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015: Frantic Fugumanen - Teyla

Complete

Claimed by: Teyla

World: 3
Exits: 2
Theme: Oriental Coast
Music Options: 1, 2, 3, or compose your own.

Briefing: Try considering a coastline for this one. Things such as bamboo or seashells along the beach might be worth implementing, as well as some oriental-styled bridges across little streams.
Baton has been passed to Teyla/Tyty.
I'd like the first one to say, YAY Teyla :3
Can't wait to see what graphical goodies you cook up for this level, oh plus some great level design to go with it. (Who had this level before Teyla?)
I wonder what a HFD opcode would do in ASM...
BowserJr.64. Some guy who registered, posted once to claim the level, and then left. Figures, I suppose.

I'll have to let him know on IRC that this is confirmed and all that, unless someone else does so before me (hint hint).
Or I could see the thread :P

I already have some graphics done up, and I think I may use the bamboo graphics I drew. I just have to start work on the level.

That's what I've drawn so far.

For the level, I plan on having two areas, above water, and below water. Above will be strictly Mario-style platforming, from block to block, platform to platform. The second area will be below water, swimming, with torpedo ted launchers, schools of blurps, and other aquatic assailants. Every now and then (maybe every 3 screens), will be a pipe the player can use to switch areas. There won't be anything specifically requiring the switching of areas, but the SMWCP coins will be in both, so the player will be required to switch to collect all 3.

The upper area will use Layer 3 and porcupuffers as the primary obstacle. The player will often be close enough to the water that the puffers will be able to hit the player, so they will have to dodge by jumping over and trying to find higher ground. It won't be annoying though, there will be platforms higher up for the player to be on. The graphics I based mostly off of Ryoshima Coast in Okami.

The lower area will, as I said, be a swimming level. I plan on requesting torpedo teds that launch up instead of down, so they can be placed in the ground in tunnels and the player will have to swim around them. There will be occasional blurp schools in varying patterns, but will otherwise be an underwater level. I'm thinking of making it with bright coral and other colours based off f the underwater area in Okami, and the water area in Sonic Colors.

I'll need to come up with a name still though :P
A pipe every 3 screens? How many exits do you need, and are you allowed to get that many?
Violators will be prosecutedt to the full extent of the jam.
Looks good! I really want to play this hack :D
Your layout has been removed.
Oh, very nice graphics you've got there so far. I like the grass part especially.

The ideas seem to be great as well, I just hope the execution will be as good as you wrote them down there. Be sure the Torpedo Teds won't make the level too hard.
Your idea reminds me of Lots O'Fish from Yoshi's Story, basicaly it's an underwater level with some pipes leading to small overground areas with hidden secrets (like melons or hearts), you could hide the SMWC coins in a similar way.

You should proably add some piranglers for the overwater areas, it seems like a good place to use it since you will have layer 3 water all over the level. As for the underwater part, I say you could also add enemies like rip van fishes or urchins and maybe some ennemies that are not comonly found underwater so the player won't get borred of seing torpedo teds and blurps all the time.
@agie777: not sure. Maybe there will be less, I'd just like the player to be able to switch between above and below often enough.

@Bloop: Thanks

@Hadron: The Torpedo Teds shouldn't be too bad. I wasn't much a fan of them in the original SMW, so I shouldn't be too mean with them. @agie777: not sure. Maybe there will be less, I'd just like the player to be able to switch between above and below often enough.

@Bloop: Thanks

@Hadron: The Torpedo Teds shouldn't be too bad. I wasn't much a fan of them in the original SMW, so I shouldn't be too mean with them.

@aj6666: Yeah, that was part of my inspiration for the level, As for the piranglers, I haven't quite seen what they do just yet, so I don't know if or how I should use them.
Originally posted by Teyla
As for the piranglers, I haven't quite seen what they do just yet, so I don't know if or how I should use them.


Here's a video of the sprite, also, if you want to see it in an actual gameplay, just go to level 7 in the base ROM. It's your choise though.
I haven't really had a chance to work on my level due to school and rugby and stuff. I'll hopefully get some done this weekend.
Since you're going for a parallel-paths sort of structure, I'd just like to caution you not to let the stage devolve into a dominant strategy, where players overridingly choose one path over the other. It's more of a danger in this case because Mario moves slower in water, but if you can get players to explore, it shouldn't be a huge problem. I suppose the smwcoins will play a role in nudging players to explore, so make good use of them.
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Originally posted by Teyla
@agie777:

@Bloop: Thanks

@Hadron:

@Bloop: Thanks

@Hadron:

@aj6666:


Right... XD
Your layout has been removed.
Just wanted to say that progress has been slow on my level due to school, which (thankfully) is almost over. I should be able to get some more done on my level soon.

I started on graphics for the underwater portion, but my memstick stopped working, so I'll have to redo those :/
Well I haven't made much progress due to really not understanding layer 3 all that well, but I've started on the layout of the above water portion of the level at least, still not much to show.

Also, since my level has cherry blossom trees in it, I can now call it "Sakura Swim" :D

I feel like I'm spending more time doing graphics for the level than the actual level design :S

Just gotta shade the trunk now though
I love those leaves. I really hope some of the other world 3 designers use that graphic as well - it'll definitely add to the overall theme of the world.

..though yeah, I'd try to focus a little more on the level itself, and then get the decorative aspects done later.
So I've noticed a little problem with my level. While the graphics I've drawn definitely fit in the theme, the gimmick I picked for the level doesn't really feel like it does. All the other levels have neat gimmicks that fit, like lantern boats, and bouncing off of taiko drums.

I don't really know what I could do to fix this, since my level is mostly just a porcupuffer level and a swimming level :/
It doesn't -need- to have an oriental gimmick. It just needs to fit the theme, ultimately. Keep working at it and see what you come with (or better yet, show off a few screenshots of what you have thus far and perhaps we can judge it more accordingly).

Complete