Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Magi-Koopa World (till better name comes 'round) - Need Graphic Ideas | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Lordlazer

Paragoomba
Level: 14

Posts: 56/66
EXP: 13046
For next: 25

Since: 03-20-04

Since last post: 19 days
Last activity: 8 days
Posted on 08-16-05 02:10 AM Link | Quote

What is in this picture? Yoshi (Plant-Tank), coins (lightning thing that looks a lot cooler animated), note block (rocket/arrow looking thing in block (LOL)),

I need ideas for graphics, so if you have any please give them. Keep in mind that if you have an idea for something that already has new graphics, give it (if you want) and I'll see if I like it better.


The star is subject to change. The feather I need as something else I think. This is what it is from left to right, magic ball, magic potion, broom (feather), lightning thingy (star), and magic ball of life (LOL aka 1-Up).

Graphics Changed
Question Block
Note Block
Powerups (Mushroom, Fire-Flower, and Star (need feature and Star or coins are subject to change))
Coins (subject to change if something better to me comes along)
Yoshi
Mario (in progress)

I don't think I have anything else changed yet. I plan on changing the graphics before I start making the levels, at least before I seriously focus on the levels. I've already designed the overworld (might post a picture later). Again, if you can think of a better idea please share it.

Edit: I feel stupid...if a mod comes around can they add to the title of the thread something like... ": Need Graphic Ideas" ?

Edit: I don't think I said this, but I will now. This is going to have only custom graphics, no rips.


(edited by Lordlazer on 08-15-05 05:12 PM)
(edited by Lordlazer on 08-15-05 05:12 PM)
(edited by Lordlazer on 08-15-05 05:14 PM)
Yoshi Master

Red Koopa
Level: 17

Posts: 58/138
EXP: 23333
For next: 1410

Since: 04-09-05
From: I don't know...

Since last post: 2 days
Last activity: 3 hours
Posted on 08-16-05 02:27 AM Link | Quote
Interesting.. looks like a lot of fun though! Keep it up!
Rain Man

Buzzy Beetle
Level: 31

Posts: 349/378
EXP: 175079
For next: 10284

Since: 04-14-04

Since last post: 5 days
Last activity: 16 hours
Posted on 08-16-05 03:22 AM Link | Quote
Custom Graphics? Aye. Its about time.

As for the screen.. The magikoopa sprite is.. good. .. Not too keen on the replacement for the coins though.. not the best GFX in the world...

~Rain Man
Bio

Buster Beetle
Level: 27

Posts: 74/458
EXP: 107144
For next: 9015

Since: 07-06-05
From: a laboratory somewhere... Waiting to be completed

Since last post: 8 hours
Last activity: 5 hours
Posted on 08-16-05 05:11 AM Link | Quote
try removing fireball rebouce and change fireball graphic
Magikoopa Myster

Lakitu
Level: 34

Posts: 233/553
EXP: 238506
For next: 15145

Since: 12-01-04
From: I'm a Magikoopa! Watch it!

Since last post: 9 hours
Last activity: 8 hours
Posted on 08-16-05 06:45 AM Link | Quote
Darn. This was my idea. Dang.
Anyway, this looks good. Nice work.
fabio

Chuck
Level: 45

Posts: 734/1479
EXP: 629903
For next: 30261

Since: 07-02-05
From: Somewhere in Texas

Since last post: 7 hours
Last activity: 7 hours
Posted on 08-16-05 06:47 AM Link | Quote
WTH, that thing with the piranha plant as a head is Yoshi! Are you serious?
Riku

Giant Goomba
Level: 42

Posts: 538/1239
EXP: 505941
For next: 15421

Since: 06-21-05
From: ....Is this like a custom title?

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-16-05 06:56 AM Link | Quote
Originally posted by Magikoopa Myster
Darn. This was my idea. Dang.
Anyway, this looks good. Nice work.


Guess I was too slow.....sorry.
Golden Yoshi

Pokey
Level: 41

Posts: 515/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-16-05 07:20 AM Link | Quote
I like the idea of a MagiKoopa themed hack, so I really wouldn't change that aspect, but your gfx seriously need a lot of work. Your MagiKoopa sprite overall looks rather good, although its head looks too small compared to its body and protrudes out too much. I'd just recommend fixing those parts of MagiKoopa and it will look better. The rest of your sprites look illegible, it's hard to tell what some of the things are. Let me comment on each of the sprites...

1. Magic Ball: Adding a thin black border and some more shading to it might make it look more like a ball instead of a little circle with designs on it.
2. Potion: The bottle seems too wide. You might want the thin it down a bit, and also have half or most of the bottle filled instead of the whole thing, and leave a clear color with the remaining part of the bottle, that way it's easier to tell it's a potion.
3. Broom: Doesn't look too much like one. The bottom needs to be wider and have visible bristles. It looks like a spoon, cake icing spreader, or some other kitchen utensil right now.
4. Lightning thingy: Doesn't look good, just a bunch of dots and a line. I'd recommend making the lightning bolt thicker and with more visible jagged edges.
5. Yoshi thing: No offense, but the new creature looks absolutely horrific. When I first saw it I thought it was a glitch, because it's a whole bunch of things jumbled together. So, that needs some major retooling.

That's what I gotta say.
Lordlazer

Paragoomba
Level: 14

Posts: 57/66
EXP: 13046
For next: 25

Since: 03-20-04

Since last post: 19 days
Last activity: 8 days
Posted on 08-17-05 09:31 AM Link | Quote
Originally posted by Golden Yoshi
I like the idea of a MagiKoopa themed hack, so I really wouldn't change that aspect, but your gfx seriously need a lot of work. Your MagiKoopa sprite overall looks rather good, although its head looks too small compared to its body and protrudes out too much. I'd just recommend fixing those parts of MagiKoopa and it will look better. The rest of your sprites look illegible, it's hard to tell what some of the things are. Let me comment on each of the sprites...

1. Magic Ball: Adding a thin black border and some more shading to it might make it look more like a ball instead of a little circle with designs on it.
2. Potion: The bottle seems too wide. You might want the thin it down a bit, and also have half or most of the bottle filled instead of the whole thing, and leave a clear color with the remaining part of the bottle, that way it's easier to tell it's a potion.
3. Broom: Doesn't look too much like one. The bottom needs to be wider and have visible bristles. It looks like a spoon, cake icing spreader, or some other kitchen utensil right now.
4. Lightning thingy: Doesn't look good, just a bunch of dots and a line. I'd recommend making the lightning bolt thicker and with more visible jagged edges.
5. Yoshi thing: No offense, but the new creature looks absolutely horrific. When I first saw it I thought it was a glitch, because it's a whole bunch of things jumbled together. So, that needs some major retooling.

That's what I gotta say.

1. Magic Ball: I've added the black border before and for me I don't like how it looks. I've also been (likely due to watching as of late) a Samurai Jack style (less black lines, less borders).

2. Potion: Hmm…having it half full? I’d really like to have a transparent green, but can I do that with only that part? Doubtful… In the animated gif below it will show the graphics in action. I know it isn’t the best, but I figured it would give you all a better idea to see what it looked like. Due to time I didn’t take the time to make it look pretty and whipped this up under a minute. I’ll do the half full to show you later. I’m in the process of moving to a dorm and getting classes (long story that I’m not going into as to why I’m getting classes so late…). I’ll get to trying out the half-full potion, but I think I remember it not looking good to me when I did that. Also it should be obvious, I mean look at some Zelda games…

3. Yea, I agree the broom sucks. I want to replace it with something else. Ideas? I have one at the moment, but I’m debating if that will replace my question block. I think it will replace the question block. I’ll show that later.

4. I’ll see if I can come up with something better after I settle in the dorm. On another note, I used the same graphics for the coins and after seeing the animation do you like? Maybe I like them due to them growing on me… *shrugs*

5. That is a Plant coming out of a pipe. Here is an animation of it in action…of course I don’t have all of Mario done, so it looks weird when turning for that. I originally wanted it to be just the plant with vines as its legs moving and stuff, but due to the limited space I can’t make that look good. Most of my ideas I’m trying to put in are hindered by pixel amount , but I’m trying to make do.

Click to see image due to file size being about 200kb

As for Magi-Koopa? If you still feel the same way after seeing the animated gif, I’ll work on it. I just wanted you all to get an idea of what it looks like in motion. Also, like I said, I’m changing the question block. Some of these graphic ideas is what happens when you run out of ideas.


P.S. Also, I’ve had the Magi-Koopa thing going for a while now (likely a year or so), but I never really got into it until now. I’m also going to finish the Mario sprite of course. It is almost done, just need to do a few more things. However, I want ideas for new graphics. I’m not saying comments on the old graphics aren’t bad (I like them and of course it helps me improve them), but I need new ones due to lack of ideas at the moment (been that way for a month or so). Also, if people want to help me I’ll accept. I don’t mind working with people and it is more then welcome. I originally wanted this hack to be a collaboration, but the people who accepted haven’t done anything and those that would actually do something won’t accept, so it’s a lose-lose situation so far when it comes to that idea.


Edit: If you want proof on how long I've been working on the Magi-Koopa thing, go here

Edit: I forgot to add the turning of Yoshi...



(edited by Lordlazer on 08-17-05 12:32 AM)
(edited by Lordlazer on 08-17-05 12:33 AM)
(edited by Lordlazer on 08-17-05 12:38 AM)
Sketchie

Mole
Level: 28

Posts: 329/356
EXP: 118351
For next: 12987

Since: 12-27-04

Since last post: 7 days
Last activity: 10 hours
Posted on 08-17-05 12:15 PM Link | Quote
I saw some of your screenshots in the link you provided above.

The "lv 109" screenshot - wow, it looks really complicated and busy. I really hope lag and/or missing sprites will not be an issue here. O_o

The overworld screenshot - needs some work. Some areas are too "blocky". Add more variety to the edges. You could make some of them more jaggy.

The subworld screenshot - Wow. I have no comment about this one. Just wow. Well, that's a comment, so let's go with that.

And the short animated GIF about Kamek/Yoshi, I notice that the bottom half of Kamek's body still uses the bottom half of Mario's sprite, so you might want to fix that. But other than that, it looks kind of odd. How can a pipe move or jump? XP

But otherwise it looks very promising - I am looking forward to this.


(edited by Sketchie on 08-17-05 03:17 AM)
Lordlazer

Paragoomba
Level: 14

Posts: 58/66
EXP: 13046
For next: 25

Since: 03-20-04

Since last post: 19 days
Last activity: 8 days
Posted on 08-17-05 08:31 PM Link | Quote
Glad you're looking forward to it. Heh...about the link I gave. I forgot to mention that the overworld stuff (sub-world, etc) aren't part of it. I have a new overworld. As for that one level? I don't know if it lags or not yet. I have to test it. Just to give an idea it will be a level that rotates without actually rotating. To do this and keep the width I've had to add pipes you don't see in the picture. The level has been updated (as well as some of those sprites) since when those were posted. It will take 6 levels, four horizontal and two vertical to duplicate that level tile for tile. If you want to try and picture it, if memory serves me right pretend to rotate it in your mind (or use a program). As for Kamek (is that the name of the Magi-Koopa? If so I forgot...heh), yea I still need to fix a few spots. I didn't start it back up until a couple months ago. I tried to keep it private and get people to help me to make it more exciting when I showed you all, but people don't seem to be cooperating (like I said above with the collab. idea). That is why I posted here in hopes some of you can help with ideas and stuff.

I can give you a preview of the overworld, but some people don't like that kind of stuff due to it ruining the surprise (shrugs). As far as the overworld is concerned, I need to design one sub-world and then put in the events. I likely won't put in the events until I have a few levels done because I have an idea that I'm not going to share just yet due to not knowing if it will work.

However, thanks for the comments. Those overworld shots are for the old Mario hack I was doing (it's on ice and if people want to make levels then it can come out of ice). Originally I made those powerups for the old Mario hack, but then I started on converting Mario and felt that the character didn't fit the levels too well (I only liked a couple with him).

As for the Yoshi thing (hehe). The pipe moves by having treads and the bottom and it jumps by air propulsion. That is the idea anyways...
SoNotNormal

Fuzzy
Level: 34

Posts: 204/793
EXP: 248340
For next: 5311

Since: 07-01-05
From: Canada, eh?

Since last post: 6 hours
Last activity: 6 hours
Posted on 08-17-05 08:48 PM Link | Quote
Lets see your overworld. It won't spoul much, unless YOU don't want it spoiled. I showed mine, but now I regret it. You can either show just the layout of your world, or the whole overworld with all the paths, events, etc.

I think most people want to see the overworld. That way they can help you with any problems, and stuff if might have - if it even has any.

So it's up to you. Do YOU want to show the overworld?
Golden Yoshi

Pokey
Level: 41

Posts: 518/693
EXP: 445575
For next: 34570

Since: 03-15-04
From: Edison, NJ

Since last post: 17 hours
Last activity: 8 hours
Posted on 08-17-05 09:56 PM Link | Quote
Alright, I thought the bottom half of the Koopa was part of the Yoshi thing. It looks alright over there in the animation. I'm still not crazy about the coins even after seeing the animation, still looks like a bunch of dots floating about. I still say go for a thicker, jagged edgier lightning bolt.
Sketchie

Mole
Level: 28

Posts: 331/356
EXP: 118351
For next: 12987

Since: 12-27-04

Since last post: 7 days
Last activity: 10 hours
Posted on 08-17-05 11:15 PM Link | Quote
Originally posted by SoNotNormal
Lets see your overworld. It won't spoul much, unless YOU don't want it spoiled. I showed mine, but now I regret it. You can either show just the layout of your world, or the whole overworld with all the paths, events, etc.

I think most people want to see the overworld. That way they can help you with any problems, and stuff if might have - if it even has any.

So it's up to you. Do YOU want to show the overworld?


He already posted a link to several screenshots of his game, and the overworld map is already included.

The link is http://fractious.hexnet.com/newmario/ and I'm pretty sure you know what to do from there

EDIT: Oh, nevermind, it's the old version.


(edited by Sketchie on 08-17-05 02:18 PM)
Lordlazer

Paragoomba
Level: 14

Posts: 59/66
EXP: 13046
For next: 25

Since: 03-20-04

Since last post: 19 days
Last activity: 8 days
Posted on 08-19-05 10:54 AM Link | Quote
LM-Overworld-Alpha.gif

Remember, this is in its alpha stage. Right now I’m (of course) laying it out and trying to fit in into a story setting. If you want to keep this picture a mystery please don’t read below, otherwise continue reading.

Starting from the top (the overworld), first ignore the levels and stuff on the left side. I have that there for easy dragging later. I made this overworld while slowly taking away the old (the one that you all have been looking at). Next, let me describe the parts that you see before I explain how it will work (and I haven’t figured out all that just yet…you’ll see what I mean later). Where you see Mario is where you start your journey, (until I get a better name) Magi-Koopa Isle. The island north of it is where the piranha plants originated. All those trees will be changed to piranha plants and that deformed hill will become a giant piranha plant (I’m thinking of changing that to the Bowser graphics (to the right in the ‘x’ area), because I’d have more tiles to work with and it would make more detail). At the bottom of the overworld to the left (on Magi-Koopa Isle) you’ll notice the summit of a mountain (a very vertical one at that (heh)). Ignore it, for that place will have a lot of clouds there making it so you won’t see that or very little. The top is now at the bottommost-right sub-world (the sky one) where the soil is purple due to being bleached by the sunlight for so long (or that is my excuse (haha)). Also if you go down the mountain you’ll notice normal lighting then at the bottom it is dark. The topmost-left sub-world you’ll notice is the mid part of the mountain and the bottommost-left sub-world is the bottom of the mountain. Going back to the island of piranha plants, the mid-left is the water that has been drained of all its nutrients and waste put in from the plants (most from the ancient one). The mid-right sub-world is the inside of the ancient piranha plant. Now on with how it will work (that I have figured out so far anyways…).

You start on Magi-Koopa Isle and (haven’t decided yet) you get to decide if you want to take a pipe or star to the piranha plant island or go to the left (past the water level and haven’t mapped it out yet) to paratroopa hideout (I’ve thought more on the island more than the mountain). If you go left to paratroopa hideout, you’ll go along the side of the middle of the mountain (topmost-left sub-world) and go into the mountain (at the top-left of the bottommost-left sub-world). I haven’t made the inside of the mountain yet. Once you get out however, you’ll get out the left inner-side of the mountain and enter the bigger mountain (the one with the door and waterfall). You’ll go up and up here and I imagine you’ll go out at parts of the mid-part of the mountain (being outside) and the levels will look like paratroopas (I want to have some levels that remind people of the part in Super Mario RPG…I loved that part a lot ). Once you get to the top you’ll of course get there through a pipe. There is also a secret inside the mountain that you can fall down the waterfall (or in this case walk (heh)). I haven’t decided it will lead to just a level or another sub-world or an already existing one).

If you took the piranha plant island route you’ll take a pipe or star (likely will be directly above where you start the game). The pipe will take you to the only pipe on the island. You’ll go right and then if you go up into the ancient piranha plant it will take you to the sub-world that is mid-right. You’ll start on the right and go up a vine and then you’ll go around (I might change the blue door on the overworld to a vine) to the other vine, go down and into the blue-door next to the haunted house. That will take you deeper into the plant, which I haven’t designed yet. I do know however that from there you’ll be able to get to the right palace. The left palace is only accessible after going through the pipe on the left (I haven’t decided if the Magi-Koopa will go up (through the red path) or that is actually a look down into the layer (dungeon) below. To get to the pipe on the left you’d have to of taken a right on the overworld instead of going in the ancient piranha plant (I think you can figure it out by looking at the level tiles). The ladder into the water I haven’t’ decided where it will take you yet. Most likely it will be another island (likely very small). I don’t know if you figured it out yet, but the piranha plants on the overworld (at the moment they are the small trees) will sink into the ground through events, showing the once hidden path after completion of a level. Going throughout the layer of the plant I haven’t made, you can get to eventually the water area that is drained of its nutrients and the parts of the island that extend southward (the holes/doorways in the wall of the island). Also that green is the same water, but look brighter due to the light shining on it. Also it looks cooler while animated…though maybe I can make a custom graphic to make it less boxy.

Why does the Magi-Koopa have to go to such places? I’ll try to explain. Below where you start the game I’m going to have roots so Mario can’t go down (I’ve thought up how to do this. Either (A) it will be because you’ll have to play the sequel game or (B) it is because of something I figured out through playing with event tiles). You have to go to the piranha plant island to go inside the ancient plant and cut its roots (in other words, the palaces).

Now, what you see in the ‘x’ area is me putting together part of the Magi-Koopa Isle. I’m sure you can figure out where paratroopa hideout is and where you start the game. That grey area I was thinking could be like a haunted desert. The (if I have my shapes right) Hexagon shape at the upper right will be an extremely misty forest. You’ll enter it while passing the stones leading upwards. As for the rest of the ‘x’ area, please ignore the rest of it. It is part of the old overworld that I haven’t deleted yet for easy grab of the desert tile that (laughs) haven’t used yet.

I’m sure you’ve noticed I don’t have many level placements and some other things. That is due to still laying out the designs of the whole isle. Also, the topmost-right sub-world (I’m sure you’ve noticed) I haven’t designed yet. I also think you noticed that there is a lot of overworld and have come to the conclusion that this will span another game or two (or more if I ever finish it). As you can tell, this project is big and like I said above, I would like help from people. What is the story? I’ll post what I have below.

Story: The book that is the source of magic for the Magi-Koopa’s has been stolen. It is your job to get it back. You are the only one sent to retrieve the book, because you are the wisest of all Magi-Koopa’s. You don't need a wand to cast your magic. All you need is the aid of a Green Potion that comes from blocks naturally. The other reason is that you, with the aid of the Magic Ball, are able to counter the effects of their Evil Magic.

Here are some miscellaneous ideas that I’m pasting out of a notepad document.

1. In level(s) with Paratroopers have it so the level scrolls and makes you go forward. The paratroopers aren't moving, but the stage is. That is how it gives the illusion that they are.

2. Have a level that gives the illusion that Magi-Koopa can't get hurt in the dark, but only in the light (in some levels (or all)). You do this by having it so in a dark area of the level the enemies are on a different plane. That way they won't clash together and result in Magi-Koopa getting hurt.

3. If items are not in favor of their gravity (this implies mostly for the rotating level), shoot it with a magic (fire-ball) and the ice will melt. You will receive 1/4 of its original value (if it was a 3-up you receive a 1-up even though it looks like a 3-up).

P.S. Maybe have it so if it was a 1-up instead you get 25 coins, because you need 100 coins for a 1-up.

The third one mostly is for the rotating level that you saw. I can’t remember if #2 is possible, but if you can’t place enemies on different layers, then maybe make tiles look like enemies? The first one seems self-explanatory to me.

P.S. I’ll work on the graphic changes once I get moved to my college dorm. Things are too hectic now. I wasn’t even going to do this long of a post, but I had some spare time and was REALLY bored. Also, if something seems confusing or if you don't understand what I'm trying to say, please ask me to clarify. I made this really late at night and I'm not sure if I made it really easy to understand.


Edit: If people are interested in joining the project, this is how I imagine it will work. There are those that will be level designers, graphic designers, overworld designers, and story designers, managers (for each position and then there will be either multiple managers that look at the project as a whole or there will be only myself), and then everyone of course would be concept designers. Even though it is pretty obvious what each position would hold for them, I'll explain anyways. I’m sure you’ll think the terminology section is unnecessary, but I like to explain as much as I can (hopefully it isn’t confusing due to the time I did this).

Terminology
Theme == Using the Graphic-Set appropriately as well as objects and what the Area-Type is.
Graphic-Set == A set of graphics given (example: forest or mountain tiles).
Area-Type == Defines what type of gameplay more or less will be in that area (example: puzzles, fire dodging, water levels, ice levels, etc).

Level-Designers task: They will create levels and tweak them to perfect. The level manager(s) will ensure quality and make sure that they stick to the theme of their task. The manager(s) will also make sure the Level-Designers don’t use level numbers where someone is already creating a level making importing a lot easier.

Graphic-Designers: Create special and normal tile-sets (be it terrain or enemies or items) as well as tweak until perfect. The Graphic-Manager(s) will ensure quality and make sure it makes sense in levels (in other words the sprite fits the function of whatever was changed).

Overworld-Designers: Create and overworlds/sub-worlds and tweak them to perfection. Overworld-Manager(s) will ensure the quality of and make sure the levels are placed accordingly and the layout of it all fits the presentation of the story.

Story-Designers: Develop onto the already defined story and tweak until perfection. Story-Manager(s) will ensure the quality and make sure that the story makes sense and is interesting and/or entertaining.

I’m sure I said perfection and quality too much, but oh well. There are also Project-Manager(s) (I would be one of them) that dig into everything and piece everything together. They also try to make it so people get along (more or less). Also with the getting along issue, if you join the project and you hate something someone did please do it constructive and don’t degrade them. I have found pushing people in the right direction is better then belittling them as some I’ve found do on message boards.

I hope I enticed some or all to join. I don’t think this will be finished if I’m the only person in the near future. I have a lot of studying ahead due to college and I think this would be the fastest and most productive way to complete this project. Also, I think this would make the game a lot better.


(edited by Lordlazer on 08-19-05 02:28 AM)
SePH

Geldman
Level: 33

Posts: 387/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 08-20-05 05:35 AM Link | Quote
Phew, that's a lot of ideas in there. I see you you weren't modding writing heaven's at the old TEK for nothing

That level here that you've shown a while back:

http://mmxbass.hexnet.com/Fractious%20Hacks/newmario/Level109.jpg

That's the one I wanted to know if it were part of this hack. The level itself looked challenging and very well done. Love the new yoshi, very creative.
Lordlazer

Paragoomba
Level: 14

Posts: 63/66
EXP: 13046
For next: 25

Since: 03-20-04

Since last post: 19 days
Last activity: 8 days
Posted on 08-20-05 06:09 AM Link | Quote
LOL! I was wondering if someone would post due to its length. As for that level? Yes, I intend for it to be in this hack. I originally was making it for my old hack, but (to me) it fits better here. Also I forgotten to mention something related to the Level-Designer Position.

The Level-Designer (unless I don't get enough people) will be committed to complete one sub-world's worth of levels (how ever many it is). There are exceptions if for some reason a world has an unheard amount of levels for it, but that is the plan. It would make the levels design more consistent I think...unless you'd think it better that people make one or two levels for each theme?

Also, glad you like the yoshi and level.


(edited by Lordlazer on 08-19-05 09:10 PM)
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Super Mario World hacking - Magi-Koopa World (till better name comes 'round) - Need Graphic Ideas | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.033 seconds.