Language…
18 users online:  Ahrion, Brutapode89, CroNo, Dennsen86, Green Jerry, Hammerer, KaptainAhab,  Lazy, Metal-Yoshi94, Nayfal, NewPointless, OrangeRock57, Rykon-V73, Serena, signature_steve, snoruntpyro, Sweetdude, Tulip Time Scholarship Games - Guests: 338 - Bots: 416
Users: 64,795 (2,371 active)
Latest user: mathew

00C: Floral Fears - Nimono

Complete

  • Pages:
  • 1
  • 2
Claimed by: Nimono (aka Riolu180)

World: 2
Exits: 1
Theme: Forest Ghost House
Music: 1, 2, or compose your own.

Briefing: This is the first ghost house in the hack. Introduce the concepts of the ghost enemies. Bear in mind it takes place in the forest too, so you could almost make a treehouse-like atmosphere if you wish. A puzzle isn't necessary, but if you are able to incorporate a decent one which does NOT include "item babysitting", by all means go ahead.

Think back to the original SMW and how the Donut Ghost House made its puzzle work by using areas that looked similar but slightly different. No item usage at all, just clever trickery. A similar style of puzzle could be fitting here.
So, I'm not entirely sure what I'll do with the enemies, but I can say that I'm going to go for a theme similar to what RC was- a ghost house with lots of greenery and such. As such:


I made some large flowers you can walk on. Some may be in pots. Others will not. Some are big, some are small. They come in a few different color patterns, but one thing's the same: you'll need them to get around.

As for gimmicks: I'm considering just one, and that's having some of the small flowers act like single mushroom scales, lowering when you stand on them and raising back when you get off. Might be good to do that with the big ones, too... Not all of them, of course, but...
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Okay, so, for an update, I've pretty much got the first part of the level done. It's short, though... I'm gonna need to claim some secondary levels and entrances now. But first, screens!








Yes, I know I showed where the SMWCoin is.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Why is that last screenie so bland?
And why do the Boos tell you that you can walk along their beloved flowers (which would damage the plants, wouldn't it?), when they are the bad guys and attack you for the rest of the level?
Your layout has been removed.
Originally posted by leod
Why is that last screenie so bland?
And why do the Boos tell you that you can walk along their beloved flowers (which would damage the plants, wouldn't it?), when they are the bad guys and attack you for the rest of the level?

It's bland because there was a gas bubble there, but I placed it too high so I didn't think it'd be interesting to see, so I was lazy and took the screen after it left.

As for the flower thing... Of course it wouldn't harm the flowers! The Boos take good care if them. :P Honestly, I put the message the way I did because I wanted to state that you can walk on them, but I didn't want a generic "You can walk on these flowers" message like I did in Dangling Dangers...

Anyways, as per Lightvayne's suggestion, I'll change it to something else.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Actually, I changed my mind. Trying to add a gimmick solely to please ANYONE who wants a stupid change to MY messages is a dumb idea, and will inevitably bring the level down. So, I'll just focus on basic stuff; this IS world 2.

Sorry, I don't have much more done from last time. I decided to use Fishin' Boo in my level, but I'm having a tough time deciding what obstacles and enemies to use with it; I want it to be hard, but not TOO hard for its world, but I know if I just use Fishin' Boo and let that be the main form of difficulty in its section, people will complain that it's too empty; also, Boo Rings don't work at all with No Sprite Tile Limits, so I can't EVER use them with Fishin' Boo... Anyways, a few screens:






I'm sorry for not updating you sooner, I wanted to have something to actually SHOW...
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Okay, so I've got more screens now. Unfortunately, I'm not sure I'll be able to keep the mushroom scales in my level, because if you make them despawn before they return to their original positions, the tiles they spawned will remain where they are instead of being reset, and I KNOW people will complain about this.



(yup, it's almost impossible to get up there with that fishin' boo in the way; would it be wrong of me to expect and demand that people first get to the end of the section to make it go away, then backtrack to this spot to be able to get up there?)



I didn't see any other picture-worthy spots :/

EDIT: in other news, I'm close to getting a first IPS out. Since this is World 2, I want to wait until I have the level "done" to release one, and I'm 2/3 done. (Only one issue: the level's kinda short. I don't want it to drag on and on, since this is world 2...so the midpoint is in the last section. the second section just seems too early to me!)
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Here are the name ideas for this level!

Gloomy Garden
Ghostly Garden
I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
Originally posted by Woody
Here are the name ideas for this level!

Gloomy Garden
Ghostly Garden

Nice ideas, but I had a name in mind already: Floral Fears. ...of course, that's not final. I'm still not sure what I will definitely call the level, so I'll keep your ideas in mind. Thanks!
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
http://bin.smwcentral.net/u/44/level%2B00C.ips

Lightvayne requested an IPS of my level, so here it is. Unfinished. The level only goes up to a few screens past the midpoint, and there MIGHT be some issues I've forgotten about. Not sure. Hard to remember. :/

(Also, for the record, I really don't think it's time for an IPS, but I really don't have ANYTHING else to show, and I don't want to just say "Hey, I'll have stuff to show soon" as an update.)

EDIT: Also, I'm still not sure if I'll use the name "Floral Fears" for the level. It's not like it's focusing on the flowers...
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Screens are out of order.


This guy right here WILL hit you unless you jump immediately after you land on this platform.



What's worse here is that you set him up in a way thathe can very easily hit you, which doesn't seem fit to me for a World 2 level.


Screwy sprite memory.


It's possible to mess around with the camera here (faster jumps) and cause these lower platforms to scroll out of view.

(No Screenshot)
The springboard seems like it's obvious and not obvious at the same time that it's supposed to be used right then and there. All too often is a springboard needed a few screens away from where it's found, but here you use it immediately. Perhaps add a small trail of coins above the springboard?

The main thing that bugged me about the level was the Fishin' Boo's placement and a lot of empty areas that could be filled in with decoration and coins, but the rest felt fine by me.

Well, like I said, I honestly didn't feel like the level was ready for an IPS yet, so it's gonna be lacking in decoration.

As for the first screen with fishin' boo: duck. It's literally not until the end of the section that the stuff is at a height that he can hit you even if you duck. Trust me, I tested that.

As to the second screen with fishin' boo: Okay, I'll lower that platform.

As for sprite memory: I wanted to use memory 10, for No Sprite Tile Limits, but it breaks Boo Rings. :/ If someone would make a version that also works with them, I'd use it in a heartbeat for this level, even in the Fishin' Boo section.

As for the blind drop: see I knew I was forgetting something

I was meaning to put coins there to say it's safe, but...I...kinda forgot in my rush to get the IPS out for Lightvayne...

As for the springboard, that's fine. But question: do you think my little "puzzle" for getting the SMWCoin above it is fine for World 2?

lastly the main reason there aren't many coins is 'cause that's how I design. I never like putting coins in random places "just because". :/ So my levels tend to be devoid of coins because of this. I'll put more in.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Okay, a new IPS. Get it here. It goes up until the end of the level.

Right now, I have a small issue with the midway. It's placed at the end of the level, with maybe a minute's worth of level (dunno) left. I'm worried this is bad placement of it...but at the same time, I don't see it fitting anywhere else for being too early in the level! :(
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I can see what you mean with the midway. It favors the end of the level moreso than the middle. The best place for it might be directly before the Fishin' Boo, since I don't think extending the level would be a very wise option.

It's a good level overall, but it's a little disappointing to see that you didn't do a lot with the flowers aside from using them as platforms. Despite that, I enjoyed it and only found a few errors:


This is sort of blind. Even with the Boo ring there, it's not overly obvious that you can go down here.


Dropping from here is also incredibly blind. There is no indication where the platforms are below you, and since they're narrow to begin with, it's easy to fall into a pit and die.


Those Eeries pose no threat.

By the way, are you considering using Red Chameleon's track that he made for this level? I think it would fit really nicely.
Originally posted by S.N.N.
I can see what you mean with the midway. It favors the end of the level moreso than the middle. The best place for it might be directly before the Fishin' Boo, since I don't think extending the level would be a very wise option.

Yeah. One the one hand: directly before Fishin' Boo seems like a REALLY bad idea, since that's only, what, 6 screens or so into the level? ._. That seems too early for me. But where it is now, it's TOO LATE into the level...and there's no middle ground because of the Fishin' Boo...

Quote

It's a good level overall, but it's a little disappointing to see that you didn't do a lot with the flowers aside from using them as platforms.

I was going to have them be used as scale platforms in some places, but if you make them despawn before they return to their original positions, their edits to the tiles will be permanent. It's not good at all, so I had to ditch them. And I had such good ideas for it... This is easily seen at the third SMWCoin, where I originally intended for people to get to it with a little scale platform trickery. I also intended the last part of the fishin' boo section to use them, but, again, I intended for people to backtrack to get the second SMWCoin, which would raise issues with the scales... They're built for autoscroll levels ONLY, unfortunately. (Now, if I had a version of them that fixed this issue without making them never despawn, I'd gladly redo parts of my level to deal with this!)

Quote

This is sort of blind. Even with the Boo ring there, it's not overly obvious that you can go down here.


Hmm... Well, I don't want to just put coins there, since that would make it too obvious. Any suggestions?

Quote

Dropping from here is also incredibly blind. There is no indication where the platforms are below you, and since they're narrow to begin with, it's easy to fall into a pit and die.

The intention was that you'd see the safe spot when going up there. (Then again, the coin's probably too easy to find; you see a path up there anyways...)

Quote

Those Eeries pose no threat.

Not sure what to do about that. Those eeries aren't meant to be a threat later on to the right, not appearing right there. but because I have you weave back and forth between the trees... :/ These Boo Rings are getting on my nerves. I'd really much rather be using Big Boos WITH the Boo Rings, but because I'm using Boo Rings AT ALL, I can't, because they mess up when I use sprite memory setting 10 for NSTL. I think someone's working on a version that works with Boo Rings, though. Not sure.

Quote

By the way, are you considering using Red Chameleon's track that he made for this level? I think it would fit really nicely.

Maybe. To be honest, I don't really like it that much. Also, I forgot to mention, Floral Fears still isn't a final name for it; unless I can get a way to use the scale platforms without any issues, I'm probably not going to use it because it doesn't fit with the overall theme, which DOESN'T rely on the flowers much.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Originally posted by Riolu180
Now, if I had a version of them that fixed this issue without making them never despawn,

Can't you do this really easily with the CFG editor? Just take a CFG file, set it to be a tweaked sprite instead of a custom sprite, enter the settings from the mushroom scales (you can get them with Tweaker), and check the "Process when off screen" box. Then, you can just insert it as you would a normal custom sprite.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus

Can't you do this really easily with the CFG editor? Just take a CFG file, set it to be a tweaked sprite instead of a custom sprite, enter the settings from the mushroom scales (you can get them with Tweaker), and check the "Process when off screen" box. Then, you can just insert it as you would a normal custom sprite.

I just said I didn't want to do that. If I did that, then they'd never despawn, right? Thus, they'd take up precious sprite slots, thus despawning sprites and causing slowdown easily...
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
...ah. Kind of misread your post there. :V

Idea: make the sprite return to its original position as quickly as possible when it's just off the screen, restoring the stem tiles. No idea if this would actually work, but it might be worth giving a try.
My YouTube channel
Get the official ASMT resource pack here!

I'm not sure how I'd do that, though... Or if it's even possible. I COULD request it from someone, but I'd like to know any other alternatives I may have... Any you have?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
A new version of the level. Little has changed other than enemy positions and one platform added to the end, but I haven't gotten that many comments on what I could do to fix certain areas, so... :/

Also, I'd really like a suggestion for a name that doesn't focus so much on the flowers since right now, they're just platforms.

EDIT: HAWGDSJFDSKJFHDSGFJH I accidentally left the debug door in somehow. I think. PAY NO ATTENTION TO IT.

EDIT2: Also, I forgot to move the midway to the start of the fishin' boo segment...but I just put it there and it's just way too early into the level for my tastes. D: Is the current location fine for everyone?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
  • Pages:
  • 1
  • 2

Complete