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[C] 3-7 - Here Comes the Thunder!
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 3-7 - Here Comes the Thunder!
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Absolute final file, now in the OP.

ORIGINAL THREAD:

Title not necessarily final.

Here are some fairly early screenshots:


Simple Chomp Rock puzzle near the start.


A storm's a-brewing below!


Day breaks once again.

A main focus of this level is going to be the Thunder Lakitu. The level starts in a fairly normal grassland area, progressing into the sky, a snowball segment, and finishing in an ice world.

I should have a playable demo with the first one or two sections some time in the coming two weeks, so I'll keep you posted.
The overall aesthetics look amazing. One thing I'm seeing is a lack of action in the screenshots though.
Originally posted by MercuryPenny
I'm seeing is a lack of action in the screenshots though.

There are enemies in these areas. They're just dead.
Originally posted by ZeNewDragon
Originally posted by MercuryPenny
I'm seeing is a lack of action in the screenshots though.

There are enemies in these areas. They're just dead.


Screenshots that display something going on (either through player movements or sprite presence) are generally much more interesting than ones that just showing the player standing in the environment. You said your level would use the Thunder Lakitu, perhaps you should've taken a picture with one in it?

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Yeah, I'd love to see a screenshot with the Thunder Lakitu. Nobody else has used it yet, so I think it would be cool to see in action.

The images look nice, though the background palette in the first screenshot is a little iffy. We can probably incorporate a custom palette there though.
The first pictures were more to showcase the aesthetics of the level. Here are a couple of quick screenshots with the Thunder Lakitu:





Also, I'm a bit iffy on the Layer 2 Palette in the first sublevel as well. It's mostly there because there isn't really a suitable night version of that background. A custom palette for that would definitely be nice.
First segment is pretty much entirely finished now. Here are some screens:






Gusties!

The Layer 2 palette is still not final.
I'm really happy to see that two fairly underutilized sprites are getting some love (the Thunder Lakitu and Gusties). Your design is looking great so far, and I'm looking forward to trying out an IPS.
Here comes the thunder!

First and second sections are essentially finished barring major issues and completely playable. There's a total of 2 flowers and 11 red coins to collect.

Some screens of the second sublevel:


You aren't stealing this cloud, Yoshi.


Must be some way to get that flower...


Arm steady... arm steady...

Merry Christmas.
Oh good, I got everything.

Really neat level so far! You've provided the player several opportunities to explore, and your usage of the more "rare" sprites is very nice to see. I have a few small issues to point out:


Wouldn't it make more sense to have the hidden flower down here as opposed to before the poles?


I really like this puzzle, but it's very easy for a first-time player to screw it up and ruin the dirt bridge. Is there any possible way you can, at the very least, give the player more room to jump over the Chomp Rock (to the left of where Yoshi is in the screenshot)?


You've hidden clouds and 1-UPs in places most players wouldn't expect, which is great. I kind of expected something up here as well (it's the ledge right after the middle ring and you can only reach it if you perform a very a small jump off of the spring ball). Just a thought.


Looking forward to the final version!
So first of all, I decided to make a quick update to 1-5 just to change a small section I wasn't particularly happy with.

Here are some screenshots of what I'm working on for 3-7.



All that's really left for me to do at this is finish off the third and penultimate sublevel, which may or may not be a smidge difficult depending on my level of inspiration and motivation.

Dance of Death is currently on the back burner until I finish this stage, but I definitely have some ideas for it.

Mass PM-induced update post out.




The third and fourth sublevels are finished, and the second has been mildly tweaked. I've also implemented SNN's suggestions. There's a pretty simple but devious puzzle thrown in there, too. The level is finished and 100%-able now, so without further ado, I present "In the Eye of the Storm" version 1.0.

I'm considering possibly offsetting the last room in level 50 down one screen so the top row of cement blocks isn't visible, but it's not really high priority.

Enjoy!

EDIT: So I found a bit of an issue, fixed it, and figured I could also make a couple of quick changes I'd been thinking about immediately after releasing the last patch. New version.
I'm still waiting for feedback on the level before pushing out a final update. Known issues so far:

-One of the snowmen gives an item when it's not supposed to
-Snowball can enter terrain next to the bridge
-It's possible to completely skip the puzzle required for one of the flowers at the moment
I plan on doing some testing this weekend for sure. I'll get back to you.

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wiki
Some problems I noticed:

-after skilift, I didn't know where to go. the pit looked like death. put an arrow or something to signify there is stuff down there.
-snowball gets very laggy with bombs & clouds.
-easy to despawn the 5-star cloud with 2 lakitus and a green piranha on the right side, maybe do a little better sprite management in this area
-neat snow theme and such but some areas like the sloped snow w/ snowmen felt a li'l dry / big open spaces, try putting a little more content to spice those areas up a bit.

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wiki
Originally posted by Raidenthequick
Some problems I noticed:

-after skilift, I didn't know where to go. the pit looked like death. put an arrow or something to signify there is stuff down there.

I'll throw in some coins.

Quote
-snowball gets very laggy with bombs & clouds.

How exactly do you suggest I get around this? Item use seems like it's not common enough for me to design around. Disable items in the sublevel? I'd assume the original game has this problem as well.

EDIT: Oh wait, I see what you mean.

Quote
-easy to despawn the 5-star cloud with 2 lakitus and a green piranha on the right side, maybe do a little better sprite management in this area

I'll go ahead and move that cloud.

Quote
-neat snow theme and such but some areas like the sloped snow w/ snowmen felt a li'l dry / big open spaces, try putting a little more content to spice those areas up a bit.

The first or second? I don't have a lot of sprites to work with in level 7E, especially with the snowball. The snowmen were meant to be the interesting obstacle.
Hey, what is the status on this? Is there a final IPS somewhere? Thank you.

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wiki
I should probably have something by the end of the long weekend. I've been stuck for a little while on what to do with the last part of Level 7E.
Finally sat down and finished this. Here's the final ips.
Thanks, I'll take a look at this soon.

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wiki
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