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Mushroom Kingdom 2 - The Dark Side [Open collab!] - On hold... managing another project

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New video of one of my levels. From Hell Valley, I present you Flammable Passage. It contains log bridges that burn whenever anything fiery (with object interaction) comes in contact, even player fireballs.



Hope you like it!
MK2TDS
I could see this coming. You're back to business and presented an interesting level with a fun gimmick to work around. I love the use of flammable bridges, hopping flames and Venus fire traps. Aesthetics are quite simple yet really sweet. Hope to see some more levels from you like this!

Remember when I told I wanted to participate in this collab one day? If I can, I want to claim level 104. If not, I want whatever regular level from the snowy part of W4 that is still free. I wanna design a hypothermia level with Bullet Bills. I'll be working on it one day, but not now. No need to ask me any questions about my claim, at one point, I'll tell you when I'm ready to start making it, so be patient. I can ask to recall my claim when I don't feel like working on this specific level anytime I want. If it happens, I'll claim other one if I feel like designing something else.
I have a Discord server as well! (by joining, you agree to the rules)
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Basically, I believe in peace and bashing two bricks together.

No problem. I'd save the hypothermia gimmick for the W4 castle level but I believe you may have some interesting ideas for a regular one using it. Don't worry about time, as I'm still trying to regain motivation and I'm low on inspiration at the moment. Actually, I've been wanting to compose some new songs but nothing comes to mind... lol.

Anyway, 104 is yours, and I wish you good luck! Remember to use LM v2.53 (included with the base ROM ZIP file).

I'm also glad you enjoyed the new level. Thanks!
MK2TDS
Hello! So I've just looked at the Base ROM for this hack, and the progress here is very good. Though it's clearly still in development- with some stages being unmodified- I can tell this has great potential and can succeed.

Now, I can understand the issue with preserving onwards to complete the hack. I've tried to make my own SMW hacks in private. And though some of these hacks did get completed levels, I've found it really hard to continue making them. So seeing this much perseverance for a hack is astounding to me. So great job counting to develop despite these setbacks.
#smw{:peace:}

Looking at the fact that the hack is open-collab, I do want to try and help in development as much as possible. And though I've been well busy with real-life situations, I do want to try and develop at least some levels for the hack to ease some of the workloads. I noticed that from the ROM itself and the level claimlist that the Switch Palace levels haven't been implemented. So to start, do you think I could be able to claim the Yellow Block Palace- which is level 005- for development?
Nice, welcome aboard! Thanks for the incentive words, too - I really hope this to succeed one day.

As for the level, 005 is yours. And yes, you should use LM 2.53 by default since porting the ROM to newer versions led me to issues as mentioned previously, which is why I'll stick to an older version.

Regarding the level theme itself, it should be somewhat like SMW's switch palaces: easy, short 200-second levels with some sort of bonus or small puzzle thingies, but it'd use yellow palettes for the FG/BG tileset. There aren't rough restrictions so you can be creative however you want. Good luck!
MK2TDS
Hello, again! So after some light developmental issues and rigorous testing, I'm glad to announce that development for Yellow Block Palace- level 005- is complete. It's a bit ambitious, though it does run well and rewards appropriately. It implements only one new ExGFX file, which is a modified version of Danooodle's Switch Palace Expansion to simplify level development, fix a graphical issue on Switch Palace switches, and adds customization options. It also uses up one sublevel: level 04F.

Now, one issue that I tried- and wasn't- able to fix is a message issue. When pressing the Switch Palace switch, I can't seem to get the message that pops up to show properly. You can copy-paste the message for a Switch Palace level to a normal stage, but it won't show the graphics for the blocks. The stage may need to move back to the proper Switch Palace level- which is level 014- or some ASM may need to be implemented.

Anyways, here is the link for the stage's file. The 7-zip package contains the following:
. A bps. patch for the stage
. mwl. files for levels 005 and 04F
. An ExGFX list
. A Map16 File for the stage- meant to be put in Page 8.

I did take some creative liberties when developing this stage, so sorry again if the stage seems a bit ambitious for what it is. I tend to try to make sure what I do is both of quality and creativity, though it can be hard to balance the two elements together. And I did try to accommodate for Luigi's high jump since he can cause softlocks in the stage if he reaches areas he isn't supposed to.

I'm glad to be working with you in this hack, and I hope things are looking well.
See you later!
#smw{:peace:}
Thanks for the level! Even though the setup is a bit complex, it's hella creative indeed. You made very clever usage of 1F0 blocks and the Rainbow Koopa shell in order to get an 1up and the P-switch. It might be a bit time-consuming, but since every bonus in this stage is optional, this is no problem. As for the message box block, it's just a matter of editing special message levels in the Overworld Editor. Awesome job!

And I have this song now, meant for Hell Valley caves. Any comments are welcome.
MK2TDS
Originally posted by Blind Devil
"Thanks for the level! Even though the setup is a bit complex, it's hella creative indeed... As for the message box block, it's just a matter of editing special message levels in the Overworld Editor. Awesome job!"

You're welcome for the stage; I'm glad that you enjoyed it (#tb{:D}).

Generally, it took a good amount of tests and revisions of the bonus setup to find one that managed to be decently enjoyable without taking up too much time. And though the setup in the submitted level does take up a bit of in-game time, I found this setup to be the most user-friendly and enjoyable when testing. And also, thanks for the advice in relation to the Switch Palace messages.


Anyways, about the new track- Magmatic Subterranean. I really like this track as a lava-based cave theme; it has an NSMB-vibe to it and is pretty catchy. An appropriate theme for the world it's set to be heard in.
#smw{:peace:}
Great work here!
Hello, yet again! So after being busy for a while, I'm ready to apply for development of another stage. With the finished development of the previous stage- Yellow Block Palace (005)- I've been doing some tests for other optional challenge setups. And I want to try and apply one of these setups for a new Switch Palace stage based on the previous one I did. So do you think I could be able to claim the Green Block Palace- which is level 019- for development?

Generally, this stage would be based on 1F0 blocks and an entity- like 005- though would differ in objective; rather than killing enemies, the player would need to transport an entity across a series of small challenges. And if successful, he/she would get a prize- like a 1-Up or 3-Moon. Just to show the idea in action, here's a picture:

The stage would also use 004 blocks as sprite filters. And just to note, 004 is meant to be "Mud/lava with an animated surface"- as stated in the editor, and tossed shells can go pass the bottomsides of 1C8 blocks in certain conditions.

This build does still need work; setup optimizations need to be checked, and slowdown needs to be lessened. Though with the current pace, the stage should be done in around a week. Again- though- I have been a bit busy lately, so the rate of work here may change. Anyways, I'm glad to be working with you, and I'll see you soon.
#smw{:TUP:}
Have a good day!
You have some interesting ideas for it, too, so your name is added to the level list. Good luck, and I look forward to the finalized level!

Well, I gotta keep people updated on my own progress here. Currently, I'm trying to compose a song for some levels of Cheep-Cheep Falls. I didn't update the list with my name because I might fail, but I'll do my best to get a good song done.
MK2TDS
¡Hola de nuevo! Hello Again!
So after around a week of development and optimization, I'm glad to announce that Green Block Palace- level 019- is complete. It's a bit ambitious- like Yellow Block Palace- though isn't as time-consuming as that stage. It doesn't use any new ExGFX files, though it does use a modified version of the Map16 file used in Yellow Block Palace that adds some tiles used in this stage. It also uses one sublevel: level 050.

Now, as far as I know from testing, there aren't any major issues. Though I did include a further updated version of Yellow Block Palace (005) that is based on the 3/06/19 Private Message; it removes the Layer 3 background, restores the original sprite palettes, and adds a slight design tweak to make killing the Kamakize (Rainbow) Shell easier to kill. And since Green Block Palace also utilize Layer 2 for a non-background purpose, I decided to not have a Layer 3 background set for that stage as well.

Anyways, here is the link for the stage's file- alongside some screenshots of the stage. The 7-zip package contains the following:
. A bps. patch for this stage
. mwl. files for Green Block Palace (019, 050) and Yellow Block Palace (005, 04F)
. A updated Map16 File- made for both stages. Replaces the existing content in Page 8

Again, some creative liberties were taken, so sorry again if the stage is a bit ambitious for what it is. I'm glad to be working with you here, and I hope things are going well.
#smw{:peace:}
See you later!
Thanks for the level! It's also a nice one like Yellow Block Palace. There's just this issue, which makes the 1up puzzle completely pointless:



There's an easy fix: just adding another row of "sprite filter blocks" before the platform Goomba comes from. I can fix it myself. By the way, I'll cook up some new blocks to make them look and behave nicer (or well, there seems to be a sprite kill block in SMWC so it works too lol).

Anyway, thanks once again, and feel free to pick up another level if you wish!

edit: Blind Devil once again forgot something! I'm claiming level 109. Gonna make some forest canopy type level inspired by an old one, which will be centered around moving platforms.
MK2TDS
Done. I replaced the vanilla sprite-kill blocks with a custom block, that looks like



Also notice the change with the P-Switch so it can't also be collected to hit the 1up question block.

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Skymunch Woods is complete. As said, it's a level with platforms. Also feature jumping Piranha Plants that spit fire, munchers and winged Koopas.




I'll go ahead and claim another level because why not. Been wanting to use more custom sprites and blocks and whatnot for a while because that's some freedom which lacks more exploring so... I'll get Heaven Valley's cave level (10A). Consider it as my motivation nearly fully restored.
MK2TDS
You're welcome for the stage. I'm honestly surprised that I missed those cheats when testing the stage. Though I guess that happens at times when developing stages. And the graphics for the new custom block are both nice-looking and funny; it gives a solid idea of what it does. Anyways, thanks for implementing those fixes.
Originally posted by Blind Devil
"Done. I replaced the vanilla sprite-kill blocks with a custom block, that looks like "


And about the newly developed level- Skymunch Woods. From the screenshots, it appears pretty good. The idea of navigating moving platforms while avoiding obstacles looks well executed and is graphically neat. Great work here!
#smw{:TUP:}
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Before I go, I do want to notify you that I'm going to be really busy across the next two months. I have some major tests coming up, and I'm going to need to prepare for them well. As a result, things will be much slower than usual. Though I'll still try to develop whenever possible, and I'll notify you of any progress updates as they come.

I hope you're doing well, and I'll see you soon.
#smw{:peace:}
About time for a new base ROM update. Flippn'Fences' Yellow and Green Block Palace levels were inserted, as well as my two new levels (109 and 10A), including some extra custom blocks, sprites, and a bugfix.

Also, big (?) announcement time: MK2TDS Discord server is now live! If you want to join in, PM me/DM via Discord, and then I'll send back an invite. Now it'll be possible to use the server for quicker discussions, showoffs, plan bosses, brainstorm level ideas, playtesting and whatnot. Hope this can bring more interest to everyone, as wel las give me more will to carry on with this.

Join the fun, children!
MK2TDS
¡Hola una vez más! Hello once more!
It's been a while, but I'm ready to apply for development on another stage. After looking back at the previous stage I developed- Green Block Palace (019)- I decided to try and do something different for my next stage. And after some promising concept tests, I had a new idea that is ready to be implemented into a stage. So do you think I could be able to claim Blue Block Palace- level 105- for development?

Generally, the stage will use tile 1F0- but it won't be the main mechanic. Instead, the stage will be about platforming; the player will be tasked with going across quick platforming sections involving Rexes and the Moving Castle Blocks. If the player goes through the challenges successfully, they'll get a prize of coins and two 1-ups. Though if the player fails, a small prize will still be offered for trying. And if the player wants to skip the challenge altogether, they can simply go into the pipe directly across from where they spawn. Just to show the idea in action, here are two pictures:

Though this build of the stage is still being worked on, a fair portion of the stage is complete. And at this rate of development, the stage should be done pretty soon. Though there will still be much testing since the gimmick here is player-based rather than sprite-based.

And as a final note, I'm interested in joining the new MK2:TDS Discord. I just set up my account, and it seems to be very useful for communication like this. And though this'll be the first time I used Discord before, it'll certainly be useful once I get an idea of how it operates. Anyways, I'm glad to be working with you, and I hope things are going well.
#smw{:peace:}
See you later!
It's yours!

Also looks pretty good, and this makes for a consistent set of switch palace levels. I'll add your name right away.

By the way, for those people who asked me for links to the Discord server, check your PMs. The links were updated and should now only expire after a certain amount of uses.
MK2TDS
Hey, I just saw this is active again. That's great news!
Hello once more! So after much testing and optimization, I'm glad to announce that development for Blue Block Palace- level 105- is complete. Unlike the previous Block Palace stages, Blue Block Palace is more skill-based; it tasks the player on doing quick jumping challenges rather than guiding entities to set destinations. And though the stage is harder than normal, the challenges are able to be beaten without savestates and with both players.

In terms of resources, this stage uses one new ExGFX file- which is for the sprite's graphics- and one sublevel: level 058. It also uses one secondary exit. Now, as far as I know from testing, there aren't any major bugs in the stage. Though I do want to note that to save resources, the rooms for the challenge and coin rewards are in the same level. They're just separated in a way that the player can't see the room across. Though this separation can be seen in the editor.


Anyways, here is the link for the stage's file- alongside some screenshots of the stage. The following 7-zip contains:
. A bps. patch for the stage
. mwl. files for Blue Block Palace (105, 58)
. An ExGFX list


I'm glad to be working with you here, and I hope things are going well.
#smw{:peace:}
See you later, and have a good day!
Progress on my own, music-wise!

This little thing, supposed to be the theme of Hell Valley submap. It does sound a bit too evil for my liking, but does the job well, and works with my idea of making a similar song for Heaven Valley submap - in other words, reusing the same melodies in a "jolly" way.

Post your thoughts!
MK2TDS

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