Oh yeah, let's use a extremely buggy thing to make the OW break! And if it actually works, will also force us to completely rework the idea we had for the OW and how it was supposed to work!
Aka, I'm pretty sure that exactly everybody says no.
I've always thought the Mode 7 OW was pretty ugly. Not to mention it would be ridiculously complicated to implement.
Normal OW's are fine.
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DaxterSpeed wrote:Aka, I'm pretty sure that exactly everybody says no.
I think you mean I.E.
Not to mention it would be ridiculously complicated to implement.
Haven't we gone over the "we plan to put effort into this romhack" thing already?
Though, I think this would be a bit much. It doesn't look nice. It looks neat, but not very nice.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep" nostalgic realtime nitroid let's play playlist
I was thinking and, what if there are like only two really easy levels, or if they're 15 really easy levels of the same difficulty.
Would we BS the player and put harder levels in, in world 1 to make it you know...Not-the-smallest-world-ever or BS the player the other way and put world 1 difficulty levels in world 2 to make them about-the-same-length?
Personally, I'm hoping the answer is neither.
Also necropost.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep" nostalgic realtime nitroid let's play playlist
I think in that case we have to up the difficulty of the 2 easy levels so that the lowest difficulty in itself is already a bit higher. This could mean that the difficulty curve in the first 3 worlds is relatively flat, but that's the best you can do.
And yes, I remember we aren't using linear worlds, but it was easy to use as an example.
Actually I rather prefer the idea of an overall specific theme for each world. Thus each individual world gets its own taste so to speak.
I really don't think that it's putting a limit to people's freedom of design choices... it's not a big deal. Actually the designer just has to choose a background fitting to the world (if he's working on a desert level he should use a desert background, like SMB 3's pyramids, if he's working on a Toy Land stage he should use an appropriate background - Clown Man's stage in MM8 would be an archetypical example). You know it's just a question of visuals. I don't think that a world's theme has any effect whats-o-ever on specific gimmicks or design choices.
Well, at least that#s my oppinion.
Now with the release of VIP 5 I wonder if someone would be able to draw an overworld like in this game? Cause the OW as seen in VIP 5 is absolutely brilliant.
Though I really wonder how to do this....
Awesome. :)
Just out of interest: Are custom Overworlds (as can be found in VIP 5) drawn with certain programs? I always asked myself if they are hand drawn or if there is a certain program out there, that provides several basic objects that you use to create your OW?
Even though it is quite early to discuss about specific details about the design process of the OW I would suggest to wait till most of the stages have been finished so that you know which levels will be moved into which world... then you can draw the map(s) with these levels in mind. So if we are going to play a factory themed stage in a beach world (there's one level called "A Beach" as far as I remember) we can draw a factory for the beach map. What ya think of that?
That's what's going to happen. After all the levels are done (apart from the final level perhaps) we check the levels and fit the overworld around that. Also because of the difficulty, it isn't necessary that there is a grass world, but just grass type levels throughout the world.
There are two solutions to that, which are pretty simple.
1) Honestly, just about any environment can have a couple of trees somewhere and look totally natural
2) Put the level that is out of place in terms of difficulty in the same map... but have it on a seperate 'road' between two pipes. Like, think of Donut Secret 2 in the original game, how it was just in a different map like that.
One thing we all have to keep in mind is that all the vips have been made this way, with the levels 'first', and they all have maps that fit with a general sense of difficulty progression and themes. It's fair from impossible to organise.
And I think having players buy certains would... well.. it would suck. Because then people that are just rushing through, don't care about it all that much, wont even see those levels. And those levels could be totally awesome... actually, they will be awesome, because all these levels are...
AMIRITE? lol
Assuming we're having custom graphics for the OW, what would they look like? I mean has anyone tried to visualize what the inside of a space ship looks like?
I'd suggest maybe going to http://www.spriters-resource.com for some inspiration.
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