Banner
Views: 785,247,669
Time:
13 users online: Adriel_Isaque,  Atari2.0, autisticsceptile1993, Bullymario,  Ladida,  MarioFanGamer, MiracleWater, nahuelescoba,  RussianMan, rvx, Sagamir, SiameseTwins,  ZMann - Guests: 22 - Bots: 187 Users: 41,056 (1,538 active)
Latest: TylerL
Tip: Don't use glitched graphics.Not logged in.
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 »
Alright, I just watched through all cutscenes at least once. I really like them. Here are a few things I found:

General:
-Mario's three dots ("...") look more like three hyphen ("---").
-How about using different text colors to indicate what character is speaking currently? I know the characters have animations to indicate who is speaking, but I tend to still confuse it. Text colors would make it a lot more obvious.

Cutscene 00:
-"I wonder if has anything to do with [...]"
There is an "it" missing in that line.

Cutscene 02:
-The font is quite hard to read. Especially the letters with wider gaps (like D, I etc.)

Cutscene 03:
-The A button stopped animating for me after the first "munch". Was that on purpose? At first I thought the game froze.

That's all I could find. Good job on the cutscenes!

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by WhiteYoshiEgg
- Is "what can I do you for" in cutscene 01 an accidental mix-up, or an idiom I never knew of?


Originally posted by imamelia
was the "what can I do you for" in 01 intentional, or should that have been "what can I do for you"?


It's a term I think comes from the south US or somewhere like that. Pretty sure it was intentional.
Cutscenes complete!

Known minor issues:

* Hindenbird seems to be MIA in the ROM, so his graphics are all screwy. I can't do much about that right now.
* Norveg's script and cutscene data is in there and can be triggered just fine, but I'm not sure what the first phase of the boss looks like so I can't do much there either right now. If someone has a ZST of the very first few seconds of the boss so I can rip its tilemap, I can throw that in there.
* This IPS patch screws up the Nintendo Presents screen for some reason, though applying the actual ASM patch doesn't.
* Sound effects stopped working for some reason.
* When the cutscene is ending and fading out sometimes actors continue their "talking" animation.

I think that's it. If you want to view the cutscenes, you can either enter the hub and go to the boss selection room to get to the boss-specific cutscenes, or go to Reclaimed Refinery, Rusted Retribution, and Incineration Station to see the other more story-ish ones. Brutal Beach Bash also contains the Bowser scene, though I'm pretty sure that's not where it's supposed to play.

Originally posted by WhiteYoshiEgg
- Do the graphics that are missing actually exist and are just waiting for insertion (I know Doc Croc does), or do any of them need to still be drawn?


We're still missing graphics for the following:

* Madam Mau
* Kamek
* Luigi (I believe Giant Shy Guy had some, but I couldn't seem to dig them up)
* Luigi's pet fish
* Toad (if we're going for complete originality)
* The barrels the barker duck uses
* The monitor Doc Croc appears on before Incineration Station
* Any better Mario graphics people might have
* Any Norveg sprites that could be useful for the cutscenes (talking, dramatic posing, etc.)

For anyone wanting to take a stab at them, you can find all the sprite graphics here. For the most part you can use more or fewer tiles if you wish, though cutscene 1 in particular is really strapped for sprite space at this point, since Doc Croc, Madam Mau, Luigi, his fish, Mario, Toad, and Hindenbird all have to squeeze into 4 graphics files (and Mario and Hindenbird each take up 1 full one).

Originally posted by RPG Hacker
-How about using different text colors to indicate what character is speaking currently? I know the characters have animations to indicate who is speaking, but I tend to still confuse it. Text colors would make it a lot more obvious.


It would be super easy to implement, but there's kind of a problem: only a few characters take part in scenes where multiple people talk at once (since Mario's silent), and they're almost all the same color. Luigi, his fish, the barker duck, and Doc Croc are all green--if we changed their text to green it wouldn't help the situation much.

But, as I said, it would be dead easy to implement. If anyone can come up with a good looking palette for these characters' characters, I'd be more than happy to put them in!
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
* Norveg's script and cutscene data is in there and can be triggered just fine, but I'm not sure what the first phase of the boss looks like so I can't do much there either right now. If someone has a ZST of the very first few seconds of the boss so I can rip its tilemap, I can throw that in there.

The first phase of the boss looks exactly like in the IPS I posted. The only thing missing is the layer 3 background that I don't know how to deal with. He enters phase one by going into the robot, and then immediately exits it when he smashes.
Originally posted by HuFlungDu
The first phase of the boss looks exactly like in the IPS I posted. The only thing missing is the layer 3 background that I don't know how to deal with. He enters phase one by going into the robot, and then immediately exits it when he smashes.


Alright, cool. And I'm guessing the robot's hands are in the same place as well?


Also, anyone know if this thing has a name? Rameau's script just has Norveg saying "But don't get too distraught—you'll still get to make a contribution to our fine enterprise by playing a crucial role in the testing of our prototype [whatever the first phase of the boss is] here," so I just sorta left it like that for now.

And if anyone more creative than me wants to write up something awesome sounding for Norveg's "[Insert final lines here which have a greater relevance to the particular form of the boss itself]" in the script, that'd be neat too.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Also, anyone know if this thing has a name? Rameau's script just has Norveg saying "But don't get too distraught—you'll still get to make a contribution to our fine enterprise by playing a crucial role in the testing of our prototype [whatever the first phase of the boss is] here," so I just sorta left it like that for now.

And if anyone more creative than me wants to write up something awesome sounding for Norveg's "[Insert final lines here which have a greater relevance to the particular form of the boss itself]" in the script, that'd be neat too.

GIANT ROBOT OF DOOM!

But seriously, I have no idea. It's a robot. Smash-O-Matic 5000?

Who Flung Doom™? *shot*

On a more serious note, this is great that things are finally coming together. I'll be back to my normal work schedule starting tomorrow (about time), so I will start with inserting the credits. By the time I get any bugs with that worked out hopefully I will have either the cutscenes or Boss to go in next. I will have to talk to AMH about additional frames for Norveg for the cutscenes. As for the others, I'll see who I can get in contact with to get those done.
Layout by LDA during C3.
As for name recommendations:

NISM: Norveg Industries Smashing Mechanism

NEANDERTHAL: Norveg's Exciting And Novel Destructive Enemy Ravaging Technically Horrifying Anomalous Lineup

...well, I tried. Couldn't think of any last word for NEANDERTHAL, though, so that's probably the best you'll get out of me. Only had to use the thesaurus twice for it!
O.M.N.O.M. (Omega Machina - Norveg's Overdriven Mecha)? Or something else with a Greek letter, such as "omega" or "alpha", maybe. (Omega Dome?) Or some word written with numerals and punctuation, like, I don't know, 5U-P3R-B07 or something. Maybe something with "super" in the name for the obvious reference, or even a name where the acronym spells out "SMWCP" (such as "Super Mechanical Weapon Command Pilot")...or maybe even, I don't know, "Norveg Industries Giant Harvesting Tool and Fighter: Alpha Launch Line" (then he could call it the NIGHTFALL project). About anything else I could come up with sounds too much like something a supervillain from a cheesy '90s cartoon would use. (And speaking of cheesy '90s cartoons, where's Gamma V when you need her? She likes robots; maybe she could come up with something?)
I like smash-o-matic 5k. Not too complex and the robot smashes things yes?
Originally posted by Kipernal

Great job as always; nice to see we're in a progress-making phase again.

May I request, though, that the Doc Croc Graphics file be replaced with this? All I've changed is the pointing animation in the top right corner, from "pointing with finger" to "pointing with palm", since I feel that's a better pose to use. Shouldn't conflict with anything else I don't think.

Originally posted by Kipernal
We're still missing graphics for the following:

I can take a stab at some if we're in desperate need of them, but fortunately none of these seem really urgent to me. For barrels, the fish and Madam Mau, for example, you placeholder Graphics do just fine as far as I'm concerned.

Originally posted by allowiscous
I like smash-o-matic 5k. Not too complex and the robot smashes things yes?

Sounds rather cartoony and not evil enough to me, but I can't come up with anything better either, so I suppose it'll do.

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


 
Originally posted by Kipernal
Originally posted by RPG Hacker
-How about using different text colors to indicate what character is speaking currently? I know the characters have animations to indicate who is speaking, but I tend to still confuse it. Text colors would make it a lot more obvious.


It would be super easy to implement, but there's kind of a problem: only a few characters take part in scenes where multiple people talk at once (since Mario's silent), and they're almost all the same color. Luigi, his fish, the barker duck, and Doc Croc are all green--if we changed their text to green it wouldn't help the situation much.

But, as I said, it would be dead easy to implement. If anyone can come up with a good looking palette for these characters' characters, I'd be more than happy to put them in!


IMO the texts don't even need to be the same colors as the characters as long as different colors are used for each character, so that you can easily see whenever another character starts speaking. Just make sure to use the same color for the same character all the time.

--------------------
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Smash-O-Matic was a joke, *blank*-O-Matic 5000 is my standard go to name for something I don't know what to call.

I like the acronym idea, or maybe to go with the level names, some kind of alliteration? Super Smasher seems too obvious. Mashing Machine? Power Punch? Smasher Masher? Master Masher? That last one is a thunderdome reference and nothing more.
The Industrial Ihopeitworks

^^^^^

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Some quick notes.

- I like Imamelia's SMWCP and NIGHTFALL acronyms the most.

- There needs to be an option to skip the cutscenes so we're not forced to rewatch them over and over again if/when we revisit a level.

- Brutal Beach Bash's is in the wrong area in the level. Scorpion has actually made a side room that's meant for it to go, but from my testing of that level, I think Kipernal coded it based on which level number Mario is in instead of the entrance. This can be easily circumvented for this level by dolling up a specific level for this purpose.

- Likewise, I didn't make it far enough in it's specific level, but I assume this problem will also arise in Rusted Retribution. Rameau originally wrote the dialogue for the scene to play at the very end (goal room) which is already it's own unique room. Just move the cutscene to there instead.

- Kamek looks bad, in both his palette and his LOL worthy arms.

- Perilous Paths' first cutscene (which is supposed to play at the start of the level did not play. ...Does it even exist?

- I have no sound still and I won't for a long time, so I have no EARTHly clue on what's playing in each scene. Someone please help me out.

- How are the palettes handled? Mario uses his default SMW palette instead of the one that's meant for this game.

- Are there ending cutscenes made for....
...after Norveg is defeated and the final level is completed?
...before and after the joke boss in Fear the Spehere?
...after completing the final level?

- Mario's hat graphics are wrong in the cutscenes. Just look at them in-game and compare.

I want some sort of confirmation people saw this.

And for those who are lazy, it contains something like this


but it's the actual first cutscene gfx so it's with the toad and the fish graphics.

I swear someone already made a normal toad that looks like the ones in the world 4 castle
I saw this.

Here's hoping the two of us won't get overlooked:
Originally posted by WhiteYoshiEgg
May I request, though, that the Doc Croc Graphics file be replaced with this? All I've changed is the pointing animation in the top right corner, from "pointing with finger" to "pointing with palm", since I feel that's a better pose to use. Shouldn't conflict with anything else I don't think.


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


 
More updates! Now with completed Norveg and Deedle Ball cutscenes and stuff.

Originally posted by WhiteYoshiEgg
May I request, though, that the Doc Croc Graphics file be replaced with this? All I've changed is the pointing animation in the top right corner, from "pointing with finger" to "pointing with palm", since I feel that's a better pose to use. Shouldn't conflict with anything else I don't think.


Done and done--thanks!

Originally posted by imamelia
Maybe something with "super" in the name for the obvious reference, or even a name where the acronym spells out "SMWCP" (such as "Super Mechanical Weapon Command Pilot")


Gonna go with that one. Seems like a nice little title drop at the very end of the game.

Originally posted by RPG Hacker
IMO the texts don't even need to be the same colors as the characters as long as different colors are used for each character, so that you can easily see whenever another character starts speaking. Just make sure to use the same color for the same character all the time.


I added italics to some of the characters' lines (namely Doc Croc and Norveg in the later scenes)--hopefuly this helps a little?

Originally posted by MrDeePay
- There needs to be an option to skip the cutscenes so we're not forced to rewatch them over and over again if/when we revisit a level.


Working on it, but not properly implemented yet.

Originally posted by MrDeePay
- Brutal Beach Bash's is in the wrong area in the level. Scorpion has actually made a side room that's meant for it to go, but from my testing of that level, I think Kipernal coded it based on which level number Mario is in instead of the entrance. This can be easily circumvented for this level by dolling up a specific level for this purpose.


Do you know which sublevel? I looked around but couldn't find one that looked like it was dedicated to it.

Incidentally, the cutscenes are coded so that they intercept level loading and start playing the cutscene instead. This means that I can stick a cutscene inside any level that you enter normally (i.e. no secondary exits).

Originally posted by MrDeePay
- Likewise, I didn't make it far enough in it's specific level, but I assume this problem will also arise in Rusted Retribution. Rameau originally wrote the dialogue for the scene to play at the very end (goal room) which is already it's own unique room. Just move the cutscene to there instead.


That one's fixed now--thanks!

Originally posted by MrDeePay
- Kamek looks bad, in both his palette and his LOL worthy arms.


Mentioned that in my earlier post--I can't fix that. Lobotomized gorillas draw better than me.

Originally posted by MrDeePay
- Perilous Paths' first cutscene (which is supposed to play at the start of the level did not play. ...Does it even exist?


That one doesn't--I decided to cut it just because it's a cutscene with not much going on besides talking heads in a game filled with them already.

Basically, the gameplay grinds to a halt every time one of these cutscenes plays, and I didn't feel like Norveg's 2-minute "yar har har let me describe in grandiose detail the 50 different ways you can die in this level" speech to be worth it (it's a great speech, of course, it just doesn't add much to the "Mario experience" or to Norveg's character in my opinion).

But that being said there's nothing stopping it from being added--at this point it takes not much effort to add a new cutscene if it doesn't involve the creation of any new actors. If the general concensus is that this cutscene should be in here, I'll add it.

Originally posted by MrDeePay
- I have no sound still and I won't for a long time, so I have no EARTHly clue on what's playing in each scene. Someone please help me out.


Just whatever music the level the cutscene "belongs" to by default. Unfortunately because music uploads take so long (they screw with the sensitive IRQ) I can't change the music mid-cutscene, though it should be possible to change it before or after.

Originally posted by MrDeePay
- How are the palettes handled? Mario uses his default SMW palette instead of the one that's meant for this game.


Palettes are hardcoded and I usually build them based off of the level the cutscene is based off of. I.E. I save the level's palette as an MW3 file and stick the bits required for the cutscene text and borders in. But at any rate I've gone and made Mario's palettes all the same--though I'm not sure which cutscenes were using the default SMW palette...?

Originally posted by MrDeePay
- Are there ending cutscenes made for....
...after Norveg is defeated and the final level is completed?


No script for that, so nope.

Originally posted by MrDeePay
...before and after the joke boss in Fear the Spehere?


Before, yes. After, not yet.

Originally posted by MrDeePay
...after completing the final level?


No script for this one either.

Originally posted by MrDeePay
- Mario's hat graphics are wrong in the cutscenes. Just look at them in-game and compare.


That's been fixed as well.



Got 'em--thanks!
I should get a new layout.

Probably won't, though.

Looks good. I still need the updated code from you.
Layout by LDA during C3.
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

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 7

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented