Sibling Halls (No more openings!)
Re: Sibling Halls (Opening for Iris and Calleoca!)
yeah, that was the plan.
When the hallway thing started.
I guess we can still put a hallway right before the level's own boss, that way there'd be two halls with a boss. If we do this, we still have something to put as the missing graphic, and we'd have something if the last two halls didn't get completed for whatever reason.
When the hallway thing started.
I guess we can still put a hallway right before the level's own boss, that way there'd be two halls with a boss. If we do this, we still have something to put as the missing graphic, and we'd have something if the last two halls didn't get completed for whatever reason.
Re: Sibling Halls (Opening for Iris and Calleoca!)
I don't know. I do prefer consistency especially because we probably will have all the levels. Is there any way we can change what the last kevels are and just make them mid-world fortresses instead? I don't remember what the submaps look like and if they'd need to be reworked or something.
Oh, this had me laughing.raocow wrote:the two left overs are used on the 'gate opening' part before the final level as a sort of last ditch effort from the sibblings.
edit- they have an excuse text going 'no wait we did have levels ready after all we just needed more time, play them now!'
edit2- it's a joke about the development of a2mt.
Re: Sibling Halls (Opening for Iris and Calleoca!)
I could still switch around CCC with The Meaning of Sharp, like I had it in the first place.
But The Meaning of Sharp is way harder so I intended it to be an optional shortcut path.
(Also raocow drew sort of like a crayon for the last level on that particular submap)
As for SV00CotM, I just feel like it deserves to be a castle level because of its sophistication.
I honestly don't see the problem with having a boss after two of the hallways, at least it wouldn't be more inconsistent than having random boss levels mid-world.
But The Meaning of Sharp is way harder so I intended it to be an optional shortcut path.
(Also raocow drew sort of like a crayon for the last level on that particular submap)
As for SV00CotM, I just feel like it deserves to be a castle level because of its sophistication.
I honestly don't see the problem with having a boss after two of the hallways, at least it wouldn't be more inconsistent than having random boss levels mid-world.
Re: Sibling Halls (Opening for Iris and Calleoca!)
Okay, I guess we'll see how it goes.
Re: Sibling Halls (Opening for Iris and Calleoca!)
Feel free to cut parts or all of the Science segment I made if it doesn't fit with SV00CotM. I wouldn't mind at all. Just do what's best.
I could perhaps reallocate the rainbow section of the Science segment to "no secret exit here" as a side area to get the chest.
Just a thought, you guys take the decisions.
I could perhaps reallocate the rainbow section of the Science segment to "no secret exit here" as a side area to get the chest.
Just a thought, you guys take the decisions.
Re: Sibling Halls (Opening for Iris and Calleoca!)
Yeah actually if we are keeping 00C it shouldn't be Science. The way science currently ends is perfect and shouldn't be added on to. Pily (or whichever that fire one was that Lv27 made) is short and not too difficult, so I think that might work.
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Re: Sibling Halls (Opening for Iris and Calleoca!)
So I've started Iris last night. I've created a custom FG palette and the first 4 screens. So it's no longer open.
PS: I've started hacking Zelda - A Link To The Past. That will be my other project.
PS: I've started hacking Zelda - A Link To The Past. That will be my other project.
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Re: Sibling Halls (Opening for Iris and Calleoca!)
No one gave this post a read I take it. This means I've already started Iris.Franky wrote:So I've started Iris last night. I've created a custom FG palette and the first 4 screens. So it's no longer open.
Re: Sibling Halls (No more openings!)
Oh, by the way, are all the halls supposed to use a certain song, or can it be anything as long as it sounds fitting?
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Re: Sibling Halls (No more openings!)
Whatever you want I'm guessing. Otherwise it'd be posted elsewhere and I've not heard of ANYONE creating songs for these levels from scratch. :)
Re: Sibling Halls (No more openings!)
Eventually a song will be made that will be for every hall. You can put in whatever you want as a placeholder.
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Re: Sibling Halls (No more openings!)
I see. Didn't know this. :)
Re: Sibling Halls (No more openings!)
Alright then, good to know, thanks
I put what I have so far in the testing thread, by the way
I put what I have so far in the testing thread, by the way
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Re: Sibling Halls (No more openings!)
So Iris is looking good so far. I think it would be pointless to show work though, as it should be done soon anyway. Just lettin' you guys know beforehand.
PS: not sure if I want to leave SMW hacking all together, I'm kinda getting ambition to continue hacking in some form.
PS: not sure if I want to leave SMW hacking all together, I'm kinda getting ambition to continue hacking in some form.
Re: Sibling Halls (No more openings!)
Okay, sorry for being useless, but I think it's for the best if Calleoca's slot is opened back up. I haven't come up with anything great, and I haven't even touched Lunar Magic in about two weeks now, so
Someone else with better ideas and more motivation to actually open LM should work on it
Someone else with better ideas and more motivation to actually open LM should work on it
Re: Sibling Halls (No more openings!)
Why does it keep happening!
Honestly I think it would be fine if Calleoca didn't have a Hall, we can just use Terry's bossfight and maybe change the graphic to something flickering between Calleoca, Terry's avatar thing and Rumia.
Cause she's a shapeshifter!
And it looks like the other halls are being held up by technical problems of the "I don't know how to work out this fancy idea" sorts, so we should probably start working something out, Jesu and spitznagl haven't given updates for a while and I'd like to know where things are at.
Schnurmanator/Nevada was dropped I think and it doesn't look like it's being actively worked on.
If that's correct, maybe I'll try and start working with the rubble.
And Iris is done by Franky, I know he has life happening and I trust he'll be able to finish eventually, but at the moment this is kinda unclear, too.
Honestly I think it would be fine if Calleoca didn't have a Hall, we can just use Terry's bossfight and maybe change the graphic to something flickering between Calleoca, Terry's avatar thing and Rumia.
Cause she's a shapeshifter!
And it looks like the other halls are being held up by technical problems of the "I don't know how to work out this fancy idea" sorts, so we should probably start working something out, Jesu and spitznagl haven't given updates for a while and I'd like to know where things are at.
Schnurmanator/Nevada was dropped I think and it doesn't look like it's being actively worked on.
If that's correct, maybe I'll try and start working with the rubble.
And Iris is done by Franky, I know he has life happening and I trust he'll be able to finish eventually, but at the moment this is kinda unclear, too.
Re: Sibling Halls (No more openings!)
Spitznagl finished his and submitted it. Don't know what's up with Jesu. Nevada is still claimed by Schnurmanator because I wanted to finish it for him, but I haven't done anything with it, so if you want to you can. (I'd prefer that we use the resources he left, but I guess you don't have to if you want to make your own thing. It's weird that I want his thing finished; I liked the guy a lot.)
With Calleoca, yes, I'd really prefer to just have it be Terry's boss. It would be super conveneint and not awkward with a sibling hall before the actual boss. Let's do that!!!!!!
With Calleoca, yes, I'd really prefer to just have it be Terry's boss. It would be super conveneint and not awkward with a sibling hall before the actual boss. Let's do that!!!!!!