Originally posted by Saucy
Thanks. I sent an email. Hopefully we'll have BoomBoom as the boss of the sky tower.
Originally posted by icegoomI'm assuming you could just change the priority bits of the
tile properties, but I have a poor understanding of how they work. You could probably look a Piranha Plant's properties and copy what you see, since they always go behind the scenery.
I looked at the code for this, and I'll probably need someone's help with it. For the venus it has a simple "PROPERTIES" with each piece of the xyppccct format spelled out next to it, but the shyguy (which the ivy is based on) doesn't have anything like this, so I wouldn't know where to begin. If anyone is more versed in this or could tell me how to make the shyguy sprite fall behind all scenery, I'd appreciate it.
Originally posted by MericlesWhat will the Starfish enemy be like? Will it be custom or just a sprite swap, like an alternate Sea Urchin? World 2 sounds interesting, a sky tower, a water level, starfish enemies, the sky tower filled with water gaps.
Starfish are just edited roto discs without the palette animation. They'll orbit areas underwater.
World 2 is water world, and has a ton of new creatures in it. The first level introduces crabs which appear all throughout water world, and level 2 introduces, sharks, jellectros, bloopers, starfish, and baby urchins. The sky tower will be the first level to have roto discs (and I kind of went crazy with them because they're fun) and chain chomps.
Only the first floor of the sky tower will have water. The first floor is level with the ground, but the rest is higher in the air so has no water after stretching past the clouds.
Originally posted by AtomicShroomAlso, I'm loving the green water. I'm guessing it kills Mario instantly.
No, actually, it's just water. Murky, dirty, green water, but still water. If anything, my biggest goal for this hack is to never have people guessing what does what. I never want the player to have to experiment to see if pink water is swimmable, or if blue goombas hurt you when jumped on. If something looks like it can be jumped on, it can. If something looks like water, you can swim in it. If you see an enemy from SMB3, it's going to act like it did in SMB3.
One of my biggest pet peeves is playing hacks where normal looking enemies hurt to jump on, or throwblocks look different in different levels and I have to find them. We've gone with consistency, and are avoiding having enemies that act other than what the player would expect. The only exception to this will be in ghost houses, where reality is warped, but we're still going to avoid doing anything that will annoy the player.
Some other annoying things we're avoiding: changing the graphics of something so that you don't know it's there (making climbing vines look like the rest of the foreground, for example), putting secrets in pits so you have to jump in every bottomless pit in the level until you find one that's actually a secret passageway, making the foreground look too much like the background, requiring bugs or glitches to get through any part of the game (such as carrying two items at once), blind jumps, invisible coin blocks anywhere other than to help the player, huge mazes with no hints that require memorization... things like that.
Originally posted by MrCheeze@AtomicShroom: I hope not. I hate it when there's water that looks like you can swim in in when you can't.
My thoughts exactly.
On to some minor updates:
I fooled with the on/off graphics so they match the on/off blocks. Here's the OFF...
...and ON.
This room shows all the blocks, including the blue and yellow P-switch blocks, all together. More on the yellow switch below.
Also, have you ever wondered what a castle looks like after it's been destroyed?
I've made a few updates to the workings of the game. With mikey's help we've disabled 1-ups via stars, which means we can be more inclined to hand out stars. We had previously reduced the star timer to 2/3 of its normal duration, but it's been restored to the full SMW duration now. Stars will be given out at a later mushroom house.
We've also disabled silver p-switches turning sprites into silver coins, and changed the silver p-switch to yellow. This means the yellow switch is mostly for puzzles, as it will only affect black piranha plants and BlockTool blocks such as the yellow P-blocks you see above. As a fun side effect, this now means that on/off switches are red and green while p-switches are blue and yellow, so there should be no confusion as to what blocks are affected by what.
Lastly, right now, a lot of the levels are linear, without bonus rooms or secrets. This will eventually change, because we're waiting on later parts of the game. We want to be able to reward the player for backtracking and repeating levels. To do this, many many levels are going to feature bonus areas that can only be reached if the player has done certain things. For instance, there are parts of world 1 that can only be reached with a springboard, and the mushroom hut in world 2 gives the player a springboard. There will be a lot of places where this is true. And if the player wants to see some of the better parts of the game, they'll have to figure some of these out.
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