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129: Chilly Colors - TomPhanto

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Owner: TomPhanto

World: 8
Exits: 1
Theme: Ice
Music Options: 1, 2, or compose your own.

Briefing: An ice themed level. Consider creative ice gimmicks to use in this level - frozen blocks? Chilly water? There are plenty of ideas at your disposal.
So for this level, I was thinking of having multi-colored ice. So it would be like the regular ice FG, but I would have it in different colors. I also plan to include some icy concept as well.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Multi-colored ice doesn't sound like an very cool gimmick, but I am pretty optimistic to what the concept part of the gimmick will be.

Maybe standing on different color ice blocks will do different things? IE standing on dark blue will make it turn into water, or standing on red ice will make it turn redder until it hurts mario?

^I would actually say that is a very nice idea^
Now I'm waiting on sprite requests, and I'll have to get my Map16 claimed before anything, which shouldn't take long at all.

Okay, so I was thinking for the first half of the level, I was going to use the Spin ON/OFF sprite. I'd consider a wide variety of platform elements.

As for the second half, I like your idea mockingod. Though I can't create custom blocks, I can definitely work something out.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Just don't use the fire block too much, as this is not a fire/ice level. Also you can request someone code the blocks for you in the resource request thread.
Actually, fire blocks shouldn't be used at all in an ice level, but that doesn't mean you can't use hurt blocks. Instead of having a red block that will turn redder you could have a frozen muncher or a spike that will unfreeze if Mario's standing on the block for too long.

I'm happy to see you got your own level for this TomPhanto.
Okay, so far I've finished half the level. The next area uses the custom ice blocks. Of course, they'll be divided into different colors for effects.

I had an idea for 5 different types of blocks.
I was thinking:

1.) That one ice block from Chill Man's stage. When Mario or a sprite jump on it twice, it will break.
2.) Disappearing block. Which I mean the block disappears after standing on it for a while.
3.) Sinking block. You stand on it and it slowly sinks but rises back to its original position once Mario is off.
4.) Repel block. Slightly pushes Mario away from all directions.
5.) Gravity block. Mario would be hugging the block until you jump off.

Preview of the level coming soon.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
The sinking block seems like it would have to be a sprite.
3.)Is more a sprite to me. Unless it's supposed to be the combo of a block+sprite.
5.) Sounds like a Sticky block in a way.
I see.

Well anyways, I have a demo ready:

Level 129 First Half

The level will be called Chilly Colors; I'm currently waiting for feedback on the Level Testing thread. And I have the Map16Page up in my files.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Alright. I think this level is pretty good so far. Other than being hurt by the spikes if you touch their side it is pretty well designed.

Visual-wise I would suggest to use the background seen in Jimmy's stage (the one with the mountain side in the background). also some of the ice blocks might be put into a normal snow fg that was also used as a FG in Jimmy's outside area. :) Thus it would not only feel but also look like an ice stage. :)

Other than that I'm pretty excited how you will continue your stage. :)
Liking this a lot so far. I have to say, your usage of the spin jump blocks is quite nice for the most part, and my only real complaints are the lack of danger in certain areas (approaching the end of world 7, so a tiny bit more difficulty may be in order). I'll point out some specific spots:


a* frozen desert.


You actually can't see the lower row of blocks there if you're falling from above, meaning that myself (and other players) will try to steer to the right when it is unnecessary. I'd make it so you can see all of the blocks.


This is one of those areas where I felt you could have used more obstacles, especially since it's the path to an SMWC coin. Perhaps a few blue Parakoopas, or even a pendulum or two would work.


Disable LM's global palette animation for this level to prevent the ? blocks from glowing.

Just a small suggestion as well: I don't know if it would be too distracting, but I almost think I'd like to see the colors smoothly animate between one another (i.e. blue goes to violet, violet goes to red, etc). Might be worth giving it a shot, at least. Shrug.

Aside from that, I enjoyed your level quite a bit. I'm interesting in seeing what you'll do for the second half given your earlier block requests.
Thanks for the feedback. I made the suggested changes. But before I can continue, I need to know something.

1.) How am I supposed to disable the color animation for Color 64?

2.) I tried inserting Jimmy's background, however for some unknown reason it won't let me have anything on Map16 Page 50 on my background.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by TomPhanto
1.) How am I supposed to disable the color animation for Color 64?

Press the coin button on the far right of the Lunar Magic toolbar, and uncheck the "Enable original game's palette animation" box.

Originally posted by TomPhanto
2.) I tried inserting Jimmy's background, however for some unknown reason it won't let me have anything on Map16 Page 50 on my background.

Use the Page Up/Down keys in the background editor window to change which bank of Map16 tiles the background uses.
My YouTube channel
Get the official ASMT resource pack here!

All right. All I need right now is for someone to code two custom blocks.

1st would be the disappearing block that you stand on for a while and then it disappears.

The other one is that ice cube from Chill Man's stage, where any enemy or Mario would stand on it once but it would break the second time it was jumped on.

Other than that, I'm doing fine. Right now, I'm setting up a rough draft for the second half of the level. I might need some different GFX, but that can wait for now. I need to get those custom blocks first.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by TomPhanto
The other one is that ice cube from Chill Man's stage, where any enemy or Mario would stand on it once but it would break the second time it was jumped on.

I actually made something similar to that for the ice level I made for SMWCP2. It's 32x32 and it breaks when Mario stands on it from the top, only difference is it breaks the first time it's jumped on, and it's not affected by enemies. Would those do? They're in level 2B in the base rom by the way.
The Level

After making SNN's suggested changes, I now have my level updated and ready. I may have to make some minor changes, but we'll soon find out.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Tinypic doesn't work -,-

129:
7: This 1-up was a bit easy for me to get... might be me though.

7/8: It's pretty unfair when you spinjump when you are inside those blocks, you get killed. Also, when you're running at a on/off block and spin jump, nothing happens.

F8
1: Those red and blue blocks are unneeded since you can just jump over the spike via the pipe.

3: The left platform is a bit cutoff.
Your layout has been removed.
Level 129

All right, after some minor edits my level is now ready.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by Bloop
F8
1: Those red and blue blocks are unneeded since you can just jump over the spike via the pipe.

Ya didn't fixed it.

Also, there's no SMWCoin in the bonus room.
Your layout has been removed.
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