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130: Myrkky Mainline - MrDeePay

Complete

Owner: MrDeePay

World: 9
Exits: 1
Theme: Factory Cavern
Music Options: 1, 2, 3, or compose your own.

Briefing: A mechanized cavern. Consider something like an underground sewer, or a waste treatment area. Perhaps toxic gas, or poisoned water? The possibilities here are numerous.

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

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Delicious Kasen
(I was allowed the first to pick a second level, which I assume gets priority over pre-reserves.)

I wish you good luck on your second level, and I'm looking forward to whatever you've got in store for us.

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Neat, a post. Alright, let's see...


Name: (undecided)
I'd go for something like Poison Pipeline, but that name was already used in DKC3 and I'd prefer not to use a name that was used already, commercial game or not. I'm not worried about the name though, since I haven't started on the core design in LM yet. I'm busy setting everything up to my liking, though it'll be a little trickier this time because I'll be leaning towards using pre-existing resources. I'm undecided on whether to use Pikerchu or Kipernal's FG sets, as both look very nice in their own ways.

I don't think I'll be needing to make any requests like that anyway. I will most likely fish out CrispyYoshi's BG he had going for his level before SCORPION got it.

Theme: I'm still playing around in my head on how it will specifically play out, but it will most certainly deal with poisonous water. I'm thinking of how I should make the water behave on whether it should hurt Mario (green), outright kill him (purple), or activate an air meter that drains as a slower rate than what Jorshamo was planning, but still fast enough for it to be an issue (green). Honestly, I'm leaning towards having both the kill and air meter types since I'm already very familiar with air meters.

Potential aspects of the level. This doesn't necessarily mean that it WILL be in.
- Raising/Draining the water level to proceed and access areas of the level you normally couldn't otherwise.
- Racing said water level to the top of a point.

Music: Factory Level 1 - It fits the mood of an underground factory level much better than 3 and while 2/Electrospire is a nice song, I can't see it fitting factory levels anyway.

Enemies: I'm leaning towards a combination of Plants and some of the water enemies Axem was planning on using in his level, though knowing me with more mechanical levels, everyone's favorite rock-based Mario enemy may find his way into the level!


As for updating, at least once every seven days is a pushing it just a tiny bit for me, though I am more flexible with at least once a calendar week. Really, the only things that should stop me from fulfilling that are:

- Family emergency.
- My home's phone/electricity service gets suspended.
- Eviction.
- Computer problems.

Congratulations on getting a second level, I guess. I remember your first level was quite nice, so I expect this one to be as fun as the other one.

Since you're going to use poisonous water, maybe your level could be the place where all the toxic waste from the factory is dumped (as far as I know, nobody has done that yet). Also, considering you are designing a world 8 level I'd advise you to make the poisonous water kill Mario instantly, so you can keep with the world's difficulty.

As for the name, I'd suggest something with "waste" "poisonous" or "toxic", although I don't have any ideas right now.
I like the ideas quite a bit, and this is kind of what I pictured when I initially wrote up the blurb for this level. It'll be nice to see AxemJinx's sprites get some more use as well, especially since he .. well, left.

Originally posted by MrDeePay
As for updating, at least once every seven days is a pushing it just a tiny bit for me, though I am more flexible with at least once a calendar week.


At the very least, just a quick check-in would work. If you produce something one week, and then pop in the next week to say that you're still actively working but busy, that's fine too. I'm always willing to allow exceptions for things like emergencies (obviously) and vacations and whatnot, so don't stress too much. That, and I know you're reliable enough - the "once a week" warning is more for those people who insist on getting a level and never speaking of it again.
Ooh, cool, another level by MrDeepay! I'll be looking forward to this.

About the poisoness water, I was trying to talk to SCORP about that, but it doesn't seem like that will happen in his level, so I'll be quite glad to see it applied here. If you are going with toxic, will the name

Toxic Terror

work? I haven't played DKC3, so don't sue me if it has the same name. :P I know "Toxic Tower" is used, but not terror.
Your layout has been removed.
Originally posted by metalgearhunter
About the poisoness water, I was trying to talk to SCORP about that, but it doesn't seem like that will happen in his level, so I'll be quite glad to see it applied here. If you are going with toxic, will the name

Yeah, you did talk to me about that, but I didn't I say... I need to claim a few blocks.

Anyways, MrDeepay, you did a really good job on your previous level, so I absolutely see nothing wrong with you getting another level. You deserve it! Hope to see awesome things from you.

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I wasn't really expecting this many replies, so this is a pleasant surprise.



A couple of oddities.


The water has layer priority, but the Mini-Puffers go LOL all over that!


I used the exact same tiles Kipernal used in Musical Mechinisms but Mario refuses to face the camera. Then again, that level had an oddity in which Mario took damage while on this chains. I would use his conveyor belts as well, but I can't seem to find the ExGFX file he used for that!




In the meantime, I decided to go with the air meter water for the green stuff and I'm leaning towards having some purple kill water in the level as well.

I don't know if this will fit what you're going for aesthetically or not, or what your opinion on the water's animation is for that matter, but what if you switched the happy-go-lucky waves that you have now with the more mildly turbulent, ebbing waves that Masashi27 is using in his level. I sort of envision that style fitting a sewer/cavern type structure a bit better. But yea, just a simple suggestion.

Anyways, looking forward to another DeePay creation.
I have to agree with Milk on this one. Is there any other types of water animation you could use other than that one??? If so, you might want to use that, I can't really see wavy water working in a factory level of sorts.

But other than that, the level, pallete, and GFX all look great!
Your layout has been removed.

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I actually was going to change the water animation for that very reason, but that wasn't a priority for me at the time. I just grabbed the one GN used in SMWCP (also the one Masashi is using), and added it to GFX80, though I don't like how it requires eight separate ExAni slots to set up.


Screen on the right shows very early progress of one of the Layer 2 sections. It uses Level mode 1F (horizontal transparent layer 2, sprites interact) and I darkened the palette of the green so it'll be a lot less eye-searing. For purposes of navigating through the water quicker, I will most likely be using the torpedo sprite Flareblade was going to use in Level 1C, though I'll need to test it in the event that the sprite can be taken out of the water for other forms of hilarity.

Originally posted by MrDeePay
I just grabbed the one GN used in SMWCP (also the one Masashi is using), and added it to GFX80, though I don't like how it requires eight separate ExAni slots to set up.

That's probably because I was stupid and had no idea on how to optimize an ExAnimation. I'm sure you can optimize it somehow... And plus, the water looks a little off tilewise, so I haven't really done a good job on that. If you're willing to, you should try to remap some tiles and rewrite the ExAnimation :/

Oh well. It's a sorta minor detail, though.
aran - Graces of Heaven
I just took a peek at the ExAnimation setup for it. Yea, that can easily be set up on a single slot and only require 8 additional 8x8's in the ExGFX file. I went ahead and made an updated bin file if you want it. It also includes a mwl so you can quickly extract how to set up the animation. This also fixes the slight desyncing that was going on with the way it was originally animated.

I know you said it was low priority on your list of things to do, so eh...

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Problem: Your setup uses the entire top row of the "global" ExAni file, which overwrites some animated conditional arrows (I don't recall seeing any levels use them) and the Blue P-Switch blocks. Something has to give- either all existing/completed/WIP levels will need their animated P-Switch blocks readjusted to some new space (there's plenty) or I will need to make another ExGFX file JUST for this animation.

Hmm. I haven't had a need for any of the global tiles yet, so I had no idea how they were set up. And I admit, I didn't even think about it (somehow overlooked that you added the animation to ExGFX80). The other way to set the graphics up so that it only uses 1 ExAnimation slot would eat up the entire left side of the file. However, what about moving the entire wave animation, as it is, below where all of the global tiles would be since an ExAnimation ExGFX file can technically be 6kb as opposed to the normal 4kb attributed to other ExGFX files?

Otherwise, it'll likely have to remain the way GN originally set it up.

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I used a slightly different setup than what you posted in the ZIP. I looked through inserted levels and noticed that 18F (which you used in your forest level; if you don't mind that I used it for that) and two free rows at the bottom, so I just put the animation there and made the necessary changes in the ExAni animator.



Motor sprite hilarity. I had a feeling it wasn't meant to be used in part water/land levels anyway, so I'll work around this. However, the sprite needs to tweaked to use Palette 9.

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I've been having trouble with choosing on how exactly to have this level play out since there are a couple of ways I could take this. I've scrapped the "Layer 2" section of the level a couple of times (I've never gotten more than 4 screens of work done on each revision, so it's nothing like what Kenny did.) but I'm pretty certain that this is the method I want to do.


Ultimately, the objective is to make it up to this blue pipe up here. However, there is currently no plausible way to get up there. I've currently set up the terrain makes it virtually impossible for Mario to just lolfly up there. To deal with the water raising and draining, I plan on having just a generic sublevel that will cover filling up/draining the room- something similar to what Lynnes did for his first level. However, I can't do this myself, so I'll have to make a request for it.


Still no idea what's with the Venuses, Spara-buzzies, and Mini-Puffers having priority over everything however. It must be in the ASM of the sprites themselves.

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One of the "switch" rooms, where pressing a switch (sprite) will cause the water to raise or drain itself (depending on the sprite's extra bit). I made a request for it a few days back, but nothing came of it yet.

I'm also having some trouble with the level- the difficulty of it just seems a little off to me and I'm combating slowdown issues with some underwater sections. The level may require an additional checkpoint just in case it goes on for a little bit and both Lynnes and FirePhoenix somewhat nullified an idea I was going to (racing something deadly on Layer 2), though if I still want to go with it, I'll probably have to do a combination of Labyrinth Zone (Sonic the Hedgehog '91) and Toxic Tower (DKC2).

I'll try to throw a WIP IPS later today or tomorrow; I have other things to tend to online and off.

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http://bin.smwcentral.net/u/1365/Level130_01.ips - Roughly 2/5 of the level. There is some cutoff, clearly unfinished parts, no text in the message boxes, and some slowdown. I'm mainly posting this one due to the fact that something still feels very off with the level. The purple water will likely be instant kill since I expect some players to tank some jumps and use the mercy invincibility to get by.

Complete