(shouting)

The Overworld

we don't need no edu - I mean, these threads, anymore.
User avatar
kilon
Posts: 3
Joined: 14 years ago
Location: Netherlands

Re: The Overworld

Post by kilon »

I think we should use Exgfx for the OW anyway.
Image
Image
Image
User avatar
Yonowaaru
Posts: 0
Joined: 14 years ago
Location: Somewhere in the Nethereal Lands?

Re: The Overworld

Post by Yonowaaru »

Yes, but not too much.
I don't know if it's me, but complete overhauls of all the OW GFX just seems bad.
But small things like 16x16 palm trees or stuff like that would be better, I guess?
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
User avatar
kilon
Posts: 3
Joined: 14 years ago
Location: Netherlands

Re: The Overworld

Post by kilon »

However, with he HQ pallette and seeing some of those completely changed OW's, it can be pretty nice.
I think time should tell. It's a thing to decide on in the future.
Image
Image
Image
User avatar
Tails_155
May be dead.
Posts: 23
Joined: 14 years ago
First name: Kit/Tails
Pronouns: he/him/his
Location: The Moon or Something.

Re: The Overworld

Post by Tails_155 »

kilon wrote:However, with he HQ pallette and seeing some of those completely changed OW's, it can be pretty nice.
I think time should tell. It's a thing to decide on in the future.
I do think they should have a pretty drastic change, this is space themed, and medieval castles just don't seem fitting... maybe Terry can cook something up.
I'm member number 499 (⬤)∀(⬤)
User avatar
kilon
Posts: 3
Joined: 14 years ago
Location: Netherlands

Re: The Overworld

Post by kilon »

Yeah, but HQ buildings and standard ground and stuff may look awkward too
Image
Image
Image
User avatar
Terry von Feleday
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Terry von Feleday »

haha sorry but I'm staying the fuck away from anything OW-related.
Image
User avatar
raocow
the death of the incredible huge
Posts: 4078
Joined: 15 years ago
Location: maybe the Wizards are the most complex, and the sales guys are up their daily
https://raocow.talkhaus.com/

Re: The Overworld

Post by raocow »

What's wrong with a big ol' castle?

The original space station maker really loves ancient era constructions and so had some built in his ship.

There, issue solved.

I don't read most of this thread, but really now most things don't have to be complicated at all.
the chillaxest of dragonsImage
Image
Image
Alex-R
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Alex-R »

You really don't need to explain everything. It's not like a whole lot of this hack will make much sense anyway.
Crimson
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Crimson »

Alex-R wrote:You really don't need to explain everything.
Oh, I guess I can scrap that demand for several cutscenes detailing how Demo can have depth perception then.
User avatar
Tails_155
May be dead.
Posts: 23
Joined: 14 years ago
First name: Kit/Tails
Pronouns: he/him/his
Location: The Moon or Something.

Re: The Overworld

Post by Tails_155 »

Crimson wrote:
Alex-R wrote:You really don't need to explain everything.
Oh, I guess I can scrap that demand for several cutscenes detailing how Demo can have depth perception then.
Alien demons can have depth perception however they please.
I'm member number 499 (⬤)∀(⬤)
User avatar
Pikerchu13
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Pikerchu13 »

kilon wrote:I think we should use Exgfx for the OW anyway.
The main problem with ExGFX is that if you use a normal exit tile, when you go to a new submap, all the GFX will be messed up. So if we use ExGFX, all exit tiles must be replaced with pipes/teleporters/whatever the hell we're using.
Knowledge is a gift, and it's the only gift I'm not giving! :ugeek:
Miracon
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Miracon »

Tails_155 wrote:
Crimson wrote:Oh, I guess I can scrap that demand for several cutscenes detailing how Demo can have depth perception then.
Alien demons can have depth perception however they please.
It's a single eye, but it's a multifocal eye.
User avatar
AUS
Toni#4796
Posts: 483
Joined: 14 years ago
First name: Toni
Pronouns: they/them/their
Location: アース

Re: The Overworld

Post by AUS »

Your mistake is believing demons use their eyes to see. They use their ears.
Image
"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
User avatar
Tails_155
May be dead.
Posts: 23
Joined: 14 years ago
First name: Kit/Tails
Pronouns: he/him/his
Location: The Moon or Something.

Re: The Overworld

Post by Tails_155 »

AUS wrote:Your mistake is believing demons use their eyes to see. They use their ears.
And this whole time I thought it was actually their eyeLIDS, not their eyes. Digression over, though. This is overworld discussion.
I'm member number 499 (⬤)∀(⬤)
User avatar
Pikerchu13
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Pikerchu13 »

Image

Same Hub world, but this time, IN SPACE!!! Now it uses 2 Pages for ExGFX.
Knowledge is a gift, and it's the only gift I'm not giving! :ugeek:
User avatar
Daarkbuu
Legendary Ammonite Princess
Posts: 33
Joined: 14 years ago
Pronouns: she/her

Re: The Overworld

Post by Daarkbuu »

Terry von Feleday wrote:haha sorry but I'm staying the fuck away from anything OW-related.
your a poop D:
User avatar
kilon
Posts: 3
Joined: 14 years ago
Location: Netherlands

Re: The Overworld

Post by kilon »

Pikerchu13 wrote:Image

Same Hub world, but this time, IN SPACE!!! Now it uses 2 Pages for ExGFX.
It is still way to early for this. The idea is nice and the park has this dome vibe to it, but the rest doesn't really look like a certain planet. Let alone a part of the spaceship.
Image
Image
Image
User avatar
CyclopsDragon
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by CyclopsDragon »

Hey, how exactly is this going to work difficulty-wise? It's probably too early to decide, but considering the fact that there are four paths, and you can do any path first, would it make more sense to have each path increase on its own difficulty curve (as in each path starts off easy and gets harder), or would we just mark off each path depending on its difficulty?
Writing my music, all day long; there's a cute ol' goopa, he goes in my song!
Image
WHOOP WHOOP WHOOP WHOOP DR. ZOIDBERG
User avatar
flameofdoubt
Posts: 0
Joined: 14 years ago
Location: Britain

Re: The Overworld

Post by flameofdoubt »

EDIT: I tried to explain this and was terrible so here's an example picture of a possible overworld:
OWexp.png
OWexp.png (2.01 KiB) Viewed 8150 times
The yellow is the starting world, the orange is the first world of each path, and the red is the second world of each path. The concentric blue circles get darker with higher difficulties, the levels in each separate band are the levels that would be in the world of that difficulty in a linear mario hack. So the lightest blue around the yellow world is "world 1", and the purple band is "world 7".
Pixie casts Dekunda. Insufficient MP!
User avatar
Kevinskie555
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Kevinskie555 »

Pikerchu13 wrote:
kilon wrote:I think we should use Exgfx for the OW anyway.
The main problem with ExGFX is that if you use a normal exit tile, when you go to a new submap, all the GFX will be messed up. So if we use ExGFX, all exit tiles must be replaced with pipes/teleporters/whatever the hell we're using.
If there are 2 Maps that don't use ExGFX/The same ExGFX, can you connect those with an exit tile even when other maps use ExGFX? I think so.
My hack:
Image ''creator''
Lookie! It's Goofy Bowser Junior
Image
User avatar
yoshicookiezeus
Help! pawprint
Posts: 148
Joined: 14 years ago
Pronouns: he/him/his
Location: Sweden

Re: The Overworld

Post by yoshicookiezeus »

Which is why the Reload Overworld patch exists, to force the overworld to reload ExGFX and such when changing submaps/players.
User avatar
Kevinskie555
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Kevinskie555 »

yoshicookiezeus wrote:Which is why the Reload Overworld patch exists, to force the overworld to reload ExGFX and such when changing submaps/players.
Does that work with samples, too???

(I tried it but the music doesn't reload for some reason)
My hack:
Image ''creator''
Lookie! It's Goofy Bowser Junior
Image
User avatar
Kevinskie555
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Kevinskie555 »

http://www.youtube.com/watch?v=PwuKAQu7kBg
That makes it possible to make one big overworld!
I think it would be a good idea to use this, right?
My hack:
Image ''creator''
Lookie! It's Goofy Bowser Junior
Image
limepie20
Posts: 0
Joined: 14 years ago
Location: Doesn't Matter

Re: The Overworld

Post by limepie20 »

Well then you can only have one ow song and one palette unless that's one submap. But why would we need a repeating one?
User avatar
Kevinskie555
Posts: 0
Joined: 14 years ago

Re: The Overworld

Post by Kevinskie555 »

limepie20 wrote:Well then you can only have one ow song and one palette unless that's one submap. But why would we need a repeating one?
We don't need a repeating one, i guess it's possible to remove that, and also, for the songs, there are custom sprites that change them.
My hack:
Image ''creator''
Lookie! It's Goofy Bowser Junior
Image
Locked