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01D: Crocodile Crossing - Karatekid5

Complete

Owner: Karatekid5

World: 4
Exits: 1
Theme: Island
Music Options: 1, 2, or compose your own.

Briefing: This level should take place on an island. Note that it is the last level before the fortress, and should probably transition into it if at all possible. All sorts of beach/tropical themed ideas are possible here.
I won't be able to work on this right away, since I'm leaving for vacation tomorrow for a week (and I can't bring my computer since it's a desktop). However, I will have internet access through my 3DS, so I can still keep track of things. Also, I'm going to an Island, coincidentally enough, so it should provide inspiration and ideas.

Back from vacation! Time to get started!

EDIT: Which music slot # is the second option? (Mountainous trek). I haven't been able to find it on the soundtrack listing thread.
I apoligize for the double post, just want to show that there's updates, since I can't edit the thread title to show it. I decided to start working on the level in a bit of a different way, since I don't have access to my computer until I get back.What I've decided to do is to start designing the level on paper so that I can still make some progress while away. Also, I have a good concept for the level, inspired by the island I'm on vacation at.

The level is going to be called “Crocodilian Crossing”, and is going to be deeper into the island, while progressing towards the beach near the end of the level, then transitioning into the castle level that comes after it.

The concept/idea the level is going to be based around is Alligators. Most of the enemies this level contains will be reskinned to be alligator-like, such as blaargs and even Piranha Plants. It'll also have things such as alligators poking their heads out of the water to act as platforms. Another idea I have is to find a way to use the Snapjaw enemies from Yoshi's Island DS (I'll need to make a sprite request). They were fairly easy alligator foes, but the trick is that they can climb down vines. A mix with a generator for them could make some interesting vine sections.

The setting is going to be at a lagoon surrounded by tropical palmettos. Starting there, the player then will start to progress back towards the beach as the level goes on, and finally reaches it towards the end. It then will allow a transition into the proceeding castle level at the end.

Anyway, just wanted to post updates and show that it's being worked on. Any comments/questions on the ideas so far?
I know this is a triple post, but I didn't know where else to ask this. Where can I obtain permission to use the alligator Blaarg graphics that were used in SMWCP1?
Wait .. there were alligator Blaargs used in SMWCP1? Have I forgotten already?

Point me in the direction of them/let me know which level they were in and I'll see about uploading them.


Here's what I'm talking about. The Blaarg looks like an Alligator. This screenshot is from Danger Mines.
Also, which music slot does the second music option use?
Here are the graphics for them.

Also, the second track (by Lucas) was removed since it wasn't actually that good and/or fitting for anywhere in the hack. He has since made a new, much more fitting song (you can find it in the compositions thread by Ctrl + F'ing "Grass/Industrial Level 4").
Thank you very much for the graphics. They fit with the theme, so I'm glad they can be used.
Also, I see. The track wasn't too fitting anyway, but it was chosen since the underwater track wouldn't fit either. That new grassland theme fits very well, so thank you for the suggestion!

EDIT: For some reason, the jump sound effect is messed up when using the song. I know it might be something with AddMusicM, but I'm unsure.
Your level sounds awesome. :) I like the gimmick of using different kind of alligators that tend to act in different ways. The aligators that pop out of the water and disappear are reminding me of DKC 2. Instead of water I would like to see something else they are swimming in (maybe a swamp). Cause it would be awesome if you would have to jump on the alligators in order to proceed. If you would jump in the swamp you would get hurt. Maybe some of these alligators might also pop out after you pressed a switch and disappear after a certain time so that you would need to hurry up.
What do you think of alligators that pop out but with their mouth open so that you would actually have to wait till they close it in order to jump on them safely?
As some sort of final suggestions you might also consider reusing the enemies encountered in SMWCP's world 2 Cave Story inspired stage. There were some alligators (or enemies that resembled those) that came out of the ground after you step on the ground.
I agree with Slit08, the Sandcroc enemy from Cave Story would be perfect here. It probably wouldn't even need a re-skin, because it looks like a generic crocodile to start with.

I'm getting some really cool mental images from your description of this level, the idea of having to jump on crocodiles and having generated ones that climb vines sounds unique and interesting. Also, I like Slit08's idea that you could have croc heads sticking out of the water, and they try to bite you when you jump on them so that you have to be fast.

From what you described, it sounds like this will be more of a tropical beach level than a swamp level, which it should be because W2 is the swamp world. Anyway, I'll give more suggestions when you show more of the level.
Thank you very much for the feedback! :D
The level isn't in a swamp, but a tropical lagoon. Though, there will be a section of still, murky water that will act as dangerous swamp water.
I actually thought of using the DKC2 alligator platforms, but instead of having them pop up, it'd be a sort of combo of what you two mentioned. The alligators will always have their heads poked up, but they'll be animated hurt blocks. They're safe to jump on when the mouths are closed, but will hurt Mario if they are open.
As for the Sandcrocs, I'm surprised I never thought of that. I They would feel right at home in this stage, and I'm even using sand for part of the level's foreground. I'll be sure to request another sprite slot so that I can use them (I already reserved one for the "snapjaw" enemies.)
Finally, regarding the snapjaws, I hope to be able to use them, but seeing as I don't know much ASM, I had to make a sprite request instead. Though, they shouldn't be hard to make. If you're curious, here's a video of the stage in Yoshi's Island DS that they were used in (First half of the stage; the level is 3-1: Up The Creek).
Oh, cool! I see why you think that those enemies would be good to have in this level. Having them spawn from the top of the vines, climb down, and then attack Mario on the ground will give this level some interesting difficulty that seems like it would fit a W4 stage. Anyway, my only suggestion regarding the generators is that they stop spawning when a certain number of crocs are on screen, to prevent massive slowdown.

As for the Sandcrocs, make sure that there is some indicator of where they'll appear. In Cave Story, you knew where they were when a pile of bones was sitting on the sand, so Cave Story players would know to watch out. However, as many people haven't played Cave Story for some unfathomable reason, you should have a message block or something warning the player if the Sandcrocs' presence. Another good way to make the player wary would be a sign with a skull on it, because that is the universal video gaming sign for danger.
Originally posted by eXcavator
Oh, cool! I see why you think that those enemies would be good to have in this level. Having them spawn from the top of the vines, climb down, and then attack Mario on the ground will give this level some interesting difficulty that seems like it would fit a W4 stage. Anyway, my only suggestion regarding the generators is that they stop spawning when a certain number of crocs are on screen, to prevent massive slowdown.


I don't know if a generator can be set to do that, but it can probably be set to either spawn enemies at a slower rate, or there can be a pit or something where the Snapjaws will leave the screen and de-spawn.

Originally posted by eXcavator
As for the Sandcrocs, make sure that there is some indicator of where they'll appear. In Cave Story, you knew where they were when a pile of bones was sitting on the sand, so Cave Story players would know to watch out. However, as many people haven't played Cave Story for some unfathomable reason, you should have a message block or something warning the player if the Sandcrocs' presence. Another good way to make the player wary would be a sign with a skull on it, because that is the universal video gaming sign for danger.


I was thinking of a sign with an exclamation point on it would work well, but the skull might be more recognizable.
Football Canyon in SMWCP1 wasn't too well received by some, one of the reasons being that the behavior of the Cave Story enemies wasn't explained. So, there will be an explanation of them, so that the played doesn't have to experiment or take risks to find out how the Sandcroc works. I might have an NPC explain it instead of a message block, and I've decided who it'll be. Any guesses are welcome xD.
Curly Brace, maybe? I'm assuming that you are referring to a character from Cave Story.
Nope, the level isn't a reference to Cave Story, but since there's the presence of Sandcrocs, that's a clever guess. The character is from a Nintendo series and is an alligator himself.
I really like your ideas so far. However, I wanted to ask you if you will use an already used tileset and BG for this stage or if yo will draw something yourself since there are currently no custom tilesets and BGs available for tropical landscapes!
It must be Banjo in Croco form!

Also, Ludus (TheGamer) actually just showed off an old tileset of his that looks extremely tropical, so you might want to ask him to finish it and use it.
Your layout has been removed.
Nope, the NPC is from a 1st party Nintendo game. Though, the game does star Animals :P .
Also, as for the graphics, do you have a link to the tileset? I'm currently using graphics already in the baseROM, but I'm going to try to draw some additions to fit the landscape such as large palmetto trees. The only problem is going to be the background, as I'm not too good at drawing them. The plan I have for the BG is a lagoon with palmettos and other tropical trees behind the water, and a sunset for the sky.
Aha! You're talking about King K. Rool, aren't you? I've never actually played a DKC game, but I love the music and his theme is one of the best and most famous final boss themes ever, so I'm surprised that I didn't think of him.

As for the graphics, it was an incomplete tileset that Ludus showed off here, so you should ask him to finish it or finish it yourself.
I didn't see a tileset on that page. It'd probably be in the global graphics thread.
Also, it's not King Rool, but that's a VERY clever guess. The NPC is going to be this fellow from Animal Crossing. You'll see why I picked him :P.

Anyway, I've pretty much completed one of the SMWC coin rooms and the last part of the level. As for the main level, I'm working on drawing some palmetto trees and preparing a few other things before I continue the base design.

Complete