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Somari 2 (Feed back and suggestions wanted) Second demo released!

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I'm diggin' those palettes. I like how some things use colors other than the ones usually assigned to them (like the piranha stems and the moles). And I actually like how the outlines of the question/turn/brown blocks look in the title screen (and in your submap as well); very apart from the usual dark outline we always see...

I'm not sure if you're keeping the map you last showed, by the way, but I can spot issues on the perspective. The terrain looks much more plain than it looks like a slope (which is a normal thing for SMW's graphics), so it's weird that the bottom walls between the land and the ocean are way taller than that little extension around the top right.
It's easily the best thing I've done
So why the empty numb?
Thank you for the compliments and yeah the over world does look admitably (Is that even a word?) strange. Does the perspective on this one look better? I think so but I would like like the opinion of any body like someone should:



It looks OK but still kinda a flat island with some hills and trees.
Overworld making has never really been my strong point. My strong point is making stimulating levels.
Looks fine to me, but you should give the Layer 1 tiles a different outline instead of black, like what you did with the Layer 2 tiles. Of course not the exact same color. #w{:>}
Now that you said that I remember I was going to give layer 1 tiles outlines but I forgot I guess.... I feel so stupid right now.
Now the outline for pipes and castles are dark green and ghost houses and Yoshi's house have a dark brown outline.
Why are the glitched-graphics-spinies called fire buzzy beetles? They just have a red shell and doesn't look like it's on fire in any way.
They are intentional so they are not glitched and they just have a hot shell, I guess "Fire Buzzy Beetle" is not really the best name but "Buzzy Beetle with a hot shell" Is too long for me to want to type out...
Also how can I make it seems like it is a hot shell while I am trying to steer away from custom graphics?
You can use palette exanimations to make the shell look like it's at least glowing. There's a good tutorial for that here. But yeah, it's typically not a good idea to use the "Fire Buzzy Beetles", because they don't look like they'd hurt the player (just because it's red doesn't mean it looks hot...). Although, you have a message box explaining that they hurt so I don't think it's that big of an issue. I'd still recommend you go the way of making it more visually obvious, however.
Thank you for the suggestion! I tried that and it looks quite nice and does make the enemy seem more fire based.
Ah, it has been so long since I have updated this hack, but I should take my time after all, I don't want to just pump out a bunch of garbage. Either way after a while I became too lazy so I created a time machine, went to the future and took the levels for world 2 I have not created yet and just put them into the hack. This demo cleans up some errors the first one had, adds in disable fade patch, and implements world 2 into the game, which is the water world. (Note: The main overworld is still in very early stages of development and will most likely be a whole lot better in later versions of Somari 2 if this project were to continue.) Here is the download if you would like to play Somari 2:
Somari the Adventurer 2 Second Demo Release (Update: I put I fixed a big in one of the underground sections in world 2 and made the crusher section of the second castle more interesting.)
Please give me any opinions you have on the hack, negative or positive, because it could improve the hack in the future, and I don't know about you but I would quite like it that way. Also report any bugs, cutoff and all that stuff as well.
(Update: I have given most objects (Not sprites) a outline to make them look better than before in my opinion, coins have also became more abundant than before.)
Also here are some screen shots for those who want it:


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