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Tip: Try not to place secret exits at the very end of levels-- the player will basically have to go through the same level twice.Not logged in.
General Project Discussion/Golden Egg help/etc
Forum Index - Events - Collaboration Projects - SMWC Island - General Project Discussion/Golden Egg help/etc
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Any sort of questions pertaining to the project can go here.
Is there a certain deadline for me to finish my entry?

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Formerly known as nick 139
My YouTube channel
No deadline, but I'm expecting everyone who claims a level to post regular updates (eg. every couple of days). The best way to do that would be to make a thread and post a screenshot/progress report as often as you can.
Are we allowed to use unused palettes in YI as long as it's for the background only because foregrounds only have 2 unused palettes?
R.I.P. eXcavator... You will always have a place in our hearts...
What's this "directional arrow" mentioned in the sprite set lists?
Originally posted by MercuryPenny
What's this "directional arrow" mentioned in the sprite set lists?


probably this

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soundcloud / bandcamp / twitter / battle of the bits / buy our album
Originally posted by Falconpunch
Are we allowed to use unused palettes in YI as long as it's for the background only because foregrounds only have 2 unused palettes?


Yeah, that's fine. Just let me know which palette number you want to use so we don't have any conflicts.
Hey, I have a suggestion: Since there are 2 unused songs for the game, why don't we replace the 2 unused slots for the following themes for levels:

-A haunted theme
-A theme for the final castle, as it would be epic if it had a new song in it.
R.I.P. eXcavator... You will always have a place in our hearts...
We've discussed music on IRC and there's a possibility of something like that depending on how much free space is left at the end. The problem is that we can't expand a YI ROM to 4 MB and whatever space we -do- have will need to be devoted to levels first. Once those are squared away, we can deal with music.
Can we request two levels and work w/a partner? Also, what if two people somehow come up w/similar levels?
I really do think that having some kind of theming per world would be beneficial.

I also do think that since we actually have to limit ourselves to resources, with things like a limited amount of music, we'll create a much tighter experience. As opposed to something like VLDC, where every other level had a different track.
Are we allowed to change the starting position?

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Your layout has been removed.
Originally posted by leod
Are we allowed to change the starting position?


Yes.
Assuming the same is true for midway entrances? I suppose we should just edit the given midpoints for the particular level we're working on?
What is the overall difficulty curve of the hack?

Just to get a general idea of each world's difficulty.
@Golden Yoshi: Yes.

@cramps-man: The levels will be rearranged at the end on the basis of difficulty (i.e. the hardest levels will be placed at the end). It would be too hard to force people to design at an arbitrary difficulty level, so feel free to make whatever you'd like without worrying too much about that (though obviously avoid Kaizo-ish difficulty).
There's a yi hacking wiki with some helpful info.

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Mickey8715, Please subscribe and comment!
Are there any rules as to what palettes we can use for what tilesets, and can we request certain color changes to our palettes if they don't conflict with others choices?

For example, let's say I want to use Palette 18 with a jungle tileset, which doesn't look too bad. However, there's a pink color present in Colors 2C through 2F that make the stone objects look odd, yet that color was never seen in the original game (a few other palettes have that color as well in certain places, I think it's an unused color). Could we request that colors be added to those spots?

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Something like that would be fine since the pink colors themselves are unused. Provide me the palette # and RGB values when you submit your level (throw it in a read me if you'd like) and I can modify it in the base ROM.
Another question,

Do we have to edit the midring data ourselves or can we just place the midring sprite and let the data be changed in the final rom?

I'm getting pretty confused using this midring editor but I guess I would still like to test my level's midpoints and stuff.
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Forum Index - Events - Collaboration Projects - SMWC Island - General Project Discussion/Golden Egg help/etc

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