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117: Dynamic Disarray - Frost

Complete

Whew. Some Progress

Things to ignore:

- a lack of a ceiling
- a lack of ground stuff
- a scarcity of enemies
- pipes that lead to death rooms
- level 117 itself
- linearity

Things to note:

- the throw blocks are stand-ins for donut lifts
- the pipes at the very end are removed, since I was planning to use the pipe dwelling bill blasters, but scrapped the idea to focus on the bars and donut lifts.

Things I'm asking:

- where should I put an SMWCP coin, in the pipe right above the first screen, or the second pipe after that?


~

Now, I have contemplated a little about the Sky Pop section. I plan on using typical super koopas, reskinned torpedo teds (to mini airplanes with eyes), beezos, bunbuns (the bee that drops spears in SML), and reskinned yurarin boos (the sea dragon that jumps and fires in SML; I am having them reskinned to mini lakitus throwing spiny eggs)

Now, the problem is that, well, I currently cannot make sophisticated graphics. Is anyone willing to draw the graphics for me?

For one thing, the donut lift, Riolu's Pop, beezo and the bun bun needs makeovers to fit SMWCP2; for another, the reskins...

so is anyone willing to go for it? You don't necessarily have to do all; heck, you can do the donut lift only if you want; at least that helps.

So yeah...

and oh yeah...

I have a little "layout" (coughtryoutcough) on the bottom of the EXGFX file. Essentially, that's how I want the Yurarin Boo to look like.

Thanks to whoever!
By this time in the game, the player should be good at finding SMWC coins. Don't make it too obvious or too hard.

As far as the sprites used here, exactly how are these things going to be put together? Can you give a really detailed description of how this level is going to progress from beginning to end so I can understand how this bonus feature is going to work.

I'd be happy to draw out things, but you'll need to explain to me exactly how they are going to integrate into the level - mainly because I don't want to spend time on something that will be tossed aside later on. Having a detailed plan in mind is always a good thing before designing any level.

As far as what you have so far, I guess it looks okay. Other than that, there's not much else I can comment on since I haven't seen enough of the level to make an opinion about it.
Hmm, that's quite a lot of custom sprites, no? Remember that we're getting awfully low on sprite slots at this point. Remember also that we have quite a number of flying enemies already inserted into the ROM (Sparabuzzies, Fire Chomps, the jets seen in Cumulus Chapel and Cloud Citadel, etc.) which could work well in a Sky Pop segment. Any chance that some of those (or re-skins thereof) could be adapted for your purposes?
I like the idea with the rotating bars in the main level, but like cstutor, I'm curious how you're going to make this "bonuses" gimmick work for the level.

But I wouldn't include too many different things in here, otherwise the level could be too confusing.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by cstutor

As far as the sprites used here, exactly how are these things going to be put together? Can you give a really detailed description of how this level is going to progress from beginning to end so I can understand how this bonus feature is going to work.


Currently, I am trying to introduce how the "bars" would be used; I haven't really gotten into complicated stuff. But I am trying to integrate the bonus rooms by using the bars to create "let's think and look at it first before we jump in to them" situations. The bonueses, as I've said before, will be completely optional; essentially, you can finish the level without accessing any of the bonus rooms.

Each puzzle to get to bonus rooms will be more complicated than the last one. Respectively, each room would have a much more "bigger' prize than last time; I might throw in one 3 Up moon, but that'll probably be hard to get.

Some rooms aren't just blocked by the spinning bars; some are just subtly hinted that there's a pipe that leads to a bonus room there. These rooms, though, wouldn't have a lot big prizes; probably some coins.

I'l see if I can post up at least a playable portion

Originally posted by cstutor
I'd be happy to draw out things, but you'll need to explain to me exactly how they are going to integrate into the level - mainly because I don't want to spend time on something that will be tossed aside later on. Having a detailed plan in mind is always a good thing before designing any level.


The beezo and bun will go bye-bye now. I will be using the Airplane Ted since, well, I like how they turn around to Mario.

The Yurarin Boo would be used how it has been used in SML; to become essentially a wait before charging in enemy.

I'm reskinning the Yurarin Boo because, well, a a sea dragon will be really weird in a flying environment.


Originally posted by Rameau's Nephew
(Sparabuzzies, Fire Chomps, the jets seen in Cumulus Chapel and Cloud Citadel, etc.)


Yeah. I just got the password from SNN, so i didn't really know about them. I'll take out the beezo and bunbun; I like the yurarin boo ;D
Oh okay, but how does the Riolu's Pop thing going to fit in all of this? How about the puzzles, what kind of puzzles will you be trying to make? It feels like a lot of things are being thrown into the mix all at once.
Essentially, there are (will be) four parts to the level:

117 A short and sweet Sky Pop section; no bonus rooms and such; it's a "gateway" to the Blue palace; which I hope is on a lone cloud all by itself on the map
C9 the bar puzzles level; it's how you get to the switch
CA rooms filled with "treasures" and stuff; they can be accessed by "solving" the puzzles (more like, find out how to get to the pipe that leads to a bonus room) in C9
CB the Switch and the Goal; I'll probably have this as a vertical part; just to mix up switch palaces

~

Anywho, I've had a lot a progress for the past hours; the first hour optimizing the level (I hit a 500 already when I wasn't even done with the first half); the second hour studying the lifts and seesaws.

For one thing; I freaking love the sprite; its possibilities for a puzzle is endless.

For another; they cause soooooo....mu......uuuchhh....slooowwwdoowwn...

So yeah; I have to go around that. I'll be posting a progress IPS, since I'm too lazy to take screenshots and videos, later on.

~

Anywho, one question:

Is it okay to use the dragon coin? Just for this level? I'm not using the ON/OFF switch, so I can use the empty space where the Coin used to be (using ExGFX, of course)

The coin is more for bonus; since I don't want to overuse normal coins; life-ups; power-ups; midway mushrooms; etc.

Or is the whole get all Yoshi Coins means one up disabled?
Originally posted by Giant Shy Guy
Is it okay to use the dragon coin? Just for this level? I'm not using the ON/OFF switch, so I can use the empty space where the Coin used to be (using ExGFX, of course)

The coin is more for bonus; since I don't want to overuse normal coins; life-ups; power-ups; midway mushrooms; etc.

Or is the whole get all Yoshi Coins means one up disabled?


I don't think it is, but I would use the bonus areas for the three SMWCentral coins instead.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
@TomPhanto: Oh. Two of the SMWCP coins willbe in this part of the level

~

Anywho

http://bin.smwcentral.net/u/17517/ThinkingChair.ips

Things to ignore:
- the ceiling
- the slowdown during the jumping koopa part...I need to get around that somehow
- the end part
- the midway point

Things to note:
- pipes still lead to death rooms.
- only the first pipe is connected; although, it acts like reset pipe right now.
- the slowdown during the jumping koopa part
- the coin bounce sprite appears briefly at the top of the first screen; I already fixed that

Things I'm asking:
- is any of the stuff hard?
- did access all pipes?
- was the last pipe hard to get to?
- does it feel bare?
- which of the pipes could lead to an SMWCP Coin?

So yeah. Currently, I'm liking the things that I have done with the donut lifts and bars (I have a test rom finding ways to create puzzles).
Okay, nice something to test ....

.... TESTING ....

Hmm, well, um, okay. Lolololz. Anyways onto the serious matters. The more I play this level, the more I feel like this level should be in world 5's Switch Spot for some reason. The type of music, the swings of joy and fun throwing Mario all over the place is just something that screams Carnival.

But as far as the level goes, I don't think it's that bad. Certainly doesn't deserve to be thrown in the trash. There were a couple of moments where I think that it could be improved upon.

Again 117 we all know that this needs to be fixed.

As for C9 there's a couple of moments where I felt blah.
- Screen 0: This jump to me is a little bit too high, can you maybe move the bar down a square. What's the midpoint bar for?
- Screen 2: Not bad, but very hard to come back to the beginning of the stage to try to get that bonus pipe at the beginning.
- Screen 4: Massive slowdown ... but I think you know about that.
- Screen 6: My god, this puzzle. Well, I certainly had to pull a few hairs lololz, not figuring it out, but aligning the things right to get Mario to go into the pipe. Not a bad idea though, I don't think you need to have 2 of those things in a row though, 1 is a challenging puzzle as it is. Maybe. A little bit of a blind jump with the donuts down to where a kicking Koopa is.

Other than that, not too bad. I would put a SMWC coin probably in Screen 6's exit with the challenging puzzle. Make the easier puzzles worth a few coins and make the harder puzzles worth the big SMWC coins. I have some ideas what you could do differently with Pop Star thing if you want.
- Screen
Originally posted by cstutor89
Okay, nice something to test ....

.... TESTING ....

Hmm, well, um, okay. Lolololz. Anyways onto the serious matters. The more I play this level, the more I feel like this level should be in world 5's Switch Spot for some reason. The type of music, the swings of joy and fun throwing Mario all over the place is just something that screams Carnival.


Hrm...lemme see about that somehow...

Originally posted by cstutor89
As for C9 there's a couple of moments where I felt blah.
- Screen 0: This jump to me is a little bit too high, can you maybe move the bar down a square. What's the midpoint bar for?


Ooh. I was thinking about if that puzzle is too advance to be in the first part of the level. I'll tweak that puzzle a bit; since it isn't really claer at first...

Oh, as I said earlier, there will be four sections:
117 A short and sweet Sky Pop section; no bonus rooms and such; it's a "gateway" to the Blue palace; which I hope is on a lone cloud all by itself on the map
C9 the bar puzzles level; it's how you get to the switch
CA rooms filled with "treasures" and stuff; they can be accessed by "solving" the puzzles (more like, find out how to get to the pipe that leads to a bonus room) in C9
CB the Switch and the Goal; I'll probably have this as a vertical part; just to mix up switch palaces


Originally posted by cstutor89
- Screen 2: Not bad, but very hard to come back to the beginning of the stage to try to get that bonus pipe at the beginning.


I'll put a passageway below that.


Originally posted by cstutor89
- Screen 6: My god, this puzzle. Well, I certainly had to pull a few hairs lololz, not figuring it out, but aligning the things right to get Mario to go into the pipe. Not a bad idea though, I don't think you need to have 2 of those things in a row though, 1 is a challenging puzzle as it is. Maybe. A little bit of a blind jump with the donuts down to where a kicking Koopa is.


Oh. Cause' of the the slanting of it? I'll see about it...


EDIT: wait, can you explain more/ I can get into the pipe easily.

Do you mean getting out of the puzzle?
I would just wait to see what other people think too about this situation. Maybe it's just me. But so far, not too bad.
@cstutor: okay

Oh yeah I edited my last post btw...
Originally posted by Giant Shy Guy
@cstutor: okay

Oh yeah I edited my last post btw...


I saw it just now. To me, maybe I was just doing it the hard way. I was trying to push both of the see-saws so they are parallel to each other and Mario can just walk through.

Anyways, was there any graphics that need to be drawn up. I can't remember at this moment?
Originally posted by cstutor89

Anyways, was there any graphics that need to be drawn up. I can't remember at this moment?


http://www.smwcentral.net/?p=viewthread&pid=884363

I don't really know about the Donut Lifts though...does it need a makeover
Originally posted by Giant Shy Guy
Originally posted by cstutor89

Anyways, was there any graphics that need to be drawn up. I can't remember at this moment?


http://www.smwcentral.net/?p=viewthread&pid=884363

I don't really know about the Donut Lifts though...does it need a makeover


Oh okay, I could probably draw up a copter or something for Mario and the shooting thing he has right now. But for now, just use what was given and then a quite swap and replacement later can be made.

As far as the Donut Lifts, it's good to have something different other than Blue Blue Blue! I know it's the Blue Switch Palace but not everything has to be blue or at least everything shouldn't be blue. So unless someone else has a reason, then I'd just leave it as it is right now.
Oh. I didn't mean to have the donut lift to be turned into blue - I quite like it to stay yellow.

What I mean is if it needs an SMWCP2-ification - like all the other sprites and gfx.


~

EDIT:

Quick IPS:

http://bin.smwcentral.net/u/17517/Salt%2Band%2BPepper.ips

Things to ignore:
- level 117
- the ceiling
- missing FG
- almost all the pipes except for the first on in C9 lead to death rooms
- slowdown in the first screen of C9

Things to note:
- you can now access the first bonus room! Yippee! It's just a matter of getting to the pipe =P
- I planned out how level 117 would go; a "continuation" the previous level
- the three blocks in 117 contain fireflower, yoshi, and feather respectively, for testing purposes

Fixed:
Slowdown in Screens 4-5
Level breaking in screen 7
Dickish jumps
Blind Jumps
Testing ...

As far as 117:

I have to say it's not that bad so far. Though I have to say Yoshi breaks this level. Mainly because Yoshi + Blue Shells = Dodge all of the gimmicks of the level for the most part. Not that hard to fix though, just eliminate him from the level in 117.

Screen 0: Not so great palette on the car. Will be changed later.

As far as C9:

Screen 0: Still a little high for my taste and the midpoint is still there.

Screen 6: Still a little bit too complicated for the first timers that play this hack.

As far as CA:

It was okay, the BG needs to be darker though too much sameness in the shades of blue.
Originally posted by cstutor89
Testing ...

As far as 117:

I have to say it's not that bad so far. Though I have to say Yoshi breaks this level. Mainly because Yoshi + Blue Shells = Dodge all of the gimmicks of the level for the most part. Not that hard to fix though, just eliminate him from the level in 117.

Screen 0: Not so great palette on the car. Will be changed later.


I thought about that, actually, and especially because of the Pop, I'll put a no Yoshi there.

Originally posted by cstutor89
As far as C9:

Screen 0: Still a little high for my taste and the midpoint is still there.

Screen 6: Still a little bit too complicated for the first timers that play this hack.


Okay, I'll fix lower that.

The midpoint is there because that is the midpoint; I'm planning to have the player restart in there using the Multiple Midway Points patch.

Okay, I'll turn it into one seesaw, and then have the two seesaws inside the bonus room it leads too...

Originally posted by cstutor89
As far as CA:

It was okay, the BG needs to be darker though too much sameness in the shades of blue.


Okay.
I admit I was a bit skeptical about the rotating SMB3 platforms at first, as these sprites tend to be somewhat difficult to use in a non-annoying manner, but I must say you've managed to employ them in a surprisingly entertaining way thus far (though I agree with cstutor's comments on the seesaw platforms around the pipes). I'd say my largest concern at present is that the level feels a little easy for World 6. Admittedly, two or three other levels in World 6 strike me as somewhat two hard for this point in the late midgame, but this one goes a little too far in the opposite direction. Obviously this is just a portion of the level, and will likely have a different effect in the context of a larger stage, but I think you could probably still use jut a few instances of a slightly more menacing sprite here.

Also, how exactly are you intending to use Yoshi in the first part of the level, if this section is intended to be Sky Pop-based?

Complete