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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 Giant Shy Guy
@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.


Okay. Which 3-Up moon are you using? One of those 3-Up Moons can be retaken over and over again. How about multiple coin blocks instead, do they work? I guess don't make too many blocks of coins to grab in each area.
Originally posted by Giant Shy Guy
But coins, 1-Up Blocks, and 3-Up Moons can be retaken.

Not if you don't place them out of Direct Map16 Access.

--------------------
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Originally posted by Giant Shy Guy
But coins, 1-Up Blocks, and 3-Up Moons can be retaken.

Not if you don't place them out of Direct Map16 Access.


I see Map16 way differently now .-.

Wait, wouldn't this be a problem with a lot of levels then? Coins respawn and stuff?

~

Anywho, know that's done and over with...

I have another problem:

Ceiling generator + Super Koopa Generator + Riolu's Sky Pop = madness

There's a bug with the Sky Pop sprite that glitches thing out with empty pits and open skies.

So the I turn to instant kill blocks and the ceiling generator respectively.

But the Super Koopa generator isn't friends with the ceiling generator, apparently...

I'll have to work around that.

~

Anywho:

http://bin.smwcentral.net/u/17517/Avant-Garde%2BBombard.ips

A pretty old and crappy state of the level, but I just don't want to create an IPS (coughyou'llpracticallydiewitheverystepcough) with current one.

Ignore:
- noticeable problems
- ceiling
- floating pieces of foreground
- slowdown
- foreground
- level 117...
- the last section of C9, which is very empty and beta; this is fixed in my latest one
- lives farming
- coin + noteblock = blackout
- just a lot of problems...this is basically to show what I did a few days back

Note:
- You can play 117 if you want (jump to the Sky pop and the right), but I suggest not to. You'll stuck with random enemies, crappy placement, and just about everything bad; but it does showcase the sprites and other things...
- this IPS is pretty bad, in terms of progress. I'll just fix up things with my latest rendition and have an IPS later on...I think/
- Avant-Garde Bombard is the name I like; I liked Avant-Garde Hapazard, but that doesn't fit
- the "blue cement" turn blocks in 117 is...well, still turnblocks; I'll replace it with brick blocks later on.
So far what I've seen, it's verging on okay-good for me. I think I liked the way you incorporated the rotating bars in this level C9 for the most part and most of the level plays well and is good. I think what might be a good idea to have is have 117 be the plane part and C9 be the Bonuses/Traps/Rotating Bars.

I think I'm seeing a way to wrap these ideas together. A good concept for this level would be Mario straps into his copter in search for the Blue Switch. Outside (Part 1, 117) would be copter flying (dodging/shooting enemies) and at the very end runs into a very large in the sky Blue Switch Palace Structure. Inside (Part 2, C9) would be the rotating bars, donut lifts, and bonus areas. At the end of the level is the final bonus room and the Blue Switch.

BTW I tried the Direct Map16 stuff for the coins and it didn't work. How about instead of a ceiling generator why don't you just make an invisible wall of blocks (F8's) instead of using the generator.
Originally posted by cstutor89
I think I'm seeing a way to wrap these ideas together. A good concept for this level would be Mario straps into his copter in search for the Blue Switch. Outside (Part 1, 117) would be copter flying (dodging/shooting enemies) and at the very end runs into a very large in the sky Blue Switch Palace Structure. Inside (Part 2, C9) would be the rotating bars, donut lifts, and bonus areas. At the end of the level is the final bonus room and the Blue Switch


You just read my mind.

The Sky Pop section is a gateway, as I've said before, to the Switch Palace. I am actually planning to use the Switch Palace FG at the end to make the treasure-y, Blue Switch Palace (thank God I had space left on my graphics file; that background use in 117 takes 3 slots, although I managed to salvage BG2, which had the larger islands in the background which i didn't need). But anywho, yeah; I am hoping that on the W6 submap, the Blue Switch would be on a lonely cloud, hence the need to use the Sky Pop to get to it.

Essentially:
117 Gateway Sky Pop Section
C9 the avant-garde bombardment area, or simply put, you're thrown around and jumping up and down for your life.
CA a level that contains all treasure rooms
CB End level and the Switch

~

Anywho:

http://bin.smwcentral.net/u/17517/Avant-Garde%2BBombard2.ips

I have never been excited to show-off something.

Ignore:
- Pipe in level 117 which is a shortcut to the Palace
- the two clouds right to Screen 0 o 117
- Screen 0a and forward of 117
- C9 is pretty messy; sorry bout' that
- the last, uppermost pipe in C9 - it's currently the only one not connected to a treasure room
- lives farming
- music in C9; the music's death sequence is not of World 6
- music in CA (the bonus rooms); something's weird and out of place with them
- ceiling, foreground, slowdown in C9
- slowdown in 117
- turnblock blue cement in 117; they'll be changed into bricks

Note:
- I started on 117, play what I have by jumping to the Sky Pop
- C9 and CA are pretty messy towards their current ends
- enemy placement in the end of C9

Questions:
- does it feel like W6-ish now?
- does it feel justified that the Angel Para-Beetles are invincible to Torpedoes?
- can you increase my ever increasing ego by complimenting the Jet Jim Box?

Speaking of "Jet Jim", I'll have to replace the Torpedo Ted's graphics. So yeah, placeholder for now.
This level is turning out to be pretty good so far. I've liked so far of what I've seen moreso the 2nd part because it's been fine tuned and pretty much there.

As far 117 is concerned, the biggest issue I have is the slowdown. If there's a way to keep it so that the game doesn't slowdown too much while keeping it a challenge, the cloud area is going to be pretty good. The jet stuff works for a cloud level. The parabeetle guys work for a level like this. Goonies and Koopas work too. Another smaller issue I would say that needs to be done is these Blue blocks. They do crush when something hits them from the side but if Mario is below them, he changes them into Turn Blocks. That can be easily remedied by the following:

Code
JMP MARIO : JMP MARIO : JMP MARIO : JMP MARIO : JMP SPRITEH : JMP MARIO : JMP MARIO

MARIO: 		LDY #$01
		LDA #$30
		STA $1693
SPRITEH: 	RTL	


Set the block to "Act As" 11E. I'd might put one (or two) of the SMWC coins here. Difficulty is much closer than it was at the beginning.

As far as C9 is concerned, the only thing I really saw was with the four munchers next to each other on Screen 4. Can you raise the roof one square to give Big Mario a fair shot of not getting hurt. Kind of a tight squeeze. Other than that, pretty good progress so far, seems like a lot of effort was put in so far.
Originally posted by cstutor89
This level is turning out to be pretty good so far. I've liked so far of what I've seen moreso the 2nd part because it's been fine tuned and pretty much there.


Thankies!

Originally posted by cstutor89
As far 117 is concerned, the biggest issue I have is the slowdown. If there's a way to keep it so that the game doesn't slowdown too much while keeping it a challenge, the cloud area is going to be pretty good.


It's mostly the Goonies and the Giant Angelic Para-Beetle (me and my names) that causes slowdown. I'll see about that...

Originally posted by cstutor89
Another smaller issue I would say that needs to be done is these Blue blocks. They do crush when something hits them from the side but if Mario is below them, he changes them into Turn Blocks. That can be easily remedied by the following:

Code
JMP MARIO : JMP MARIO : JMP MARIO : JMP MARIO : JMP SPRITEH : JMP MARIO : JMP MARIO

MARIO: 		LDY #$01
		LDA #$30
		STA $1693
SPRITEH: 	RTL	


Set the block to "Act As" 11E. I'd might put one (or two) of the SMWC coins here. Difficulty is much closer than it was at the beginning.


I was gonna insert the Brick Block, but I guess this a better choice. Thanks!


Originally posted by cstutor89
As far as C9 is concerned, the only thing I really saw was with the four munchers next to each other on Screen 4. Can you raise the roof one square to give Big Mario a fair shot of not getting hurt. Kind of a tight squeeze. Other than that, pretty good progress so far, seems like a lot of effort was put in so far.


Mmkay...
Oh sorry, I forgot about the mention of a brick block in an earlier post. Go with the Brick Block if you haven't inserted this code in.
Originally posted by cstutor89
Oh sorry, I forgot about the mention of a brick block in an earlier post. Go with the Brick Block if you haven't inserted this code in.



I'll stick with your's, since it has less code and I don't have to go around "bugs" with the bricks hit by torpedoes.

~

MAJOR PROGRESS:

http://bin.smwcentral.net/u/17517/Avant-Garde%2BBombard3.ips

Ignore:
- C9 and its shenanigans
- the slapped on "Blue Switch Palace" at the end of the level; it's a placeholder
- Turn Block cement blocks
- killable Jet Jim launchers
- bounce sprites in CA

Note:
- 117 is mainly done!
- Report ANY situations with major slowdown, and unappearing Pop Torpedoes, althought ake note that you cannot fire four and more torpedoes at a time
Originally posted by cstutor89
Oh sorry, I forgot about the mention of a brick block in an earlier post. Go with the Brick Block if you haven't inserted this code in.



I'll stick with your's, since it has less code and I don't have to go around "bugs" with the bricks hit by torpedoes.

~

MAJOR PROGRESS:

http://bin.smwcentral.net/u/17517/Avant-Garde%2BBombard3.ips

Ignore:
- C9 and its shenanigans
- the slapped on "Blue Switch Palace" at the end of the level; it's a placeholder
- Turn Block cement blocks
- killable Jet Jim launchers
- bounce sprites in CA

Note:
- 117 is mainly done!
- Report ANY situations with major slowdown, and unappearing Pop Torpedoes, althought ake note that you cannot fire four and more torpedoes at a time
This level is really coming together very nicely. I like it. There's a few issues of slowdown in 117 and a few places where having clouds instead of cement blocks would be a nice touch but it's pretty good.

As far as 117 goes:

- Screen 6 - A little bit of slowdown here. Maybe just eliminate one of the Koopas.
- Screen 8 - I'd move the lower Torpedo Ted launchers down one space, Mario can just go all the way down below it to avoid danger.
- Screen C-E - Maybe a few clouds here in place of the cement blocks would be nice.
- Screen E - Maybe one less Goonie here. Slight slowdown.

As far as C9 goes:
- Screen 6 - This puzzle again. I think there might need to be one block on both sides of the ends of this bar puzzle with one of them one square of the other. Mainly because Mario can go through the very far right and left edges of this one without any struggle.

Other than that, I can't find anything else yet. How much more do you have left to finish?
Really fun level, it kept the sky theme perfect with the first bit while the second part was a nice throw back to smb3 platforming.


That area with the goonies is too easy and feels like it was just slapped on. Plus they made such a short appearance that there really no need for them.

To get the smwcp coin that's blocked by the spinning things feels like a chore rather then a puzzle. Other than that pretty good so far keep up the good work, this level has gotten more progress in a few weeks than others in months!#w{xD}

--------------------
Originally posted by cstutor89

As far as 117 goes:

- Screen 6 - A little bit of slowdown here. Maybe just eliminate one of the Koopas.
- Screen 8 - I'd move the lower Torpedo Ted launchers down one space, Mario can just go all the way down below it to avoid danger.
- Screen C-E - Maybe a few clouds here in place of the cement blocks would be nice.
- Screen E - Maybe one less Goonie here. Slight slowdown.


1. Fixed
2. Fixed; it needed to be moved anyways; the top part is pretty cramped.
3. Fixed; I replaced almost all of it; though the horizontal cement blocks can't be changed, because the horizontal clouds are passable from below.
4. I am re-arranging that part; the current one in the IPS is as slapped on as the Blue Switch Palace


Originally posted by cstutor89
As far as C9 goes:
- Screen 6 - This puzzle again. I think there might need to be one block on both sides of the ends of this bar puzzle with one of them one square of the other. Mainly because Mario can go through the very far right and left edges of this one without any struggle.


Between 1 and 10, how frustrating is the puzzle? As the person who created it, I have no problem solving the puzzle. So ya' - I need more feedback on that. And I've never slipped through leftmost and rightmost of the puzzle, but I'll put up a wall for the sake of "when-ifs"

Originally posted by cstutor89
Other than that, I can't find anything else yet. How much more do you have left to finish?


Finish up C9 and CA; touchup's on 117, and the Switch and Goal Room.

And more touch-ups. It'll probably one or two weeks more, I think.

Originally posted by 2dareduck
Really fun level, it kept the sky theme perfect with the first bit while the second part was a nice throw back to smb3 platforming.


Thanks!

I am a bit worried about C9 actually. I am running out of non-slowdown ideas for it D=

Originally posted by 2dareduck
That area with the goonies is too easy and feels like it was just slapped on. Plus they made such a short appearance that there really no need for them.


Good catch - *gives cookie*; the end part; the Super Koopa to the Blue Switch is pretty slapped on. I complemetly renovated the last area, actually.

I'll extend the Goonies part for the Goonie's sake; I can't work well with the Super Koopa generator - it's just very problematic.

Originally posted by 2dareduck
To get the smwcp coin that's blocked by the spinning things feels like a chore rather then a puzzle.


I'll...see...

Originally posted by 2dareduck
Other than that pretty good so far keep up the good work, this level has gotten more progress in a few weeks than others in months!


I'm too ecstatic to see how people will react to my level design, as a "nobody". =D
I thought the 2 bar thing was tough but done well. Probably a 8/8.5 on the difficulty.
Originally posted by cstutor89
I thought the 2 bar thing was tough but done well. Probably a 8/8.5 on the difficulty.


8/8.5?

Here's a proposition:

I will change that SMWCP Coin to something less difficult, yet you have to work to get it. But, I'm still gonna use the Seesaw puzzle,m only for a more hard to get pipe and solving the puzzle earns you a 3-Up moon.

I really like how I though up that puzzle =P

~

117 is done. I think. Just testing by others and I'll finish up C9.

Although, the torpedo ted Jim Jet upwards launcher is still killable by the Pop Torpedo.

It's really weird, since I have a couple of times when no hand pops up when a Jim Jet does.

Changing it to "invincible to star" and stuff didn't fix it as I expected. But oh well.

Anywho, I'll have an IPS later, I think.

~

EDIT:

REALLY, REALLY BIG PROBLEM:



Even though I kill of Yoshi with the No Yoshi block, this happens.

My god it's a horrible glitch! I need help on how to go around this!

Well, other than the No Yoshi Entrance...

~

EDIT:

IPS for the Day

Ignore:
- C9
- the pipe that used to lead to the Seesaw puzzle; unless you want to go to a room where you get many lives and be stuck there...forever...
- Torpedo Ted graphics
- clouds above in the first screen of 117; it's for quick access to C9 since there is now midway yet.

Note:
- 117 needs to get attacked; by that, I mean I need constructive criticisms on it to make it better
- all pipes in C9 connect to a room; except the one that used to contain an SMWC coin
- Report any instance of slowdown

Question:
- Any of the puzzles unfair?

~

Fix Log:

- Sky Pop Torpedo Blocks are now inserted (courtesy of cstutor)
- Last sections of 117 is revamped
- Chucks and the Rotational Bars are NOT friends; replaced it with Koopas
- Revamped last section of C9
- Munchers replaced with instant kill blocks

Known Bugs:
- Upwards Launcher is killable
- very Yoshi unfriendly level
- No midpoint

Will be my /last/ IPS for a day or two. I need more people to comment other than cstutor, who has been a really great guy. =D

The Jet Jims are hidden before being launched.


Why is the bottom of the screen killing me?

--------------------
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

The Jet Jims are hidden before being launched.


Noted.

Originally posted by Woody

Why is the bottom of the screen killing me?


It's for pits. There is a glitch with the sprite that isn't open space friendly, that is, a ceilingless and foregroundless area leads to very weird glitches.

That's why I instead put Instant-Kill blocks and the ceiling generator.
Eh, I'm not so sure that's a good idea, recreating death-by-pits in a sky pop section. Especially if it looks like you are killed by flying at the bottom of the screen.

If that's the case, why not put insta-kill blocks on the ceiling as well? Or, better yet, placing visible hazards on the bottom of the screen, like spikes or something?

--------------------
Check out my music!
Or just line the bottom with a row of solid-to-Mario blocks.

--------------------
My YouTube channel
Get the official ASMT resource pack here!

I may as well share my thoughts on the level so far:

Level 117:

S00: You really don't need the No Yoshi Block at the start of the level since Yoshi doesn't go with you when you finish another level.

S02-04: Really nothing going on other than the same block destroying. Plus I really think the Giant Parabuzzies should be exclusive to Tropopause Trail.

S0C-0D: Lots of slowdown if you didn't get a star. And getting the coin can be too difficult since you could easily get trapped.

Level C9:

S00: Since the first bonus area is around the start, the message box comes up again, which is rather unnecessary. Maybe there could be a tunnel to seperate the two paths to avoid this issue.

S07: I didn't like how when you exit the bonus area there, you fall blindly onto some donut blocks below. It really threw me off. Also I would remove the instant death block next to the donut block where you can easily walk into it cheaply.

Overall: It's a good level. I like the concept, however I find it to be too easy.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
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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