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Posted on 06-20-13, 12:12 pm (rev. 2 by  MarioFanatic64 on 06-20-13, 12:15 pm)
Larry Koopa
The guy who does things.

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This is necessary if we want to get anywhere with the Hub World.

What we've established so far:
-The Hub World will be a big castle, like Peach's Castle in SM64.
-You unlock levels by collecting Star Coins, again like SM64.
-There will be a number of rooms to proceed to get through the game, which you get access to via Boss Keys.

So using what we have as a base, I've drawn up some plans for a possible Main Hall and First Room of the Castle.

Main Hall
First Room

As you can see in those images, I've added a few elements to the Hub World.

-Icons that show how many Star Coins you need to gain access.
-Sealed parts of the room that unlock by obtaining Star Coins, giving access to more areas.
-The Doors to the levels are arranged so you have to do some exploration to find them.
-There are outside areas to each room. This was discussed before and I thought it was a good enough idea to incorporate.|
-Other Castles (Boss Castles) are reached by a cannon in the outside area. I did it so it doesn't feel like you're in a Castle in a Castle.
-The A,B,C levels appear in the outside area AFTER beating the Castle of each room.
-In the Main Hall, there is a door to the outside of the Castle. It would not serve a real purpose, but a Hub World wouldn't be a Hub World if you couldn't play around a little.

These are just preliminary ideas, but I think this could work well.

(I came up with an idea that the CR takes place in a new world that is divided into 8 different lands (with the Main Castle in the middle), and Mario has to raid all 8 Castles to get their Key to get to repair the main Castle's highest Tower (gaining access to Bowser). So each room will take up a different land, and Mario progresses through each room with the Star Coins. But we don't have to use that if we can come up with a better story.)

What do you think? Remember that it's not too late to change anything.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-20-13, 12:27 pm


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Wow, you have some nice ideas there.

But the only problem I have with the Hub World is that it will probably be a bit unclear inside the castle. You know, the DS Screen is 256x192 and NSMB is a 2D game, so you won't see so much. In SM64DS it isn't like that, because the game is 3D and you can easily find stuff by just looking in its direction.
Also it won't be more clear when we use the Zoom Sprite in NSMB, because that one is ugly as fuck if you zoom out more than 2 blocks.

So can please someone tell me, how we would make the whole Hub-Castle to have a better overall view?

BTW: Nice drawings!
Posted on 06-20-13, 12:31 pm
Larry Koopa
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Screen Size will be an issue. We'll just need to try design each room to be small enough to be able to see where you're going, but large enough to encourage exploration.

Basically it's going to suck to make it good. But we can do it, I think.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-20-13, 12:38 pm
Super Luigi
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IMO we should remove the "world" concept completely.
See SM64. It has different levels, every one with a different theme. It doesn't have the "world" concept.

Instead, there are castle areas (main room, basement, first floor, second floor, etc) that you unlock one after another.

So I think we have to go and do something like that. Making

The thing is: we're going to have much more levels than SM64. So we *can* do something similar to worlds and put levels with similar themes together. But I would really not name it "worlds".

About screen space, I think it's not that much of a problem. If we don't stack stuff vertically it will be okay We can do stairs and multiple floors and it will be OK
Posted on 06-20-13, 12:46 pm
Larry Koopa
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Posted by Dirbaio
IMO we should remove the "world" concept completely.
See SM64. It has different levels, every one with a different theme. It doesn't have the "world" concept.

Instead, there are castle areas (main room, basement, first floor, second floor, etc) that you unlock one after another.

So I think we have to go and do something like that. Making

The thing is: we're going to have much more levels than SM64. So we *can* do something similar to worlds and put levels with similar themes together. But I would really not name it "worlds".


Yeah, that's what I've been trying to make it like. I only labelled the rooms W1, W2, etc., to establish that we'll just put the levels from the Level list in the rooms suited to the World they were made for, it's difficult to explain. The "Worlds" or level numbers won't appear in the actual HUB just the amount of coins needed to access it. All the levels will be nameless and each room will contain a number of levels.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-20-13, 12:57 pm
Super Luigi
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Awesome


Also it's "hub", not "HUB". It's not an abbreviation.. xD
Posted on 06-20-13, 08:01 pm
Giant Red Koopa


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I like it
I also like the star coin numbers for the doors not being 1-2 needs 3 or 1-3 needs 6.
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Posted on 06-21-13, 06:33 am
Larry Koopa
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Posted by Dirbaio
Awesome


Also it's "hub", not "HUB". It's not an abbreviation.. xD


Typo lol.

I'm happy that people like my idea though. I put a lot of effort into making it feel as Mario-like as possible, even though this has never been done in a 2D game before.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-21-13, 06:58 am
Boomboom
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Zooming out could be made to look good, if you designed the hub tileset to look good when zoomed out (less details, bigger tiles).
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Posted on 06-21-13, 01:23 pm
Porcupo
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I might be wrong here, but am I the only one thinking that the worlds in the drawing are too close to each other?
(Also, IIRC we had a another idea with an elevator in the hub world, I'm not sure)
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Posted on 06-21-13, 01:25 pm


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Posted by RiksKing
I might be wrong here, but am I the only one thinking that the worlds in the drawing are too close to each other?
(Also, IIRC we had a another idea with an elevator in the hub world, I'm not sure)

These nice drawings are just made to give us a bit better overview of the whole idea. Of course it will look different from the screenshot in the actual hack later.
Posted on 06-21-13, 01:41 pm
Larry Koopa
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Yeah, we can change the appearance however we like it. The Main Room will probably be made a ton bigger so you can play around in it.

An elevator sounds nice but I'm not sure it would work well.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-21-13, 09:33 pm
Giant Red Koopa


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Posted by Hiccup
Zooming out could be made to look good, if you designed the hub tileset to look good when zoomed out (less details, bigger tiles).

We can have the tiles have 2x2 pixels and have the zoom be at 50%!
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Posted on 06-22-13, 05:38 am


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Posted by mrx
Posted by Hiccup
Zooming out could be made to look good, if you designed the hub tileset to look good when zoomed out (less details, bigger tiles).

We can have the tiles have 2x2 pixels and have the zoom be at 50%!

You mean 32x32 Blocks and the Zoom be 50%. Otherwise it would look even uglier.
Also I think we should leave the zoom sprite alone here. It does no good.
Posted on 06-22-13, 10:00 am
Super Luigi
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Also I don't think the zoom sprite supports 50% zoom. The DS bg layer used for the level is 512x512, it would leave no room for horizontal scrolling... Has anyone tested it?
Posted on 06-22-13, 12:27 pm
Larry Koopa
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As long as we can design the rooms right, we won't need the Zoom sprite -period.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-22-13, 12:33 pm
Giant Red Koopa


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Okay
I thought of a idea for Piranha Plants level- it could be level 1-A and 1-A could just use more starcoins witch will make it so you will play it at the right time in the game and it will still be sorted.
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Posted on 06-22-13, 12:46 pm
Larry Koopa
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Unfortunately, we already have a level for 1-A by  Freeze.

By the way, you probably should have said this in the Level list.
NSMB2: Doki Doki Panic! Edition (Download)/Clone Tag Team 1 + 2 Double Pack (Download)/New Super Mario Advance + Take 2 (Download)
If you wanna break free, you better listen to me. You've got to learn how to see in your fantasy.
Posted on 06-22-13, 12:48 pm
Giant Red Koopa


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Couldnt dicede where to put it
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Posted on 07-22-13, 11:31 pm
Giant Red Koopa


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So, anything new happening with this? Id like to see how this turns out!
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