a 2x2 stack of blue coins where you want to place the coin and someone later on will put that in for you.

So far, this level looks like it's coming along nicely.


There were some blocks that didn't insert...

But okay then.

~

Just a little note, I most likely can't post my daily IPS today =P

Super-Bowl and Homework at the same time =P

~

But I will say that I fixed up the sprites, and started on the Sky Pop section a bit without the updated sprite.

I'll have to contact Riolu for that...
Originally posted by Giant Shy Guy

There were some blocks that didn't insert...
But okay then.

~

Just a little note, I most likely can't post my daily IPS today =P
Super-Bowl and Homework at the same time =P

~

But I will say that I fixed up the sprites, and started on the Sky Pop section a bit without the updated sprite.

I'll have to contact Riolu for that...


That's fine, you don't need to update everyday. BTW what kind of changes did you need the Pop Copter to have?
I don't know, in all actuality. Lightvayne mentioned something about Riolo updating the sprite.

But I already started the Sky Pop section and inserted the current Sky Pop. I'll just replace it afterwards.

~

Anywho, just random name ideas:

Avant-Garde Bombard
Avant-Garde Haphazard

but meh.

~



Updated the Donut Lift graphics and stuff.
So far this level has made a lot of progress in the last few days and it's turning out pretty well so far.
Hey, which do you think is a better obstacle for the Sky Pop section:

The Heavy Para-Beetle and the Para-Beetle(See Tropopause Trail)

Or the Sparabuzzy?

It isn't possible (without taking up another sprite slot with remapped graphics) to have both "species" at the same time.


FAKEDIT:

I'll go with the normal para-beetles...


EDIT:

SOO....

the para-beetles won't work in this level. It doesn't die from torpedoes....
Originally posted by Giant Shy Guy
Hey, which do you think is a better obstacle for the Sky Pop section:

The Heavy Para-Beetle and the Para-Beetle(See Tropopause Trail)

Or the Sparabuzzy?

It isn't possible (without taking up another sprite slot with remapped graphics) to have both "species" at the same time.


FAKEDIT:

I'll go with the normal para-beetles...


EDIT:

SOO....

the para-beetles won't work in this level. It doesn't die from torpedoes....


Oh okay. Um, maybe you can use para-beetles as enemies to dodge than killable enemies. Some variety would be nice for this level since the torpedoes literally kill almost everything.

BTW, were you able to get the scrolling to work correctly with the code?
cstutor, you just gave me an idea.

Either an Invincible Para-beetles, palette exanimated, or a ghost para-beetle.

~

Anywho, it does work! Thanks for that!

~

Edit:

Yurarin Boo will be hard to use; replacing it with the Metroid Sprite
Oh okay. Sounds interesting enough.
I'm a little torn:

The Sky Pop section is very, very bland in its current form.

I tried the Metroid Sprite, but it just seems so out of place.

I went through the sprites section, and the YI Goonies and Flying Wiggler caught my eye.

What I'm torn about is which to use.

I am using Torpedo Teds (coughJetJimscough), Super Koopas, Koopa Para-Troopas, and Ghost Para-Beetles.

But things seem so...empty, I guess?

So yeah...

Both sprites are not dynamic, by the way....

~

EDIT: After much thinking and testing, Goonies will be perfect.

Although it takes more GFX space than the Flying Wiggler, which, by the way, already take up a lot of GFX space.

By the original SP3 enemies (and Yoshi) won't be used in this level, anyways.

I'll probably have a playable IPS tomorrow.
How about some gates; barriers that only open if the player hits a switch? Maybe you can get an ON/OFF switch that opens or closes some gates and make some challenging tasks and stuff that way?
Originally posted by cstutor89
How about some gates; barriers that only open if the player hits a switch? Maybe you can get an ON/OFF switch that opens or closes some gates and make some challenging tasks and stuff that way?



Well, it is a gateway...

and the On/Off switch's bounce would be remapped...

I like the idea, in all actuality (my head is flooding with ideas with on and off), but at this point of the game, and what comes afterwards, the On/Off switches are overused...

like item babysitting in SWMCP (although, the switches are definitely well handled here)

I will think of somehow creating a "gate"

My current level does have a cement block gate, but it isn't as ceremonious as opening one...
Yeah, there's a lot of different things you could do with this sky pop copter, i'm interested to see what happens next with this level.
Problem:

My level could potentially be a farming level.

I could have more sublevels, recreate everything, but that will take too much time...

So, is there any block or levelasm that disables entry to a pipe already entered once?

Or is that impossible and I have to work around the problem .-.
As far as I know, there isn't anything like that. But what exactly is causing a potential 1-Up Farming Level?

Why not just design out the level and just make a duplicate of it with the disabled pipes. It would take like a minute to do.
Layout by LDA during C3.
Originally posted by Lightvayne
Why not just design out the level and just make a duplicate of it with the disabled pipes. It would take like a minute to do.


Well, the level will have more than one pipe.

If, say, the player got to the first pipe, and was sent to the duplicate level with all pipes disabled, well, yeah, you get the point.

And if the first pipe led to a duplicate level with that pipe only disabled, then I'll have to make tons of duplicate levels.

I'll guess I'll have to work around it then.

~

@cstutor: Well, with bonus rooms filled with coins, a player can just get in and out of the bonus rooms.
Originally posted by Giant Shy Guy


@cstutor: Well, with bonus rooms filled with coins, a player can just get in and out of the bonus rooms.


Have you tested it to see if coins can be recollected though?
@cs: Yes.

Although, the Green Star Block, Midway 1-Ups, and the Directional Coin Block can't be retaken again.

But coins, 1-Up Blocks, and 3-Up Moons can be retaken.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 » Link
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 7 - 117: Dynamic Disarray - Frost

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