Banner
Views: 785,589,021
Time:
6 users online:  1UPdudes,  Major Flare, MegaNerd14, Mutsurini443, RollingRigatonis,  Tahixham - Guests: 35 - Bots: 178 Users: 41,067 (1,535 active)
Latest: Bio75
Tip: You can draw more event tiles under the default Layer 2 Event tiles on the overworld for custom use!Not logged in.
[DEAD] 5-3 Sewer Scamper (Obvious Working Title is Obvious)
Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 5-3 Sewer Scamper (Obvious Working Title is Obvious)
Pages: « 1 2 »
Hello, I did some work on my level a few days ago, and started again, now that my SMWCIdol submission is nearly done. So I figured I should protect my claim and start showing progress. Ignore the horrible fog palette, I'm working on finding a better one.


Some eggs, in case you need them. You know, for the small number of people who might want to play without savestates. That small, rare group of people...yeah...it's probably nice to think of them occasionally...


Well, I guess that incredibly obvious secret is more than just a detour. There's a flower.


I don't know whether to be happy that there's going to be a lot of exploration, or unhappy that this is going to wind up being a maze...


Yeah, my enemy choice is rather limited for this area, I may have to request a custom one. Don't worry, I'm fairly sure I can come up with something for lantern ghosts and unshavens, it'll just take some creative thinking and lots of static obstacles...

Criticism is greatly appreciated, as is ideas for decoration, as I'm worried my level may be too bland as it is. Speaking of decoration, anyone know how to get the sewer water animating? This is my first time in a while making a level for anything, and it's been a while since I've played World 5 of the original YI (my portable SNES's dying battery killed my progress on the new copy of YI I bought, so I had to start over #wario{:'(}) so BE VERY, VERY HARD ON ME.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Originally posted by DarkBones

Some eggs, in case you need them. You know, for the small number of people who might want to play without savestates. That small, rare group of people...yeah...it's probably nice to think of them occasionally...


Pretty sure most of us working on the collab were designing and testing levels under the pretense that this would be a fair hack that could be beaten without resorting to savestates.

Originally posted by DarkBones


I don't know whether to be happy that there's going to be a lot of exploration, or unhappy that this is going to wind up being a maze...


This isn't SMW where the primary objective of the level is to find the exit... okay, it kind of is, but YI emphasizes 100% item collection for true completion and there' nothing wrong with sending the player out of their way to go looking for red coins, flowers, and other stuff.

Originally posted by DarkBones

Yeah, my enemy choice is rather limited for this area, I may have to request a custom one. Don't worry, I'm fairly sure I can come up with something for lantern ghosts and unshavens, it'll just take some creative thinking and lots of static obstacles...


There are plenty of sprites you could use. Have you considered having mice in your level? I believe one particular spriteset supports the use of them along with the lantern ghosts. There are also some general sprites that could work for your level too, such as mini-ravens, and fishbones for the water pools.

Originally posted by DarkBones
Criticism is greatly appreciated, as is ideas for decoration, as I'm worried my level may be too bland as it is. Speaking of decoration, anyone know how to get the sewer water animating? This is my first time in a while making a level for anything, and it's been a while since I've played World 5 of the original YI (my portable SNES's dying battery killed my progress on the new copy of YI I bought, so I had to start over #wario{:'(}) so BE VERY, VERY HARD ON ME.


I'm curious if you've played the other level I made for this collab last month, Slimy Sluggy Sewers? You might want to consider looking at it so you can avoid making your level too similar to what I've already done. Then, figure out what you can do differently. That's my first suggestion.

Second, to animate the sewer water, just go into the palettes window and there should be an animation tab. Just click the dropdown menu and select the appropriate palette animation (For sewer water, it is animation 08).

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

My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Originally posted by GeminiRage

Pretty sure most of us working on the collab were designing and testing levels under the pretense that this would be a fair hack that could be beaten without resorting to savestates.

Yeah, I;m sure most people are, but I kinda specify that out of force of habit, since a lot of people (admittedly myself included at times) do expect savestates to be used.

Originally posted by GeminiRage

This isn't SMW where the primary objective of the level is to find the exit... okay, it kind of is, but YI emphasizes 100% item collection for true completion and there' nothing wrong with sending the player out of their way to go looking for red coins, flowers, and other stuff.

I figured that maze-like levels were still discouraged. To be honest, my favorite Yoshi's Island levels were the ones that expect you to explore the level rather than rush through it to have a good time. (That one extra stage from Yoshi's Island DS immediately comes to mind, though there's probably better examples...)

Originally posted by GeminiRage

There are plenty of sprites you could use. Have you considered having mice in your level? I believe one particular spriteset supports the use of them along with the lantern ghosts. There are also some general sprites that could work for your level too, such as mini-ravens, and fishbones for the water pools.

I'm mostly limited in this room due to another sprite I needed to use (related to the obvious secret mentioned). I might have to take a look into which enemies aren't tileset specific, or maybe even split the maze into more sublevels, since I have plenty to work with.

Originally posted by GeminiRage

I'm curious if you've played the other level I made for this collab last month, Slimy Sluggy Sewers? You might want to consider looking at it so you can avoid making your level too similar to what I've already done. Then, figure out what you can do differently. That's my first suggestion.

Second, to animate the sewer water, just go into the palettes window and there should be an animation tab. Just click the dropdown menu and select the appropriate palette animation (For sewer water, it is animation 08).

Thanks for the help with the water. I'll be sure to check out your level either later tonight or tomorrow at some point. Thanks for all the advice!

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Got an update to this by chance? It's been a couple of weeks.
Not much, with finals and the like, I haven't had much of a chance to update. I've been trying to work in my free time, but I've only had enough freetime to do a couple of screens. They're over now, so I'll try and make at least enough progress to get a few new images.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Well, it's not much, but at least it's something. I had a pretty lazy day today, so I didn't get much done. Here's a quick screenshot of the room I'm working on before I hit the sack.


Wish I could have taken it when the Sluggies were still on the ceiling, but oh well. The main thing I wanted to ask is if the transition from the sewers to the BGless room is alright. It looks okay to me, but I don't remember if the original YI ever did this (I remember all these kinds of rooms having the rocky BG, so...) Just wanted to make sure that it looked alright. Also, my fog palette is still really ugly, any suggestions on what palette I should set it to?

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
The original did it a few times in 6-4.
I think using a BG and a bottomless pit might look a little better than a black background with spikes. Unless the spikes are actually needed for something on the ground...

As a note, you can create a bottomless pit pretty much anywhere if there are no objects in the screen directly below it.

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

My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Originally posted by GeminiRage
I think using a BG and a bottomless pit might look a little better than a black background with spikes. Unless the spikes are actually needed for something on the ground...

As a note, you can create a bottomless pit pretty much anywhere if there are no objects in the screen directly below it.


Thats what I originally was going to do, but I was worried that it would look like there was a floor underneath, thus causing people to jump down to their deaths. I'll try doing that when I get back to my computer and see what you guys think.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Well, here's some screenshots of level progress I made before Christmas break and the like. Progress has been slow, but at least it's been made.


Here's the updated room from before, I changed the type of unshavens on the ceiling, and switched out the spikes for these blue spike blocks, as they're more useful to be honest. Also, the fog palette looks a lot nicer now.


Oooh, I wonder what's behind this other waterfall? If only there were another way in...


They'll be more obstacles in this room later, it's still early in development, but for now this is the final part before the return to the main room.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
I like that you're utilizing the "brick" tiles present in the sewer set more than other users have. It's a nice touch and allows for a few more set-ups beyond the traditional maze most people tend to make.

Good stuff so far.
I would like to take this time to apologize that I've waited so long to update this thread. School has gotten me out of the swing of things, and between that and a free weekend of Civ Beyond Earth, I didn't get much done. I've decided to scrap the whole breakable maze on the rotating platform idea, as it turned out to be not very fun (to say the least) so that's why I don't have much to show, I still have no clue what to replace it with. As for the room with the midpoint, I do have a few ideas, so if no one has any suggestions for the replacement area ( or what I could do for some of the other rooms, I'll do the midpoint room instead, as I've mostly only got the linear segments of the level played out in my head.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Yay! Update screenshot...sort of. I'm really tired right now, so it's taken from Golden Egg as opposed to ingame, so take this with a grain of salt (if it turns out bland or something, then I'll change it tomorrow), but in the short amount of free time I had today, I redid the intro section of the stage to lengthen it from one screen to three and added a bunch of decoration, I'm still not sure of it though. Pretty much, I decided to make the intro here look to be part of the previous level (forget his name, he had a nice level though), as I thought it would be a nice touch, so I used the same spriteset and tileset. I think it still needs more work, but here it is:



I'll try and add some more stuff and get an ingame screenshot tomorrow, but how does it look so far?

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
The palette and layout looks good, but it's hard to really say whether or not it's good from a design standpoint (especially since I can't see the sprites in action). I'll definitely be interested in trying a gameplay demo once you get one up to see how it holds up.
Originally posted by S.N.N.
The palette and layout looks good, but it's hard to really say whether or not it's good from a design standpoint (especially since I can't see the sprites in action). I'll definitely be interested in trying a gameplay demo once you get one up to see how it holds up.


Sorry for the late reply, I was sick with food poisoning for the last couple of days and did pretty much nothing but sleep. Well, I'm not quite at the point where I'd want to release a demo just yet, but hopefully that'll be soon. In the meantime, hopefully this will suffice for seeing the sprites in action.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Seems reasonable so far. I would highly recommend avoiding making the sewer portion too maze-like though (which it seems to currently be with all of the branching paths). We already have two other levels that use this exact style, and I worry a third will be too excessive.
Alright, I wasn't really going so much for a maze, so much as a "you might want to explore all the rooms before you go forward" level (but I can totally see what you mean), hence, the arrow pointing away from the first sewer. Maybe using a message block instead might help, but just in case, any suggestions on what I might do instead? I really don't mind redoing portions of the level to make it more unique.

On an unrelated note, I was thinking about using that one moving platform ghost from that one castle (I think it was Sluggy the Unshaven's Fort, but I'm not sure) for one of the sublevels, but before I do, does anyone know if its pattern is hardcoded or if there are objects to signal it? I'm assuming hardcoded.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
It's hardcoded, but if you decide to use it, I think that would be really cool and a clever idea (especially since nobody else has yet).
Originally posted by S.N.N.
It's hardcoded, but if you decide to use it, I think that would be really cool and a clever idea (especially since nobody else has yet).


Well, I just wanted to know, as it's sort of a weird tradeoff, since it's hardcoded, I won't be able to keep many plans in the back of my head for later, as they'd have to be done with lots of experimentation, but on the flipside, it's a whole lot easier to set up. I'm actually surprised that no one has used it yet, that was actually one of the more interesting castle gimmicks just from the top of my head (the other being Raphael the Raven's, but there's NO WAY that those ravens aren't being used with them being so overrated and all...), and honestly kinda the spotlight of Sluggy's castle. Maybe being hardcoded scared them off? Well anyways, I'll be thinking about how to make the sewer less immediately mazelike and either get started on the aforementioned midpoint room or the aforementioned ghost platform room. Though probably the midpoint, as I was planning to make the ghost platform segment closer to the end, we'll see.

EDIT: Considering the fact that the platform boo hasn't been used, and after another test of my level, I realized that all the enemies I've been using have been "spooky" themed by complete accident (excluding the one flame guy in the first section), I think I'm just going to roll with it, pretend it was intentional, and just make all of the rooms spooky themed. If anyone has a better level name than "Spooky Sewers/Sewage" lemme know, thanks.

--------------------
My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
Spooky Scary Sewers.
Pages: « 1 2 »
Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 5-3 Sewer Scamper (Obvious Working Title is Obvious)

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