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Cutscenes, Script & Plot
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Cutscenes, Script & Plot
Pages: « 1 2 3 4 5 6 7 8 9 »
It looks good. I will admit that some of the NPC graphics could be better, but the overall layout looks pretty solid. I did notice a few spelling/grammar errors: "from whence" is improper ("whence" already means "from where"), and "businesses" is written as "buisnesses".
I think the graphics are perfect exactly the way they are, actually.
man don't put me on speaker crab
Originally posted by MrCheeze
I think the graphics are perfect exactly the way they are, actually.


No. Since the hack aims for everything custom, and continuity. And the fact that the actor graphics are poor.
It's pretty cool, I like it a lot! It may be a bit too long for a platformer, but that's OK since it's well done (it's important that cutscenes between each world, if there even are any, aren't too long, though).

The only thing I missed was some kind of letter beep sound effect. I'm sure with AddmusicK you could easily insert a few versions of the same sound effect with slightly different pitches to play for the letters without getting annoying. I don't know, what it is, but without those beeps, the texts feel kinda incomplete. They represent dialogs, after all, and having dialogs on screen without any kind of noise feels a bit strange.

In general, the cutscene could use a few more sound effects. The only one I remember hearing was Toad bumping into Mario. Don't know if that's just my bad memory, but if it isn't: The jetpack, for example, could use a sound effect, or Mario when he jumps (did he even jump? I don't remember exactly...)

But overall, this is quite cool and even made me laugh once or twice!

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
It's to wordy. People such as myself with low attention spans will get tired real quick and just want the game to start. I love story lines as much as the next guy but lets get things as concise as possible after all its a jump man game.

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What if we added endearing gibberish samples played at alternating pitches to the mix (a la StarFox/Klonoa)?

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Check out my music!
Originally posted by Punk Sarcophagus
First, though, I want to mentioned the link that's supposed to lead to the luigi graphics is the same as the first link.


#smw{-_-2}

Fixed; thanks.

Originally posted by Punk Sarcophagus
Second, my only gripes are, well, the graphics is a given, but also how there's a LOT of commas, I just noticed; like this sentence.


Incidentally that's more Rameau's Nephew's department than mine, though personally I didn't think it was an issue.

Originally posted by Punk Sarcophagus
Also, the fact the text isn't justified, and is aligned left instead. Justifying the text makes it look more neat.


With almost 99% certainty I can say that that's not going to happen, I'm afraid. Not that I don't like the idea--I think it would look nice to be justified as well--but the sheer amount of extra coding that would be involved just for the slight aesthetic difference isn't really worth it to me. It took considerable effort just to make word wrapping work, for comparison, and that only requires looking one word ahead.

Originally posted by Punk Sarcophagus
EDIT: Also the fact that the girder is used wrong :v


How so?

Originally posted by Punk Sarcophagus
And backgrounds are default


What do you mean by "default"?

Originally posted by imamelia
I did notice a few spelling/grammar errors: "from whence" is improper ("whence" already means "from where"), and "businesses" is written as "buisnesses".


Those have been fixed; thanks.

Originally posted by RPG Hacker
It's pretty cool, I like it a lot! It may be a bit too long for a platformer, but that's OK since it's well done (it's important that cutscenes between each world, if there even are any, aren't too long, though).


This is the longest cutscene of the game. The ones between each world will be significantly shorter.

Originally posted by RPG Hacker
The only thing I missed was some kind of letter beep sound effect. I'm sure with AddmusicK you could easily insert a few versions of the same sound effect with slightly different pitches to play for the letters without getting annoying. I don't know, what it is, but without those beeps, the texts feel kinda incomplete. They represent dialogs, after all, and having dialogs on screen without any kind of noise feels a bit strange.


If someone wants to make a sound effect like that, then absolutely.

Originally posted by RPG Hacker
In general, the cutscene could use a few more sound effects. The only one I remember hearing was Toad bumping into Mario. Don't know if that's just my bad memory, but if it isn't: The jetpack, for example, could use a sound effect, or Mario when he jumps (did he even jump? I don't remember exactly...)


The only reason I'm a bit hesitant to use sound effects is because the rest of the cutscene is mostly silent. If there were some ambient noises or something it would probably work better, but just nothing but silence and then suddenly a sound effect seems like it could be a bit jarring. But, y'know, opinions. I'm not sure what others think.

Originally posted by 2dareduck
It's to wordy. People such as myself with low attention spans will get tired real quick and just want the game to start. I love story lines as much as the next guy but lets get things as concise as possible after all its a jump man game.


As mentioned, this is the longest cutscene in the game, and even so, I think the current consensus was to allow the cutscenes to be skippable at any time.

Originally posted by Moose
What if we added endearing gibberish samples played at alternating pitches to the mix (a la StarFox/Klonoa)?


I'm all for it, though, again, someone would need to make them in the first place.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
The only reason I'm a bit hesitant to use sound effects is because the rest of the cutscene is mostly silent. If there were some ambient noises or something it would probably work better, but just nothing but silence and then suddenly a sound effect seems like it could be a bit jarring. But, y'know, opinions. I'm not sure what others think.


I see what you mean. Well, I guess if the texts had letter sounds (assuming someone would create some) it would be different because it wouldn't be so silent anymore.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Perhaps the saw/grinder tick SFX would make an OK letter one ? I mean, instead of a custom one or something.

That aside, this WIP cutscene is impressively well done. Good luck with the rest.
Originally posted by Lemonade
Perhaps the saw/grinder tick SFX would make an OK letter one ? I mean, instead of a custom one or something.


I actually did that in the first version of my VWF Dialogues Patch and it worked OK, but I think the shell sound effect does a better job when going only with the original sound effects, plus the shell sound effect already exists in different pitches for variation.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
KEE

PER

NAL



Click image for download.
Just a reminder to people, the first cutscene requires the following graphics:

1. Doc Croc
2. The weird fish thing. Are we also seriously going to keep that concept art in the game? It looks really out of place
3. Toad

Also, Kipernal. When I said "default graphics" I meant you are using graphics in the original SMW, like the backgrounds.
So I'd like to make a request. I'm a bit strapped for time, so if anyone could help me out with this one thing I'd be extremely grateful. All I need is for someone (or multiple people; doesn't really matter) to make single-screen "levels" in Lunar Magic that represent various scenes in the cutscenes (you can get the script in the first post). They should only include static parts of the level, just like a normal level (so don't include NPCs or whatever). Bonus points if you include a background (can be one already in the game), even more bonus points if you use graphics already in the ROM. They don't have to be overly complex or anything--in fact, it'd probably be better if they weren't, since the window where the graphics are shown is rather small. Once the "level" is finished, just send me or post a patch or something, and I'll take it from there.

You don't need to reserve a level or anything, by the way; these "levels" won't actually end up in the ROM, I just need their data.

Here's the scenes I need (best to look at Rameau's document for more details, these are just to give a basic idea of what's needed). Some of them might not actually need built if their corresponding boss arena is already suitable (I haven't checked yet), though ones marked with (!) almost certainly need a custom setting.

- Mario visiting Doc Croc at the world 1 castle. (!)
- Mario visiting Truntec at the world 1 castle.
- Mario visiting the dryad at the world 2 castle.
- Mario visiting the tanuki boss at the world 3 castle.
- Mario visiting the jelectro boss at the world 4 reef castle.
- A scene containing a p-switch on an elegant, golden pedestal in the world 4 castle. (!)
- Mario visiting Madam Mau at the world 4 desert castle.
- Mario visiting the barker duck at the world 5 castle. (!)
- The base of the ferris wheel the barker duck battles in. (!)
- Mario visiting Doc Croc at the world 7 castle's boss arena.
- Norveg and Doc Croc discussing Mario in their office (!)
- Norveg confronting Mario at Perilous Paths (!)
- Mario confronting Doc Croc at the world 8 castle.
- Doc Croc challenging Mario at the start of Nexus Norvegicus (!)
- Mario confronting Norveg for the final boss.

Maybe more for world 9; I don't know what the status is on that, admittedly. We can probably cross that bridge when we get to it, though.

Thanks again to anyone who decides to help me out with this; I appreciate it.
I should get a new layout.

Probably won't, though.
What about the cutscene with the REAL W6 boss, Hidenbird?
R.I.P. eXcavator... You will always have a place in our hearts...

Actually his list is a bit off, I'll correct it in the morning, but I'm pretty sure most people know what he is talking about.
Layout by LDA during C3.
Ah, yeah, whoops, sorry about that. Should be fixed now. Incidentally, I already knew for an absolute fact that Hindenbird's boss arena is suitable for the cutscene, so I didn't ask for it.

Also, the levels only need to be a single subscreen big; I've modified the post slightly to reflect this.
I should get a new layout.

Probably won't, though.
Whoa man second cutscene complete-ish. And by that I mean the palette isn't correct and I don't have a background or foreground *nudge* *nudge*. But the text and animations are all there, and that's the time-consuming part. I would've probably had the third cutscene complete by now too (since it's even more simple), but I ended up being away from my computer Saturday and most of Sunday, so this is all I could manage.

Also I don't know if
Truntecā„¢
was too much or not. I can take it out just as easily.
I should get a new layout.

Probably won't, though.

It looks pretty good so far. I think the only real complaint I have about it so far is that Mario should look up at him while he's flying away, then proceed to walk off afterwards.
Layout by LDA during C3.
It's shaping up quite nicely, although I think it's a bit too fast as far as the text goes. See what the others think about it, though I figured I'd bring it up still.

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aran - Graces of Heaven
Your link colour is way too subtle, I didn't notice that there even was one the first two times I read it and it took me a while to find it when I really started looking.

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Your layout has been removed.
Pages: « 1 2 3 4 5 6 7 8 9 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - SMWCP2 Archive - Cutscenes, Script & Plot

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