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13B: awakening (Phase 1: Happiness) - 2dareduck/Rameau's Nephew
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 1: Happiness) - 2dareduck/Rameau's Nephew
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Originally posted by Rameau's Nephew
We'll have an IPS in just a mo, but until that mo, here's a peak at the level with the proper graphics inserted (a great deal of the particulars subject to change, of course):



That...looks....amazing!
Wow, didn't recognize my graphics there, thats a pretty awesome use of them.May I also state that I love the purple you used there.

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Your layout has been removed.
All right, bubalas, here's an IPS. We had a bit of trouble getting the corners of the alternate noteblocks to function properly, and though they will now bounce Mario with the rest of the blocks, this seems to have come at the price of their now making a sound when hit from any side, not just the top, as intended. Nevertheless, at least they function properly from a gameplay perspective now.

That aside, let us know what you make of this version of Phase 1.
I love this. Just like everyone else's IPS, this really fits well in this type of level. This is by far the most "WTF" part of the WHOLE hack.

Which is good, at least to me.

I have a question, was I supposed to be able to get that first mushroom one way or another? Because I did.

My only quips are:
- It's a bit short - half of the level is automated, so maybe adding two more screens or something would work?
- I still think this phase would benefit from Mr. Bounce Sprite Unrestrictor.

EDIT: About the blocks, maybe someone can help you with that?

EDIT2:

I don't know how, but I got caught between blocks.
As a whole, it definitely conveyes the happiness/fun theme. Lots of interesting things in this level semi-platformer and semi-automatic.

There are couple of things that are some things to consider:
- It might be a tad bit short, maybe add a few more 3-4 screens and the length would be more in the 1 to 1-1/2 minute range.
- As far as the Sound Note Blocks, the blocks should play a sound when Mario is Above or Below and do nothing when on the sides?
- Screen 0-2: A little bit spammed with Bass Note Blocks?
- Screen 6's Bass Note Block has a Mushroom in it, is it intentional?
- Screen 8,B: This Platformer is the key to get out of this area. If I destroy one of these on accident via Enemy Contact or Blast, I'd have to die and start over.
Originally posted by Giant Shy Guy

I have a question, was I supposed to be able to get that first mushroom one way or another? Because I did.


It's meant to be possible, if not all that immediately obvious.

Quote
- It's a bit short - half of the level is automated, so maybe adding two more screens or something would work?


Due to being just 1/5 of a level, intentionally tried to keep it fairly short, but if it strikes folks as a little too much so (and that appears to be the case), it shouldn't be difficulty to add a little more length.

Quote
- I still think this phase would benefit from Mr. Bounce Sprite Unrestrictor.


I wouldn't necessarily disagree, but that's a matter we'd need to take up with S.N.N.

Quote
EDIT2:
I don't know how, but I got caught between blocks.


Er...I tried my hardest, but I can't seem to duplicate anything remotely close to that. Then again, 'twould seem you generally have a unique gift for getting caught in the most unlikely of places.

Originally posted by cstutor89
- As far as the Sound Note Blocks, the blocks should play a sound when Mario is Above or Below and do nothing when on the sides?


The original idea was that they'd only play a sound when Mario is above, much like the original note blocks, but playing the level with this version, I have admittedly grown fond of their making a sound when hit from below as well (especially in that final stretch). They definitely shouldn't make a sound from the sides, though.

Quote
- Screen 0-2: A little bit spammed with Bass Note Blocks?


Perhaps, perhaps. The player admittedly flies through that corridor fairly quickly, but it still might be worth mixing things up a bit visually.

Quote
- Screen 6's Bass Note Block has a Mushroom in it, is it intentional?


Quite so. We're not so cruel as to make the Runaway 'Shroom the only powerup in the level.

Quote
- Screen 8,B: This Platformer is the key to get out of this area. If I destroy one of these on accident via Enemy Contact or Blast, I'd have to die and start over.


I have to admit, that sort of worried me as well. Due to the way they're positioned, I doubt very many players will destroy them (especially as they seem to be largely immune to the actual blast, needing to be hit by an actual thrown enemy), but it's still a possibility. Perhaps we'll see if we can tweak those setups a bit so that it's possible (if non-preferred) to get by there by alternate means.

Any updates on this guys? I haven't heard anything from this thread in a while...
Layout by LDA during C3.
2dareduck was having some computer issues of late, so there were communication troubles on our end as well, but we should have another IPS ready soon enough. As far as changes go, we've fixed the problems cited above, lengthened the level a bit, and thrown in a few extra little fun tricks (some of which can be seen in the video I posted in the General Discussion thread). We should have something more tangible in just a bit, though.
The Bell is finished (I think), the download link is in the 13B General Discussion thread.

Not too hard overall.
Arr-right, me hearties, here be another IPS containing a lengthened and improved version of the level. Let us know what ye scurvy dogs think of it.
I think it's pretty good. Though is the bell inserted into the level or not yet?

screen 0A eternal bounce, looks easy to fix. over all looks very nice
Originally posted by cstutor89
I think it's pretty good. Though is the bell inserted into the level or not yet?


It is indeed, and ought to be fully functional in the above IPS. Did it not work properly on your end?

As for your comment, Herr Doktor Matt, I suppose it had slipped our attention that the player could conceivably alter their trajectory to end up in that crevice. In any event, it was indeed an easy fix.
With the right combinations of buttons (at least on the keyboard), you can get MANY outcomes from the automatics first part.

One of them is dying in the beginning, though that's the player's fault for going against the shoot.

And the other one, also not serious, but a bug nonetheless:
YOU BOUNCE ME UP-DOWN

Oh hey I'm posting again.
A little possible variation in the automatic segments is not necessarily a bad thing, in my opinion. I tried to prevent anything that could completely break things or instantly and unexpectedly kill the player (incidentally, I figured out how you got smashed against the note blocks that time, and adopted a suitable countermeasure), but deviations which simply make the experience a little different are A-OK by me. As for the death by fighting the initial shot into the level, I had previously considered that a standard risk for reckless behavior, but now that I think of it, there's no particular harm in lining the invisible bottom row with bounce blocks, preventing an instant demise that way.

I've encountered the hopping mushroom bit myself, found it suitably hilarious; if anything, I'd say it's a little bonus well worth keeping in. We could always throw in a few extra triskelions near the top to make its bouncing look more logical, though.
Oh don't get me wrong - I loved the whole different outcomes thing. I tried so many combinations just to see what cool thing it makes.

And I don't want the bouncing mushroom bug fixed - I also find it hilarious. It feels like it's mocking the player how close he was to get it. I only pointed it out to point it out :>
the bouncing mushroom looks very unpleasant, maybe have it freeze in place right before mario where he could see it but have no hopes of reaching it or possibly ( i like this idea better ) have a block thats solid to mario but and passable by sprites but only from the bottom and solid on top ( sort of like a cloud ) with push blocks that shoot the mushroom back and forth at high speeds so if mario fails to get the mushroom he is haunted not by a buggy jumping mushroom but one that slides in midair.

something like this
It's a bug, it's a funny bug, and it doesn't affect gameplay at all.

Leave it as it is. Putting a ledge there when it's for the most part have no purpose there when it's purpose is achieved by a getting the right combination of buttons.

It's a happy dream. It's quirky, and feels like it's a brat is tormenting the player.
On the other hand, something along the lines of this could be an unobtrusive way to make it seem more natural within the context of the environment in which it appears...
yup good fix
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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 1: Happiness) - 2dareduck/Rameau's Nephew

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