A2MT Intro
- swirlybomb
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Re: A2MT Intro
Just to add my own opinion to the bucket, I also think it would work better as an ending screen. Then the title screen could still have some kind of crazy 'weird' level on it if the unusuality factor is important (I'd assume it would be).
Not that there's anything outright wrong with it as a title screen, but the overall cheeriness of all the siblings strikes me as more 'ending' flavored.
Not that there's anything outright wrong with it as a title screen, but the overall cheeriness of all the siblings strikes me as more 'ending' flavored.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: A2MT Intro
the chillaxest of dragons
Re: A2MT Intro
How about using both? There's a lot of games that have a static intro image and play a demo, when the screen is left idle for a few seconds.
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Re: A2MT Intro
the 'gameplay demo' is the exact same as in mario world but when you get to the part where mario just kind of sits there on yoshi a giant yoshi island style chomper comes from the back and so mario/demo huriedly scampers through the rest of the level while the chomper wrecks everything.
the chillaxest of dragons
Re: A2MT Intro
If this is possible, I love this idea. That really sounds awesome.Diortem wrote:How about using both? There's a lot of games that have a static intro image and play a demo, when the screen is left idle for a few seconds.
Let's do it with style and make it like a traditional demo where demo is playing the first level or something.
Re: A2MT Intro
Something like this? I still need to work out some of the things, though.
Re: A2MT Intro
If the player presses a button during the title image, do they instantly get the file select screen? This is pretty important; if they have to wait for a fadeout or something, then this whole thing probably isn't worth it. Nobody likes waiting through stuff every time they turn on the game.
Re: A2MT Intro
It is the idea to directly load the select screen, when a button is pressed (the demo only plays when a time-out expires during the main screen). And pressing the button during the demo triggers the menu as well. But for testing purposes I used a button to trigger the demo during the intro screen.
There will be a transition (fade out or instant black), because the renderer needs to go back to mode 1 in any case to run the game. I agree that the current delay is indeed unacceptable. However, the long delay in the vid is (like stated) due to a bug in the code. It isn't doing anything useful in that time, but I haven't found the source of it. Probably synchronization issue with the NMI or a timer that doesn't expire. Otherwise, it should be just short as the regular delay between the "Nintendo presents" and "SMW demo" imo.
There will be a transition (fade out or instant black), because the renderer needs to go back to mode 1 in any case to run the game. I agree that the current delay is indeed unacceptable. However, the long delay in the vid is (like stated) due to a bug in the code. It isn't doing anything useful in that time, but I haven't found the source of it. Probably synchronization issue with the NMI or a timer that doesn't expire. Otherwise, it should be just short as the regular delay between the "Nintendo presents" and "SMW demo" imo.
Re: A2MT Intro
Would music be able to start when the title screen picture comes up?
Re: A2MT Intro
That should be possible... It might have to be loaded manually into the APU as the game engine hasn't properly started at this point. But if that works, it can even have it's own tune (different to the demo mode).
Furthermore, after tinkering a little with the menu I ended up with this (some parts are still hardcoded, but the most effort of making the framework is already there). If you think it's a bad idea it's easy to drop, but I kinda liked it. The screen is just a level, so modding the BG is trivial in LM. Storing game time shouldn't be too difficult. The game 'mysteriously' has 3 SRAM shadow bytes left in RAM (@ 1F2B). And incrementing a counter every real second is pretty easy with the frame counter. Perhaps it's a bit cluttered, but I thought with all the extra stuff we've put in storage we might as well show it in the file select.
I couldn't think of an 8x8 icon to match with "Exits found". I was thinking of a Key or Lock, but that would suggest secret exits only, so I kept the original. Constructive critism is welcome. :)
Furthermore, after tinkering a little with the menu I ended up with this (some parts are still hardcoded, but the most effort of making the framework is already there). If you think it's a bad idea it's easy to drop, but I kinda liked it. The screen is just a level, so modding the BG is trivial in LM. Storing game time shouldn't be too difficult. The game 'mysteriously' has 3 SRAM shadow bytes left in RAM (@ 1F2B). And incrementing a counter every real second is pretty easy with the frame counter. Perhaps it's a bit cluttered, but I thought with all the extra stuff we've put in storage we might as well show it in the file select.
I couldn't think of an 8x8 icon to match with "Exits found". I was thinking of a Key or Lock, but that would suggest secret exits only, so I kept the original. Constructive critism is welcome. :)
Re: A2MT Intro
Diortem:
Oh my God, that is amazing. Of course, we like it. You don't get credited enough for things like this, but you are great with coming up with ideas to enhance the game. I'd definitely love something like that as a menu.
Oh my God, that is amazing. Of course, we like it. You don't get credited enough for things like this, but you are great with coming up with ideas to enhance the game. I'd definitely love something like that as a menu.
- Jesuiscontent
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Re: A2MT Intro
Wow this is all sorts of awesome, it's super neat looking. You can even save total game time?!
- raocow
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- swirlybomb
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Re: A2MT Intro
Wow. The word that comes to mind is 'incrediblawesomic'.
My only question is what does the star indicate?
My only question is what does the star indicate?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: A2MT Intro
Probably current bonus stars, assuming they're being saved too?swirlybomb wrote:only question is what does the star indicate?
Looks pretty cool, albeit unpolished. I'd love to see it with some custom graphics or something.
Re: A2MT Intro
You are correct, Chibikko also made it so that the bonus stars are saved into SRAM. Unpolished is indeed the word I was looking for to. I'll fix/finalize the menu first. Then we'll see about the sugarness.
Re: A2MT Intro
Yeah no need to worry about graphics now. We can make it look nice with all the people we have here.
- raocow
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- raocow
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Re: A2MT Intro
Because it's fun?
The actual reason is because when I propose something as a joke, it's in the hope that someone gets a 'real' idea out of it, so to speak. It's better than just letting the thing unadressed!
The actual reason is because when I propose something as a joke, it's in the hope that someone gets a 'real' idea out of it, so to speak. It's better than just letting the thing unadressed!
the chillaxest of dragons
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Argumentable
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Re: A2MT Intro
Its much better to just ignore it/abandon your boss fights that you're coding
I'm on Youtube andTwitter and Discord so say hi to me on there cause I don't really post here also I have sigs off so I can make my sig as ugly as I want and it won't bother me this is my sig btw
- swirlybomb
- a bomb that is swirly
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Re: A2MT Intro
If you're worried about clutter, my suggestion would be to remove the counters for stars, coins, and lives, since they're less essential. Though maybe lives could stay in.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Re: A2MT Intro
HAHA FUCKING DESTROYEDArgumentable wrote:Its much better to just ignore it/abandon your boss fights that you're coding
- raocow
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Re: A2MT Intro
Yeah. The timer, deaths, parrots, chests and the switch palaces would be sufficient, I reckon.
the chillaxest of dragons
Re: A2MT Intro
I actually like this idea.raocow wrote:Each save 'slot' should look a talkhaus post.
Re: A2MT Intro
All the segments are functional now (for all 3 files), the cursor now moves nicely along the screen too on the left side. Now to write/get a division algorithm to convert 24-bit frame counts to H:M:S digits. I guess I'll just peek at how Ninty did it with the score-card. It's basically the same game.
The counter itself runs and auto-saves like the rest Chibikko made. ^_^ It only increments in-level when the game is not paused/frozen, that seems fair enough (just like the "effective" frame counter @ $14).
It's a bit crowded indeed, but if I remove those silly castle borders, then I can spread them out (or mask two or three of the counters out). How many exits is this game going to have? I currently put it to $80 to know when the number needs to become blue, but that's probably not right. On a side note: I was even thinking of inserting file names, but it's full enough already. ;)
The counter itself runs and auto-saves like the rest Chibikko made. ^_^ It only increments in-level when the game is not paused/frozen, that seems fair enough (just like the "effective" frame counter @ $14).
It's a bit crowded indeed, but if I remove those silly castle borders, then I can spread them out (or mask two or three of the counters out). How many exits is this game going to have? I currently put it to $80 to know when the number needs to become blue, but that's probably not right. On a side note: I was even thinking of inserting file names, but it's full enough already. ;)