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Lightvayne - Adventure on Volcanus Island (Demo)
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - Lightvayne - Adventure on Volcanus Island (Demo)
Pages: « 1 » Link

I announced this project at the the last C3 (under a different name), and unfortunately have not had much time to work on this as I would like to have had due to SMWCP2, but while there aren't many levels done, I think the physics or tweaked enough to my liking.

First off, enjoy some (older) screenshots:
Originally posted by Lightvayne






And finally have a 1 level demo. A few things to note about this:
- From the level selection screen, only 1 level is playable, (however you can get to the testing room by hitting up)
-You can use the Slide attack by running and hitting the down button
-The Red coin you find in the middle of the level is a temporary graphic used to note the midway marker, also note that hitting this with more than 50 rings in your inventory will teleport you to an incomplete bonus level.
-Getting hit make you lose all of your rings, however you will only drop 1. This will be fixed at a later date. Getting hit with no rings however will still kill you.

I'm more or less looking for feedback about the player physics as they have been tweaked to be different than the standard Mario game. And with that being said, here you go.

Demo [CLICK ME]
Layout by LDA during C3.
Well, so far:
- You have a typo in the intro level message ("physhics").
- Also, graphically-glitched sprite to the left of the invincibility monitor. I assume it was supposed to be a Carrot Top Lift?
- The palette on the red bonus ring could be better.
- I see what you mean about the running jump physics in the bonus room...I do hope you manage to get that sorted out.
- The timer stays at 00:00 in the second area...was that intentional?
- Wiggler head goal sphere at the end.
- You might consider having the player drop more than one ring upon taking damage. You could maybe use extended or cluster sprites for this, but having over 100 rings and being able to regain only 1 seems odd.

Interesting idea, though. I think you did a pretty decent job with the physics, though it might be a good idea to have some level elements early on that show the player what possible things they can do (for instance, I only found out that I could wall-jump by accident). I've never been a fan of Sonic's physics, but you seem to have improved upon them quite a bit, with a character who doesn't need to run nearly as fast but can jump much more precisely, especially with the floating. And you definitely made good use of the 32x32 player GFX patch.
That water in the BG looks well done, pat yourself on the back sir, you did a good job. Can't wait to play it.
I'm liking the progress on this. The physics seem to work well enough, though the jump mechanics in the bonus room are sloppy, and the speed sometimes is high enough to make you unable to jump (if you're curious, it's because the game reads the value after the end of the jumping y speed table (see $00D2BD), which is zero). The latter doesn't happen during regular gameplay though, which is good.
Also the slide attack seems to shrink the player interaction field, so if you slide in front rings that are 1 tile over the ground, you won't collect them, which looks odd.

Overall though good job.
Looking very nice, Lightvayne! ^^

Might have said this before, but a good Sonic style hack is bloody difficult to pull off, but with the way you're working with the physics and doing your best to make it feel like a Sonic game, you may actually be the first to do it! ^.^

I agree with what Lui said about the bonus room being awkward, but I can't really complain, as this is more of just a test like you said.

Keep up the good work. \(^o^)/

Originally posted by imamelia
Well, so far:
- You have a typo in the intro level message ("physhics").
Classic Lightvayne :p
Originally posted by imamelia
- Also, graphically-glitched sprite to the left of the invincibility monitor. I assume it was supposed to be a Carrot Top Lift?
Yes, it was a last minute change I overlooked, thanks for pointing that out
Quote
- The palette on the red bonus ring could be better.
Its only a temp gfx. I don't plan on it being a red ring once I'm done with it.
Quote
- I see what you mean about the running jump physics in the bonus room...I do hope you manage to get that sorted out.
yeah not entirely sure what is up with that yet. Still Looking into it
Quote
- The timer stays at 00:00 in the second area...was that intentional?
Knew about it but forgot to fix it at the time.
Quote
- Wiggler head goal sphere at the end.
it was part of the last min change that got goofed up
-
Quote
You might consider having the player drop more than one ring upon taking damage. You could maybe use extended or cluster sprites for this, but having over 100 rings and being able to regain only 1 seems odd.
Yeah, its something that still needs to be worked out. I know I obviously can't have a crap load of ring sprites flying all over the place without causing massive slowdown, so I may need to code some sort of money bag sprite that will fly out and give you back like 25% of the rings you lost or something. I also need to fix the knockback frame in general as it doesn't show up properly

Originally posted by Lui37
I'm liking the progress on this. The physics seem to work well enough, though the jump mechanics in the bonus room are sloppy.
Yeah, once again, still need to investigate why the jumping is bugging out like that. and I'll take your advise about the speed table ;)

Quote
Also the slide attack seems to shrink the player interaction field, so if you slide in front rings that are 1 tile over the ground, you won't collect them, which looks odd.
Nice catch, should be an easy fix.

Everyone else, thank you for the comments, keep them coming. ^_^
Layout by LDA during C3.
Will I be a boss in this hack? Are there any plans to make Darkvayne playable? When will it be ported to the sega genesis?

1. Anything is possible 2. No, 3. Sometime in 2017
Layout by LDA during C3.
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2014 - Lightvayne - Adventure on Volcanus Island (Demo)

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