An SMWCentral Production: A game about some eggs
Re: An SMWCentral Production: A game about some eggs
I quite liked Palace Acropolis. Level design was neat, and the author is awesome with using SMW Redrawn's graphics and palettes with other graphics.
Also, for some reason, today's episode reminded me of this: raocow, I'd really be happy if you would check out that coin trail in Peaks to Puffs before you go and finish World 5. If anything, at least go check it out before you finish the hack completely; it has a nice little secret that you'll really like. :D
Also, for some reason, today's episode reminded me of this: raocow, I'd really be happy if you would check out that coin trail in Peaks to Puffs before you go and finish World 5. If anything, at least go check it out before you finish the hack completely; it has a nice little secret that you'll really like. :D
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Re: An SMWCentral Production: A game about some eggs
good job for atma for the world 5 boss, I think he managed to combine every thing I hate in romhack bosses and maneuvring into one, other than 'wait for the weak point'
the chillaxest of dragons
Re: An SMWCentral Production: A game about some eggs
In my defense, I only coded the boss, I didn't conceptualize it or even decide how it was going to work.raocow wrote:good job for atma for the world 5 boss, I think he managed to combine every thing I hate in romhack bosses and maneuvring into one, other than 'wait for the weak point'
The next boss of mine you'll encounter isn't stellar either, but I have to say I'm pretty proud of the last boss of mine that you'll come across.
Last edited by Atma 13 years ago, edited 1 time in total.
Re: An SMWCentral Production: A game about some eggs
Oh,
You were even more of a bother than in Prime 2, if that's even possible....
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- morsel/morceau
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Re: An SMWCentral Production: A game about some eggs
It's nice to have a level with an optional Yoshi, rather than 'here's a big jump for you to do" or whatever else. That said, Yoshi is a bit underutilised in this hack; no cutscene where he's exchanging witticisms with Mario? or answering his BlackBerry (shut up, it's a type of berry)?
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Re: An SMWCentral Production: A game about some eggs
I'm kind of wondering why people are upset that the switch blocks both helped AND hindered you in that level. It really makes things more interesting in my opinion, and it means the gameplay of the level changes depending on how you've played the game prior to it.
I dunno. Aside from the lack of custom block explanations, this is still one of my personal favorites.
I dunno. Aside from the lack of custom block explanations, this is still one of my personal favorites.
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Re: An SMWCentral Production: A game about some eggs
I have to say, I love having such peaceful music (from my favorite Touhou even) in a level full of giant spiky things that want to crush you.
A top secret document has been left behind the floor!
Re: An SMWCentral Production: A game about some eggs
I could point out lots of flaws and details that bothered me in today's level, but... why would I bother? It was a very, very good level. Anyone who wants non-linearity should look to this as a good example.
Complaints be damned, well done on this one, MrDeePay.
Complaints be damned, well done on this one, MrDeePay.
Re: An SMWCentral Production: A game about some eggs
Some small history on the level.Rameau's Nephew wrote:I really like the æsthetics of this level, but it seems inappropriate to precede the castle which is to follow. Or rather, the castle seems inappropriate to follow this level, as the whole nighttime cloud city business is a good mood to end a sky world on, whereas the castle itself, though not exactly out of place, doesn't feel as though it was specifically designed for this world as such.
When I was experimenting with the palettes WYE provided with the sky GFX (I didn't stay with the provided moon and added the one from Super Princess Peach in its place.), there was a sunset-styled one that I thought would've went nice with the AUS Mist song that was already in the ROM. I noticed Eastern Night later on in the music list and I tried that out and switched to a nighttime palette, which I ended up favoring over AUS/sunset.
Go ahead anyway, it could be useful.Chompie wrote:I could point out lots of flaws and details that bothered me in today's level, but... why would I bother? It was a very, very good level.
Note: I have yet to watch all of today's LP.
Edit: Almost complete repost.
- The 1up is blocked off by the no Sprite blocks in the second room is to prevent Cape Mario from slamming into the ground, thrusting it up to safer ground.
- Springboard was to be used where you Yoshi jumped before the checkpoint in the event you didn't have him.
- The spot high above the blue pipe contained a star and I think (I can't look in the ROM through LM right now to make sure) another 1up.
- Acropolis means highest city in Greek. Naming isn't something I'm good at, so that was the best I could come up with. I was reminded of that name from White Acropolis in Sonic '06.
- Yeah I probably should've used the message boxes to give clear explanations for the grey, blue, and green blocks. Plus gave a better indication that those were ON/OFF blocks.
- Meiling gets no respect.
- I would video reply where that last Yoshi pipe would've went, but I'm having PC troubles.
(It was a Star room that required Mario to part with Yoshi for a little bit, with the exit taking him to where the last green pipe was.)
Re: An SMWCentral Production: A game about some eggs
Well I'm sorry about the upcoming boss, hopefully it didn't overshadow the rest of my level. I think it failed from lack of communication between Atma and i because I mentioned a vague idea of how it was to work, then he coded it and then there was a lot of bugfixing and I never got around to seeing the boss until near the end of everything. I guess I'll have more on the level as a whole when we see it tomorrow.
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Re: An SMWCentral Production: A game about some eggs
I'm several videos behind, but man, a non-trivial number of the levels in this hack are really big and (in my opinion) sort of tedious-seeming.
Just curious... is your avoidance of tool use just a matter of personal principle? To me some of these levels seem downright unreasonable in their expectations (Zephyr Manor for example), as in, absurdly long and difficult, and not in a particularly fun or original way. But then, maybe my concept of what is reasonable is informed by how bad I am at SMW.
To clarify, I'm not dissing on the hack as a whole... a lot of the levels have been very cool, and the overworld is the best I've seen probably.
Just curious... is your avoidance of tool use just a matter of personal principle? To me some of these levels seem downright unreasonable in their expectations (Zephyr Manor for example), as in, absurdly long and difficult, and not in a particularly fun or original way. But then, maybe my concept of what is reasonable is informed by how bad I am at SMW.
To clarify, I'm not dissing on the hack as a whole... a lot of the levels have been very cool, and the overworld is the best I've seen probably.
Re: An SMWCentral Production: A game about some eggs
Nah, there are a lot of levels that are too long in this game. Your complaint is justified.
Also, tomorrow's boss can DIAF. I spent like 20 minutes killing that thing because it wasn't obvious at all when I could and could not damage it. Maybe if I weren't so change resistant and actually played the game it came from, I'd have known what to do...
Also, tomorrow's boss can DIAF. I spent like 20 minutes killing that thing because it wasn't obvious at all when I could and could not damage it. Maybe if I weren't so change resistant and actually played the game it came from, I'd have known what to do...
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
Re: An SMWCentral Production: A game about some eggs
Ok.
Red Switch Palace: The level itself was good. Except for the random obnoxious cutoff. And I'm sorry but the music choice was horrible.
Palace Acropolis: This is a breath of fresh air. I mean some of the level design was questionable and it would've helped to tell the player what each block did but at least it had a non vanilla gimmick. Most of the hack, to me, felt like smw with different graphics and I think that's boring. This was a nice level. Nice music choice, too.
Red Switch Palace: The level itself was good. Except for the random obnoxious cutoff. And I'm sorry but the music choice was horrible.
Palace Acropolis: This is a breath of fresh air. I mean some of the level design was questionable and it would've helped to tell the player what each block did but at least it had a non vanilla gimmick. Most of the hack, to me, felt like smw with different graphics and I think that's boring. This was a nice level. Nice music choice, too.
Re: An SMWCentral Production: A game about some eggs
Actually Mineyl, that boss is damaged somewhat differently than its MP2 counterpart; although, I may add, which version of the boss is more annoying is almost a toss-up.
But yeah, I'd have to agree with the sentiment that past world 3 the hack begins to pick up a lot. It's just too bad that a handful of levels just are really out of place in terms of length. There are only really two annoyingly long levels left, though.
But yeah, I'd have to agree with the sentiment that past world 3 the hack begins to pick up a lot. It's just too bad that a handful of levels just are really out of place in terms of length. There are only really two annoyingly long levels left, though.
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Re: An SMWCentral Production: A game about some eggs
I've mentioned before, but I don't see why things should be made easier if you're good enough to get the switch palaces. This level does a great job of showing what I mean.S.N.N. wrote:I'm kind of wondering why people are upset that the switch blocks both helped AND hindered you
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Re: An SMWCentral Production: A game about some eggs
They tell me that thing's called the "Spider Guardian", but I think we all know it's really the Deedle-Ball. I like to think the Deedle-Ball is representative of the ad bots which often plague SMWC. Its small, looping course and limited range of actions represent the bots' simple program and repetitive behavior, and the bombs it drops represent their spamming ad messages, which, though hardly physically harmful, make Mario's life a great deal more annoying (the are also largely identical). The difficulty in dealing actual damage to the Deedle-Ball represents the futility of trying to block individual ad bots; strike one down, and a whole heard of others swoop in to fill its place, as represented by the Deedle-Ball's increased rate of unloading its wearisome cargo as the battle progresses.
If ASMWCP were adapted to a Saturday morning cartoon in the manner of other Super Mario Bros. installmets, the Deedle-Ball would surely be the Token Dumb Guy among on the villainous team.
Fun fact: Even though you are immediately embiggened upon entering the pre-boss screen, and a second mushroom lies at your feet, the Deedle-Ball is much easier small, as the explosions will no longer destroy your blocks, making the back-and-forth trips much faster. The problem, of course, is that if you make one error due to not paying attention (and you invariably will, as this battle is so incredibly boring and repetitive that your attention will start to wander), you have to begin the funfair all over again. Still, I think this tactic provides a slight decrease in headache on the balance.
EDT: Oh, and who's the Nobel Laurette who came up with the line "This looks like technology all right." Seriously, that sounds like something the Deedle-Ball would write.
If ASMWCP were adapted to a Saturday morning cartoon in the manner of other Super Mario Bros. installmets, the Deedle-Ball would surely be the Token Dumb Guy among on the villainous team.
Fun fact: Even though you are immediately embiggened upon entering the pre-boss screen, and a second mushroom lies at your feet, the Deedle-Ball is much easier small, as the explosions will no longer destroy your blocks, making the back-and-forth trips much faster. The problem, of course, is that if you make one error due to not paying attention (and you invariably will, as this battle is so incredibly boring and repetitive that your attention will start to wander), you have to begin the funfair all over again. Still, I think this tactic provides a slight decrease in headache on the balance.
EDT: Oh, and who's the Nobel Laurette who came up with the line "This looks like technology all right." Seriously, that sounds like something the Deedle-Ball would write.
Last edited by Rameau's Nephew 13 years ago, edited 1 time in total.
Re: An SMWCentral Production: A game about some eggs
That level make me feel playing Sonic more than Metroid for some reason.
Re: An SMWCentral Production: A game about some eggs
The Spider Guardian was easy enough in Prime 2 if you knew how to boost properly. Now, this one? Yeah, he seemed way harder. It's four issues at once that have to be dealt with. You've got the time limit on the blocks, the missiles trying to destroy said blocks, the fact that you have to throw the block up at the right angle, and you also have to do it at the right time to cause damage. One too many things, in my opinion.
Still, that level was a decent 16-bit take on the actual level it's from, I suppose. The Sanctuary Fortress in the Gamecube game is a lot darker outside of the areas that have that neon glow going for it.
Still, that level was a decent 16-bit take on the actual level it's from, I suppose. The Sanctuary Fortress in the Gamecube game is a lot darker outside of the areas that have that neon glow going for it.
Last edited by Bean 13 years ago, edited 1 time in total.
- raocow
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Re: An SMWCentral Production: A game about some eggs
Also, I don't know if you guys noticed but the first time I encountered the boss, I had unlimited time, but not after I died.
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Re: An SMWCentral Production: A game about some eggs
Metroid in the universe where everybody at Nintendo is colourblind.
Re: An SMWCentral Production: A game about some eggs
Sanctuary Fortress is THE best area in any Prime game; lots of people agree. The palette works (not so much green, more neon), it's fun as hell with an awesome soundtrack and the granddaddy of cool bosses to top it off.
Level was a nice recreation. Boss, too. Spider Guardian is incredibly annoying. Not "hard" per se, just...annoying.
Simon
Level was a nice recreation. Boss, too. Spider Guardian is incredibly annoying. Not "hard" per se, just...annoying.
Simon
Re: An SMWCentral Production: A game about some eggs
Author's Comments since you guys like them and I like explaining stuff.
In case anyone wants to spoil the "magic" behind how the Spider Climb works you can read this spoiler.
As for why the timer started up again upon dying to the boss, I would hazard a guess that it's related to the multi-midway point.
Well, I'm about done rambling. From what I can tell, you had fun with the level itself raocow, sorry the boss put a damper on things at the end.
I've got one more piece of a level coming towards the end where I reference yet another game which no one will pick up on because honestly no one would ever think it's a reference besides the music. But we'll get there when we get there.
Well, I'm about done rambling. From what I can tell, you had fun with the level itself raocow, sorry the boss put a damper on things at the end.
I've got one more piece of a level coming towards the end where I reference yet another game which no one will pick up on because honestly no one would ever think it's a reference besides the music. But we'll get there when we get there.
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Re: An SMWCentral Production: A game about some eggs
Just wanted to say that this level and the world 6 fortress are probably my favourite levels in the entire hack. The boss should totally have been Quadraxis instead, though. :V
Re: An SMWCentral Production: A game about some eggs
Clearing up some things about the spider boss as well (because honestly, from watching it, I can imagine a lot of people getting confused with how to kill it).
-You do NOT need to hit the switch exactly when the ball is on the square. You just need the ball to cross the square when it's active (meaning if the ball is anywhere on the right side of its platform, that should be sufficient).
-I'm not sure why raocow was jumping and flinging the block up when he could have just flung it up right underneath that block while staying on the rail. That would have made things easier.
I agree with everyone else though - this is probably the most irritating/boring boss in the hack, although I personally didn't have much trouble beating it.
-You do NOT need to hit the switch exactly when the ball is on the square. You just need the ball to cross the square when it's active (meaning if the ball is anywhere on the right side of its platform, that should be sufficient).
-I'm not sure why raocow was jumping and flinging the block up when he could have just flung it up right underneath that block while staying on the rail. That would have made things easier.
I agree with everyone else though - this is probably the most irritating/boring boss in the hack, although I personally didn't have much trouble beating it.