Overworld Thread Redux
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
There are two options for bgm of forest submap
Due to several issues, I'd like to replace the existing one. 'Autumn leaves' is the new one.
Which one would you pick?
The old one doesn't sound well in zsnes and it's the main reason why I want to do so.
Due to several issues, I'd like to replace the existing one. 'Autumn leaves' is the new one.
Which one would you pick?
The old one doesn't sound well in zsnes and it's the main reason why I want to do so.
- Attachments
-
- forest.zip
- (89.08 KiB) Downloaded 125 times
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: Overworld Thread Redux
While I do 'Autumn leaves' is a nice song, it seems too upbeat for the situation. The reason I liked 'Sunrise' so much is because of how foreboding it is. If it doesn't work well in ZSNES then, well I don't know.
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
ZSNES is really inaccurate especially when it comes to echo and volume of notes at high pitch. If I adjust the port to zsnes, it will become bad in other emulators or spc players.
If it's technically possible to detect which emulator are being used in game, I will prepare two ports of the same song. One of them is equal to the current version and the other is for ZSNES
If it's technically possible to detect which emulator are being used in game, I will prepare two ports of the same song. One of them is equal to the current version and the other is for ZSNES
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
got around to make the 8th submap after I and aterraformer talked it over.
Technically it uses the remaining space at the right bottom corner of the main map.
It will function as an alternative world 3.
detail:
It will function as an alternative world 3.
detail:
Re: Overworld Thread Redux
There was a map missing? Well it looks pretty nice, especially with the original palettes.
My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: Overworld Thread Redux
I'm really liking the development! Thanks for making that 8th submap. Now we have an even more original hack! lol
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
This port may be used by the cave submap.
- Attachments
-
- On The Moon(v1).zip
- (38.9 KiB) Downloaded 131 times
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: Overworld Thread Redux
worldpeace125 wrote:This port may be used by the cave submap.
Re: Overworld Thread Redux
I don't follow JUMP at all, but I heard this track about a year ago and fell in love. I'm so, so happy to hear such an accurate port made it to SMW - beautiful work.worldpeace125 wrote:This port may be used by the cave submap.
(though I have to be honest, I'm not sure if it would really fit a map. It would sound a lot more awesome in some sort of night-themed level.)
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
Oh, thanks!
While I agree on that the port would not fit the map, I had to sacrifice vanilla SFX samples to obtain enough ARAM to accommodate 32.3 kb custom samples and echo delay 7. unfortunately it can be used by only map or ending scene.
Probably the best solution I can come up with is to choose darker palettes for the submap to make it more suitable.
While I agree on that the port would not fit the map, I had to sacrifice vanilla SFX samples to obtain enough ARAM to accommodate 32.3 kb custom samples and echo delay 7. unfortunately it can be used by only map or ending scene.
Probably the best solution I can come up with is to choose darker palettes for the submap to make it more suitable.
- mellonpizza
- working
- Posts: 105
- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: Overworld Thread Redux
I could see it fitting that cave submap really well as is; though I think it would be even cooler with a darker palette.
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
Re: Overworld Thread Redux
I know that the overworld is still a WIP (I think?), but there are a few suggestions that I wanted to make, alongside of some questions that I still have regarding the overworld. I know that a lot of this is pretty much going to be personal taste, so feel free to ignore all of it if you think I’m talking nonsense (:
General: I think it would be pretty cool if all the yoshi houses had individual names. Maybe we could continue that “And then there was a…”-naming gimmick from VIP4/ASMT? Like: “And then there was a tourist information” for world 1, “And then there was an Inuit settlement” for world 3A, "And then there was a Special World" for world 9 or something like that. Just throwing in ideas…
Also, there is this general glitch that Mario stands one tile too high whenever he comes out of the “normal” submap transitions, an example would be both transitions between world 2 and 3A. I believe this is a vanilla bug, but if there’s a fix for it, I would definitely apply it.
World 1: Mario’s head is cut off if he stands on the cloud which has the “Untitled Sky Level Place”-spot. I would really recommend changing this around because I think it looks kind of bad. Also, at the moment there is a green/cyan border at the edge of the cloud, which looks fine when you first play the game, but once the season changes, I think that this ledge of the cloud looks kind of ugly in relation to the brown ground of the landmasses. Maybe a lighter blue color would work better? Also, I assume that the ledge leading to the special world is going to appear once the player unlocks it in one of the yoshi houses? Even if that is not the case, I think that the color of the little island is kind of weird. I don’t really connect dark green to something special or secret. Maybe something more extravagant like black or white would work better? Maybe not though.
World 3A: The position of the star looks kind of weird – Basically it just stands there in the mountain itself. Personally, I would remove the right side of the mountain (so that the mountain essentially becomes some sort of prism) and just add more land in the area where the star is now. Also, the brown landmass where “Slippery Sloppy, Steep Slopes” is located has no reason to be brown anymore, since the level order has shifted around, so it would make more sense for it to be cyan like the rest of the map.
World 3B: The lower left side of the waterfall has some cutoff.
World 4: The climbing animation between “Spike Toss” and “UNDER CONSTRUCTION” is off. Also, how exactly are you going to handle the location of the red switch right inside the waterfall? A half-finished bridge? I don’t know, but this looks like it could potentially look really weird. Maybe a “complete” bridge would look better, if you put the switch on the other side of the waterfall next to the castle? Maybe you could expand that landmass so it would be further away from the ladder?
World 6: The path between “Coin Guides Are Always Accurate” and the star looks really, really weird. I know that there isn’t a lot of room, but couldn’t you go straight right from the level and then down? Maybe if you would extend the dark green landmass so that the level-spot and the star are on the same height? Pretty much the same goes for the path between “Coin Guides…” and “Into the Dark Forest”, but I think there is no alternative solution there.
World 7: Currently, it is possible to walk up from bowsers castle, which leads into oblivion.
World 8: I still don’t really know how this map is going to work in the finished hack. As far as I can see, it has two goals: Connecting the different submaps/creating shortcuts between them, and giving access to the yoshi house on the world 7 submap. Below is the only way I can see how the map would work out (red means given path from unlocking the star, green means the path that opens once the level is beaten). I can’t see how the map is supposed to work differently, so I don’t know how you are going to apply the “secret star” leading to the yoshi-house…
World 9: There has to be some sort of event after the final level so that the player knows that he has actually beaten it. A good way to do that would be to create a path back to the pipe, and completing the circle.
General: I think it would be pretty cool if all the yoshi houses had individual names. Maybe we could continue that “And then there was a…”-naming gimmick from VIP4/ASMT? Like: “And then there was a tourist information” for world 1, “And then there was an Inuit settlement” for world 3A, "And then there was a Special World" for world 9 or something like that. Just throwing in ideas…
Also, there is this general glitch that Mario stands one tile too high whenever he comes out of the “normal” submap transitions, an example would be both transitions between world 2 and 3A. I believe this is a vanilla bug, but if there’s a fix for it, I would definitely apply it.
World 1: Mario’s head is cut off if he stands on the cloud which has the “Untitled Sky Level Place”-spot. I would really recommend changing this around because I think it looks kind of bad. Also, at the moment there is a green/cyan border at the edge of the cloud, which looks fine when you first play the game, but once the season changes, I think that this ledge of the cloud looks kind of ugly in relation to the brown ground of the landmasses. Maybe a lighter blue color would work better? Also, I assume that the ledge leading to the special world is going to appear once the player unlocks it in one of the yoshi houses? Even if that is not the case, I think that the color of the little island is kind of weird. I don’t really connect dark green to something special or secret. Maybe something more extravagant like black or white would work better? Maybe not though.
World 3A: The position of the star looks kind of weird – Basically it just stands there in the mountain itself. Personally, I would remove the right side of the mountain (so that the mountain essentially becomes some sort of prism) and just add more land in the area where the star is now. Also, the brown landmass where “Slippery Sloppy, Steep Slopes” is located has no reason to be brown anymore, since the level order has shifted around, so it would make more sense for it to be cyan like the rest of the map.
World 3B: The lower left side of the waterfall has some cutoff.
World 4: The climbing animation between “Spike Toss” and “UNDER CONSTRUCTION” is off. Also, how exactly are you going to handle the location of the red switch right inside the waterfall? A half-finished bridge? I don’t know, but this looks like it could potentially look really weird. Maybe a “complete” bridge would look better, if you put the switch on the other side of the waterfall next to the castle? Maybe you could expand that landmass so it would be further away from the ladder?
World 6: The path between “Coin Guides Are Always Accurate” and the star looks really, really weird. I know that there isn’t a lot of room, but couldn’t you go straight right from the level and then down? Maybe if you would extend the dark green landmass so that the level-spot and the star are on the same height? Pretty much the same goes for the path between “Coin Guides…” and “Into the Dark Forest”, but I think there is no alternative solution there.
World 7: Currently, it is possible to walk up from bowsers castle, which leads into oblivion.
World 8: I still don’t really know how this map is going to work in the finished hack. As far as I can see, it has two goals: Connecting the different submaps/creating shortcuts between them, and giving access to the yoshi house on the world 7 submap. Below is the only way I can see how the map would work out (red means given path from unlocking the star, green means the path that opens once the level is beaten). I can’t see how the map is supposed to work differently, so I don’t know how you are going to apply the “secret star” leading to the yoshi-house…
World 9: There has to be some sort of event after the final level so that the player knows that he has actually beaten it. A good way to do that would be to create a path back to the pipe, and completing the circle.
- Attachments
-
- jump1.jpg (74.97 KiB) Viewed 6614 times
this is getting laundromatic
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
I've been aware of the bug allowing you to move toward wrong directions. There are actually more than what you mentioned. Also those cutoff things too. They should be fixed when everything is ready so that I can complete the overworld.
Considering that the star road is connected by the ladder tile, I guess the original author actually thought of changing the landscape with layer 2 events. Anyways those levels in the ice world needs relocating (like, the house should be at a dead end, "Cryophobia Cavern" could be in world 8 or 9 due to the difficulty, and etc.)Ryrir wrote:World 3A: The position of the star looks kind of weird – Basically it just stands there in the mountain itself. Personally, I would remove the right side of the mountain (so that the mountain essentially becomes some sort of prism) and just add more land in the area where the star is now. Also, the brown landmass where “Slippery Sloppy, Steep Slopes” is located has no reason to be brown anymore, since the level order has shifted around, so it would make more sense for it to be cyan like the rest of the map.
I remember this was actually the plan (which can be seen in an old post if I'm correct). A better plan can exist though.Ryrir wrote:A half-finished bridge?
Yes, your hypothesis and the image are correct. In addition to this, the path between the star road and the yoshi's house(or bowser's castle) is already open. It's same as how "front door" shortcut works in the original smw. This would allow to speedrun this game. For example,Ryrir wrote:World 8: I still don’t really know how this map is going to work in the finished hack. As far as I can see, it has two goals: Connecting the different submaps/creating shortcuts between them, and giving access to the yoshi house on the world 7 submap. Below is the only way I can see how the map would work out (red means given path from unlocking the star, green means the path that opens once the level is beaten). I can’t see how the map is supposed to work differently, so I don’t know how you are going to apply the “secret star” leading to the yoshi-house…
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: Overworld Thread Redux
I completed World 9's map in place of ravegg because of his resignation.
- mellonpizza
- working
- Posts: 105
- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: Overworld Thread Redux
That is certainly impressive looking with the animation, especially for vanilla.
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who