Ditocoaf wrote: ↑2 years ago
TiKi wrote: ↑2 years ago
Yeah, I don't think I wanna do this anymore if most people want the foregrounds and backgrounds to be SMW, if I'm reading that correctly. What is it that other people don't find appealing about the Demoverse being its own separate thing? I don't get it. In my mind, a Mario game should look like a Mario game, and a Demo game should look like a Demo game.
I think this isn't first and foremost "a demo game", it's primarily "hey let's do a talkhaus smw romhack, and make sure it's as easy as possible for people to do a level if they want to" (which appeals to me, I'm hoping to do a level if I find time to learn how to smw). If Demo and the "a thing" naming scheme are being used, it's just because this is a talkhaus project and it feels wrong to leave those calling cards out. Fully demo-verse-ing the project would add constraints and requirements to the level makers, and the tone of this is meant to be more open-ended than that.
(Correct me if I'm wrong, I just felt like I could explain.)
EllenHouraisan wrote: ↑2 years ago
I really don't understand the whole "a Demo game should look like a Demo game" thing, because Demo games have always looked like Mario, no? Like, A2XT does a lot of sprite replacements and whatnot, but it's still very evidently Mario. You can't really separate the two unless you made an official collab featuring Demo for a completely original game on an engine that has nothing to do with Mario, like Unity or something, with fully original graphics and design completely divorced from Mario. But I don't see that happening because it would be a ton of work and people here are comfortable working on Lunar Magic and SMBX, so why bother. Besides, even if you eliminate every trace of Mario graphics from the baserom, there'll still be people who would use the vanilla graphics either for gags or personal preference (look at how many times you see regular SMB3 Bowser in A2XT). And that's not to mention all the other graphics from other games that get used as well.
Like, I dunno, the Demoverse as it were has always been a huge crossover fanfic thing anyways, so I simply don't get where Tiki's coming from with this.
Pree much, Teeks is just expecting way too much, especially from a SMW collab. Rejecting vanilla stuff, for example music, which YK joked about on Discordhaus (bad experience with the athletic tune lmao), or graphics, is a slippery slope to increasing scope by the sheer nature of trying to have everything as consistent as possible. And with the finite space of a ROM of a 4MB SNES cartridge...
-----------------------
And really, while avoiding an A2MT situation is a primary goal, avoiding A2XT2 style scope creep is a secondary goal. I'm trying to be as flexible as possible for this to be able to have a sort of release regardless of any extra ASM we want to add, which for the time being I want to keep it to bosses, especially since PSI Ninja and I believe someone else are willing to aid with that.
And also, I just want SMW beginners to be able to make a few levels and practice. The sheer dissonance of an expert author's level vs. a beginner's level is probably the closest thing to the soul of a collab in my eyes. I feel like filing the edges and making sure everything is as high quality as possible is kind of diluting the essence, at least in my eyes. Lastly if we keep up weird requirements and whatnot, the chance of this being finished is much lower.
My main inspiration is
ASMT1 and
ASMBXT. A2XT and A2MT are not fit to serve as role models for a collab like this, especially with a community that hasn't touched SMW in years outside of a recent contest. I don't know if we'll ever be able to run a collab like A2MT or JUMP 1/2 again, even if I'm in charge. There's a lot I don't know in terms of SMW hacking and I really don't want to put pressure on my fellow ASMers until they burn out and start avoiding the collab altogether as has happened many times before to other projects.
I do feel that of the few stages I've seen, mostly Nao's, the level design quality may increase a bit, but that's still to be determined. All in all, even if we get amateur stages, I'm ready to accept them. I might give some feedback on YouTube-esque stages, but other than that... As for stuff that basically requires retry, I've removed the Mode 7 patch due to it being unnecessary, thus retry can be added, maybe through UberASM. However, I don't want to risk there being an increase of Kaizo-esque levels, resulting in a YUMP 2 situation.
No offense to Kaizo folk, personally I and another user want to keep this relatively Standard, with a possible few levels requiring retry for good gameplay flow, basically stages that have quick reflex level design similar to Mice, slurdgery, Celeste, Super Meat Boy. It could change if members opine. Opine, now that's a word I don't really use.