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JDCGames Collaboration 2: Cancelled
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled
Pages: « 1 28 9 10 11 1222 23 » Link
oh shoot i forgot about this.

Well, i have a couple of things to sort out for my level before i send it in. And after looking at the S world sketch, I'm most likely going to re-do it.

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Later.
Originally posted by ShadowFire
oh shoot i forgot about this.

Well, i have a couple of things to sort out for my level before i send it in. And after looking at the S world sketch, I'm most likely going to re-do it.


Ah, awesome. =) They're just plans of course, but they should be able to provide some insight/direction if you need ideas.
Originally posted by JDC
Originally posted by ShadowFire
oh shoot i forgot about this.

Well, i have a couple of things to sort out for my level before i send it in. And after looking at the S world sketch, I'm most likely going to re-do it.


Ah, awesome. =) They're just plans of course, but they should be able to provide some insight/direction if you need ideas.


Oh, am I the only overworld designer on the team? I don't see anyone else doing any, now that i think of it...

--------------------
Later.
Originally posted by ShadowFire
Originally posted by JDC
Originally posted by ShadowFire
oh shoot i forgot about this.

Well, i have a couple of things to sort out for my level before i send it in. And after looking at the S world sketch, I'm most likely going to re-do it.


Ah, awesome. =) They're just plans of course, but they should be able to provide some insight/direction if you need ideas.


Oh, am I the only overworld designer on the team? I don't see anyone else doing any, now that i think of it...


Yes, it is just you at the moment, though I might try and make some sometime too I guess.


eh. proof of concept

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Later.
Originally posted by ShadowFire


eh. proof of concept

Eh. It's nice, but not amazing. I was kind of expecting the palette of the water to be just water.

Could I make a submap as well?

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Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




I think you're using more than one palette there, but it's nearly unnoticeable. You should differ the palettes a bit more.

Also what Daizo said. Also the water seems to have the same palette as the ground, making it even less... Interesting.

Oh, would like to try a submap too, just one, if there are some still available. :)
May I claim 00B - Haunted Desert Theme? I feel a little more confident in my ability lately to range out to designing other type of vanilla levels and I'd actually like to give that one a try.

I have somewhat of an idea on how the background my look, it's just a matter of making the palettes in such.

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My Youtube Channel for Hacking and Gaming.
@ShadowFire: I think the palettes need to be less gloomy and more chocolately. It's meant to look quite "jolly" to some extent.


@Daizo + Austin: There's only going to be 2 submaps on the OW - Factories and CI. Apart from that, there's the main OW to design. (worlds 1-5). I think it's fair to let Daizo design the remaining submap as he asked first. Sorry Austin. =(


@EG: Sure. =) I'll add you onto the list.
Oh. Ok that's alright. I think he's gonna make a better job anyway. :P
Ill keep on that submap. I know i can get it to work eventually.

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Later.
I actually like the water the way it is! Like chocolate milk or something. I found it to make the submap quite interesting. But I do however agree with JDC, it is a tiny bit gloomy. The design is great though! Somewhat simple but good variation in shape and elevation. Decoration amount isn't bad either. I'd say everything good is there. Nice work.

I'd say I want to design a submap too, as I am atleast decent in designing them, but I'm sure they're all taken. Glad to see you guys have kept this going. It's coming out great. Wish there was a way I could participate again though.
compose a nice little tune and get it ported to smw

or you could always try to make a level

Or help me with the non-submap OW design

or you know

stuffs

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Later.
Hey JDC, mind I could claim the 102 - Jungle theme?

Also, it appeared that some of songs in the base ROM are playing glitch sound when Mario jump/spinjump. This mean the glitched songs has to be fixed.

On a side note: JDC's levels seem to waste up the ROM space, the most freespace-wasting level would be Chilly Course, which is eat up about whopping 7AD0 bytes. #smw{O_O} JDC, it is recommended to read this so that you don't have to building tile by tile, which is waste large amount of time and waste ROM space. #smw{;)}

Quote
31. Avoid building tile by tile.
One of the great things about having tiled graphics in platformers (as a designer) is that you can easily resize/relocate the terrain and objects without having to patch up too many seams. That's why, when you're working with Map16 tiles, you should be careful to arrange them in the same way. Otherwise, you'll have to place things down tile by tile, which eats up an enormous amount of time, distracts you from more important things, and can often be demotivating. To the same end, make use of z-order around overlapping objects, especially when filling in dirt, to minimize the total number of objects you use.

Following such practices will not only make things cleaner if you ever have to move stuff around, but will also end up taking up less space in the ROM file, because a single object uses the same amount of space no matter how small or large it is. That's certainly going to be a concern if you plan on doing anything large-scale. There are times when a tile-by-tile approach can't be helped- when creating a special sense of architecture, for instance- but be careful not to attempt more than you can handle.

Of course, I did just copy this from Axemjinx's level building tutorial.

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why no work
@Q-Bee: OK. I'll get that inserted.
@Lord Pokey: Do realize we are not in final stages of the collab yet, so things such as the level optimization and the music should eventually be fixed. As for the music, I do believe that's AddmusicM's fault. I'm not exactly sure what is wrong, but it's likely something wrong with the songs themselves not being compatible with M.
Anyways, I'll add you for level 102. Good luck with it. =)
Originally posted by ShadowFire
compose a nice little tune and get it ported to smw

or you could always try to make a level

Or help me with the non-submap OW design

or you know

stuffs


I'd love to design a level but I feel like I've used up all my chances. But it really depends what levels have yet to be taken.

If level 014 is still available than I could do that pretty easily if it was to be alright with JDC, since a volcano level is pretty straight forward in concept. I've been wanting to work with all of you again! And it looks like we've had some nice additions to the team that were not around last time.
Level 14 is fine. I'll add you onto the list. =)
In the meantime, I think I'll claim the main OW. Feel somewhat inspired I suppose.
Following this collab for a while now, and it looks pretty neat. I just decided to take a level. As you guys need some factory levels, I'll claim one of them, doesnt matter which. E: level 10A or so Currently I have some ideas for a grassy themed factory/ruins level, but If you want something else, it's okay.
That sounds cool. I'll add you to the list. Yes, that theme sounds like a suitable theme for the level.
Pages: « 1 28 9 10 11 1222 23 » Link
Forum Index - SMW Hacking - Works in Progress - JDCGames Collaboration 2: Cancelled

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