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137 - Orbital Fortress (World 9)
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - 137 - Orbital Fortress (World 9)
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Playing through this level I actually thought it held up better than I thought it would. However, it still has a few glaring flaws that I'd like to fix.

Things to do:
  • Redo the part after the midpoint. The falling block generator is pretty much impossible to dodge consistently; I'd rather the second half be reliant on skill than luck. I want to keep the "escape the station before it crashes" concept, though, so what I'll probably do is just replace the falling blocks corridor with a similar room that has actual enemies rather than relying on a generator. (there was going to be an option to add a time limit to the status bar for things like this, right?)
  • Add free vertical scroll to the vertical room, to get rid of the parts where you're spinjumping on stuff and end up so high you can't see Mario. Should be easily done; just two lines in levelASM, if I remember correctly.
  • Redesign a couple of the sillier jumps to be more reasonable. (platform with thwomp + 2 falling thwimps in first room, high jump between two horizontal thwomps in second room)
  • Replace that disco shell riding section in the first room, because dear lord what was I even thinking when I designed that thing.
  • Put the correct Thwomp graphics for the second room. And the giant Thwomp should probably be redrawn to fit the smaller ones? Better graphics for the giant switch would be nice as well.
  • Maybe add an extra midpoint before the vertical part, or move the existing one there?
  • Something seems to be weird with the music in the first half? Parts of it is much slower than it should be. I'm pretty much entirely ignorant when it comes to the technicalities behind custom music, though, so I'll need someone who knows what they're doing to help me here. I'd like to keep the song if possible, since Hourai Victim is in my opinion one of the few Touhou songs that actually fit in a platforming context.

And something that's not necessary but would be kind of neat: now that we're working with a sprite status bar, maybe the stars in the vertical section could be put on layer 3 for some nice parallax action?

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Posting this again just in case you didn't see it. (although it looks like your point 3 might address this issue) Your plan sounds solid. Sorry I don't remember much about this level besides the post above.

- BlackMageMario
You can easily run away from the falling block generator if you're sprint-running, but these blocks are just forcing the player to slowdown. You can keep it, but by removing some of the wall obstacles, so the player would have more space to rush and jump towards the end. Getting the powerups is also quite pointless, because if you slow down, you're going to get hurt/die. An alternative would be to put one or two mushrooms before the collapsing room.

Just a suggestion, though. :P
Originally posted by yoshicookiezeus
Better graphics for the giant switch would be nice as well.

I'll see if I can make something for you. It might take me a few days, though, 'cause I'm working on other stuff right now.
Originally posted by BlackMageMario

Would this be the second place I mentioned in my post above, where you have to jump from a two-tile-wide platform straight up between two sideways Thwomps? It's the only place I can think of that could be seemingly impossible (it's not, just way more precise than it has a right to be). If it's not that, could you please play through the level again and find it, so that I can add it to my list of things to change?

Originally posted by Wormer21
You can easily run away from the falling block generator if you're sprint-running, but these blocks are just forcing the player to slowdown. You can keep it, but by removing some of the wall obstacles, so the player would have more space to rush and jump towards the end. Getting the powerups is also quite pointless, because if you slow down, you're going to get hurt/die. An alternative would be to put one or two mushrooms before the collapsing room.

Just a suggestion, though. :P

I think I'd still rather redo that section from scratch. A timed section is kind of pointless when you get outright killed by the falling blocks if you lose speed, after all. :V

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My YouTube channel
Get the official ASMT resource pack here!

I believe it is YCZ (I cannot play the level right now because I'm away from my computer with all my hacking stuff).

- BlackMageMario
Originally posted by Wormer21
You can easily run away from the falling block generator if you're sprint-running, but these blocks are just forcing the player to slowdown. You can keep it, but by removing some of the wall obstacles, so the player would have more space to rush and jump towards the end. Getting the powerups is also quite pointless, because if you slow down, you're going to get hurt/die. An alternative would be to put one or two mushrooms before the collapsing room.

Just a suggestion, though. :P

I have tested that falling block generator in my cancelled ancient ROM hack, and found out that it`s outright impossible to avoid getting hit at all, even with completely flat room.

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I think the jump I found the most irritating was spinbouncing off the leftward thwomp to reach the platform above the rainbow shell, in the first room (screen A). The ceiling's too low for it (especially as Big Mario), and even if you make it, there's a good chance you'll collide with the koopa.

Also, in the vertical section, on screen 2, the upward thwomp usually doesn't spawn for me, and I'm concerned first-time players will get ambushed from above by the downward thwomp.

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First draft of the new giant switch for one Orbital Fortress. This was a lot of fun to make. It's the first time I've ever pixeled out something so friggin' huge for Super Mario World. I hope you like it!

Here's the old one for everyone's reference:

Holy fack Mineyl. That is detailed as crap, that looks 32 bit rather than fuckin' 16 bit O_o. I can't say anything bad about it, other than the shading might be slightly awkward. It might be a good idea to put a little bit more of a translation between the shading. Other than that, great job!

- BlackMageMario
I can see what Mineyl's going for, since the switch is transparent, but even then I'd make the lighting be a little visible through the dark parts.
Or end the lighting before it hits there, idk.

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Your layout has been removed.


Second draft. I tried to make some of the transitions a bit smoother. I forgot to mention that I based this on the SMWCP2 switch palace switches, so that's where this whole translucency thing comes from.
I'm really fond of that. It reminds me of SMWCP2's switch palace switch, but even bigger. Nice.
That looks really nice! Certainly leagues better than my just enlarging the original graphics by a factor of eight :V

And while we're on the topic of enhancing graphics, I've been thinking of using a more technological tileset for the level to better suit the space station setting. I recall that Toxic Utilities had a tileset that might work for this.

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Get the official ASMT resource pack here!

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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - 137 - Orbital Fortress (World 9)

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