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A Super Mario Thing - Plot and cutscenes

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Alex-R
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Re: A Super Mario Thing - Plot and cutscenes

Post by Alex-R »

Looking at it from a plot point of view, world 5 would be kind of disappointing. It's in the middle of the game, Demo is losing contact with Con, and it's a great opportunity to explore Demos personality (although I really don't think we should do that). If we then have a random Touhou boss slapped on a random castle, it might be a little... yeah...
Point is, world 5 would be where the plot forget it exists...

However, shoving "all" the plot into the endgame could give it a "this is it" feeling and would make it a lot more epic. VIP 4 did it pretty well I think.
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

Mentioning Rumia because she's a boss and not Cirno because she only has a level dedicated to her and she's not present as a boss? Tssk..


Anyway, we can add more message boxes in world 5 explaining some stuff, but I thought people didn't want a lot of explaining and plot taking over the game..

But as mentioned, Rumia is not the only touhou character in the game and although it's random and out of nowhere, do we really need to come up with an explanation?

I don't know how the world 5 castle itself is, but we can have a message box with something like:
Strange, I'm alone but yet I feel like I know the being that is beyond this door.
What is going on here?
Yeah, totally random connecting Demo with the Touhou franchise.

Or:
I don't want to do this anymore. I wish I was at home playing some 'The Embodiment of Scarlet Devil'
or something. It doesn't have to do anything with the main plot specifically.
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flameofdoubt
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Re: A Super Mario Thing - Plot and cutscenes

Post by flameofdoubt »

Haha, Nice ideas Kil. Also the cirno level is the next level after the rumia fight, so maybe that's linkable, I just thought we were trying to inject plot into the mid-game so oh well.

We could always go with something like this but it might be a little corny:

"Wait, there's been a shift...two creatures from another world have been introduced into this one. One...very close, the other seems more distant. If the footballers have reverse engineered my device this world will have bigger problems on its hands than fascism and famine."

If anyone likes that idea and Moniker can write a better version of it that fits the rest of the plot messages, that might add some plot? Since it (hopefully) increases the drama and moves along the story in a way that isn't just going to look for the device in the next castle.
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Alex-R
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Re: A Super Mario Thing - Plot and cutscenes

Post by Alex-R »

kilon - And that's what I meant, either explain it very briefly in a message-box right before the boss, or just not at all. My comment above was purely from a plot point of view, but gameplay-wise, i think the boss speaks for itself.
Moniker
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Re: A Super Mario Thing - Plot and cutscenes

Post by Moniker »

I'm of the mind that says these bosses don't require plot explanation.

It wouldn't be awful to tie them in, however. But we don't need to be explicit or change everything up.

Before the Touhou bosses: "I feel a certain tension in the air, like in the teleportation rooms back home."

If we want to mess with the castle destruction scene, I'll have to wait until tomorrow so I can write it in LM (not at home right now). This would add quite a few new wrinkles to only a little bit of text. Of course, someone else could do it before then.

I'm inclined to just have a little message before the bosses and let everything else go unchanged. It works, doesn't require any other plot adjustments before or after, and we're just about to go a-testing.
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Kil
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Re: A Super Mario Thing - Plot and cutscenes

Post by Kil »

I am too lazy to read everything but, I don't think there needs to be too much if any explanation of rumia. Maybe a line or two. i thought everyone was time travelling and dimension changing all over the place anyway.
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

Moniker wrote:I'm inclined to just have a little message before the bosses and let everything else go unchanged. It works, doesn't require any other plot adjustments before or after, and we're just about to go a-testing.
So just a message box then. That'll do perfectly.
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rubberfishy
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Re: A Super Mario Thing - Plot and cutscenes

Post by rubberfishy »

How about this:

Message box: "warning, through the next door is strictly non canon"
Demo: "hmm, I better leave my artillery out here then"
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

rubberfishy wrote:How about this:

Message box: "warning, through the next door is strictly non canon"
Demo: "hmm, I better leave my artillery out here then"
no, not really.
It is funny, but not fitting.
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randoguy101
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Re: A Super Mario Thing - Plot and cutscenes

Post by randoguy101 »

Hi, figured I'd post this here.
plotstuff.PNG
I could have sworn Demo was enemies with the Charlies...
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

That Charlie is going crazy since he died.
Never kill a Charlie is the lesson.

(I have no explanation)
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Argumentable
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Re: A Super Mario Thing - Plot and cutscenes

Post by Argumentable »

You obviously didn't read the text before that!
He's stuck and asks you to help him out, then you go and throw him into lava YOU JERK
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yoshicookiezeus
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Re: A Super Mario Thing - Plot and cutscenes

Post by yoshicookiezeus »

So is anyone working on creating the cutscenes in the VWF cutscene tool yet?
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RealLink
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Re: A Super Mario Thing - Plot and cutscenes

Post by RealLink »

Cutscene 2 needs the Yoshi sprites and the BG/Environment of the Yoshi HQ.

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Cutscene 3 image? (Demo standing in desert. Volcano in the image as well)

Cutscene 3.5
The image probably won't even work with resizing.

The other cutscenes need the KC and BP sprites.

When someone gives me the Graphics of those I could try assembling the scenes and VWF Cutscene them up.
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flameofdoubt
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Re: A Super Mario Thing - Plot and cutscenes

Post by flameofdoubt »

Yoshi sprites: We never decided on which set to use, so we have mine or Moniker's:

Moniker's:
monikeryoshis.png
monikeryoshis.png (5.27 KiB) Viewed 7242 times
respectively the sprites for Monikers are Guard, Yoshi Leader, Con, Yoshi Leader ALT, Yoshi Guard ALT

Mine:
fodyoshis.png
fodyoshis.png (2.15 KiB) Viewed 7242 times
mine are Guard, Yoshi Leader, Con, Civilian Yoshi.
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

RealLink wrote:Cutscene 2 needs the Yoshi sprites and the BG/Environment of the Yoshi HQ.

Image
Cutscene 3 image? (Demo standing in desert. Volcano in the image as well)

Cutscene 3.5
The image probably won't even work with resizing.

The other cutscenes need the KC and BP sprites.

When someone gives me the Graphics of those I could try assembling the scenes and VWF Cutscene them up.
I like the image for cutscene 3.

About 3.5: well something else with a castle as background could work.
But maybe you should just leave this for last. It is not the most vital part of the game.
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RealLink
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Re: A Super Mario Thing - Plot and cutscenes

Post by RealLink »

http://www.youtube.com/watch?v=tOVGzM43sOE
Should I keep the small breaks after the period (is that the correct word?) and after each ellipsis dot? Make them longer? Keep Con's *? What color for the names and for the text?
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flameofdoubt
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Re: A Super Mario Thing - Plot and cutscenes

Post by flameofdoubt »

Seems good to me. I like the transition to the black screen for internal monologue, and I agree with all your colour and timing options. The only problem I have is that I worry the same image is on the screen for too long, but I don't know what else we could use...
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TwilightArts
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Re: A Super Mario Thing - Plot and cutscenes

Post by TwilightArts »

I really like the cutscene already! :)

Just an idea that came to mind when thinking about it: Does anyone remember the classic Metal Gear Solid-screens when 2 chars are talking via walkie-talkie?

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Maybe that's an alternative, just for shits and giggles.
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Crimson
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Re: A Super Mario Thing - Plot and cutscenes

Post by Crimson »

Wait, love?

...

What?
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flameofdoubt
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Re: A Super Mario Thing - Plot and cutscenes

Post by flameofdoubt »

it's comic relief. The plot isn't meant to be taken completely seriously.
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Daze
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Re: A Super Mario Thing - Plot and cutscenes

Post by Daze »

Popping my head in for a mo' to comment on the sprites. I'm not feeling Moniker's sprites that much. I like Flame's better (that generic guard is choice), but may I suggest different colors for the key Yoshis? I always thought of Con as a yellow Yoshi, and the leader as blue. After that, I'm not sure Con needs the glasses. The lab coat's pretty cool, though. Would those alterations be easy enough to make?
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

Demo: "... Thanks. Stay out of trouble, you stupid horse. Demo out."

The Demo out would be better when it's on a new line.And maybe a small pause of 1 second max before displaying that. It would add a bit to the love part.

I think the rest is good. The colors make sense: Demo's color looks kinda like her dress. Con is green because he's a good guy.

By the way, Demo actually looks really weird when you have such a melodramatic part with that wide open eye.
That's not exactly a problem, but if someone has the time(Which I doubt) a Demo with half closed eye would be nice for the love part.
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flameofdoubt
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Re: A Super Mario Thing - Plot and cutscenes

Post by flameofdoubt »

How's this look?
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kilon
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Re: A Super Mario Thing - Plot and cutscenes

Post by kilon »

I like the third one.
The second one looks more like she's bored so that one might come in handy for the waiting part in scene 2.
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