Mari0 the best of stabyourself SE Update

Mapping related threads and questions go in here!
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BobTheLawyer
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Post » 31 Dec 2012, 23:47

The real reason it was on hold is because it got no attention from forum members.

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renhoek
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Post » 01 Jan 2013, 04:40

another reason is that with enemy customization we can create the enemies we had planned for the mod more easily. (or less depending how it turns out)

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MagicPillow
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Post » 03 Aug 2013, 17:56

I made a few levels if you want them. Feel free to change them however you want.
Level 1: a potential boss for the ruins world
Level 2: a level for the casino world.
Level 3: a possible boss for the futuristic world.
http://www.mediafire.com/?jmsbmtjifmz8dxl

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renhoek
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Post » 25 Jan 2014, 05:17

Okay so now that SE (Beta) is out we can continue the project,
and because of the new features in SE we'll be changing the current project but unfortunately this means we have to scrap SOME of the work that we have done for project so far and this includes maps (if anyone wants their map ported in the final we can port it over.)
Here's what's changing.

- Amount of levels per world.
Now that checkpoints work in sub levels we can link levels so that we can have around 6 levels (if none of them have bonus rooms.) per real level meaning we can have a total of 192 levels (again if there's no bonus rooms) though the first level and last level will be handled by the project managers.

- Tiles
This time I'm going to leave this up to the community, we can either do a reservation system where there's a box circled around the tiles for each world and a box reserved for members so you guys can add extra tiles (if we go for this try to keep the tiles Mario themed.) or we can continue with the current tile set SJB has updated. (this would be easier to manage)

- Portal gun
Another community decision. Should we allow the portal gun or disable it and go for a full on mario style approach.

- Enemies
This shouldn't be a problem (unless this creates errors, if so then I'm going to have to do a pack for the enemies) if you want an enemy in the starter pack for people to use pm me the enemy and I'll put it in the pack (not a guarantee) And do not submit someone else's work, it must be your own.

- Music
Just like enemies I'll be accepting Music submissions however I'm only going to accept 8-bit sounding songs and songs that would fit a Mario game for example no remixes from a TV show (you know which one), movie, real life song or a song that doesn't fit a level (mario world final boss theme in 2-1 for example).

- Starter kit
Unfortunately we won't be able to accept submissions until we've released a starter pack which contains the resources needed to make the level. A automatic tutorial level will also be included (it will not remain in the final) illustrating how to submit and conditions for submitting as well as other features.

- Animated Tiles
We're going to allow anyone to add a animated tile but consider that other members will be making animated tiles too so make sure to give your tile a random number such as 267 so that tiles won't mix.

- Animations
Feel free to make any Animation you want just be sure to rename the Animation file, a set of animations will also be put in the starter kit.

we'll be keeping the level themes and the custom characters the same and the general art style will stay as a mix between smb1/2 graphics.

Remember don't start a submission until the starter kit is ready.

and to vote, fill the questions below and pm me your choices.

Code: Select all

Tiles:
Music:
Portal Gun:

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TurretBot
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Post » 25 Jan 2014, 07:22

No new thread? Dangit the dumb stupid me is here in this thread (I hate him)

Anyway I think for SE we should rework the way things are submitted
The only thing that's currently hard to manage is maps because they aren't put in folders
First we need team members to apply, then you can gather a good tileset and then reserve tileset spots for deserving members of the team (like putting 'SJB' over tile spots only sjb can add tiles to) this way it will be easier to manage it
Everything else can have things added in between no problem but we still need to be prepared
We should gather all the things like enemies, tiles, backgrounds, music, etc. before making any maps (which is what you said, I think)

Honestly I love the world themes sjb posted but I think we should do a re-vote for world themes since were planning on using 'sublevel levels'
The reasoning is that as well as voting for the theme itself, we can also choose how many sublevel levels we want to have for that world depending on how hard/easy it is to design levels for that theme

As for the portal gun, if we move the "future city" theme to an earlier world we could put it there but we could just as easily fit it into the ruins theme with a bit of 'ancient greek technology' flavoring

Also can you reconsider me for team leader

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Qwerbey
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Post » 25 Jan 2014, 07:34

renhoek wrote:- Amount of levels per world.
[...] we can have around 6 levels (if none of them have bonus rooms.) [.]
Actually, can't you just put bonus rooms in sublevel 6, or is that no longer possible?
EDIT: It's still possible, and still as annoying to edit.

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renhoek
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Post » 25 Jan 2014, 08:51

I'll start a new thread once we're ready to accept submissions,
Sadly I have reduced the managers to just me, SJB, and Idiot9.0 but if someone wants to become one I'm not doing the "just say you want to" anymore instead just send me a pm saying why you want to join and what you can do (e.g. Idiot's good with quality control and SJB is a dedicated nitpicker and founder of the project.)

If people want the portal gun to be added at a certain level they can, just vote for the world and I'll tally up the votes for what world it's found in. One of the managers can sort the level for obtaining it out.

And yes I did say we're gathering everything before taking submissions, that was in the description of the starter kit plan.

And Turret don't hate yourself, I wasn't the best member when I started out either, but after some time and getting used to the community I stopped getting into trouble with people.



And I repeat myself DO NOT make map submissions until we've released the starter kit.

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BobTheLawyer
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Post » 25 Jan 2014, 16:44

Code: Select all

Tiles: SJB's Color 
Portal Gun: For part of it, we allow none, then you later pick up blue gun, and then full gun.  Make it a story.  Who makes the level where they get the new gun is up to you.  You could even make it part of the story that they lose their gun for a time, but as this is Mari0, we need the gun in at least some.

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crazyal02
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Post » 26 Jan 2014, 00:29

BobTheLawyer wrote:

Code: Select all

Tiles: SJB's Color 
Portal Gun: For part of it, we allow none, then you later pick up blue gun, and then full gun.  Make it a story.  Who makes the level where they get the new gun is up to you.  You could even make it part of the story that they lose their gun for a time, but as this is Mari0, we need the gun in at least some.
I agree with this fully

For one of the boss songs how about "The Maze of Mayonnaise" by BOSSFIGHT

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Assasin-Kiashi
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Post » 26 Jan 2014, 17:10

Code: Select all

Tiles: Custom -
As this is a best of SYS, I think we should try and show all of our skills, including original tiles. SJB's huge tileset is great, but due to it being recolours of existing sprites and the games limited amount of tyles that are hard to incorporate into our themes, it would be better if we had an original tileset for our themes, e.g. wood planks, casino lights, scifi tiles, etc.
Music: Original -
As mention before, we're trying to show talents of SYS, and we definitely have some talented music makers.
Portal Gun: Completely optional -
have it or don't have it. However I'd say that it would be cool that since the portal gun is a sci-fi game mechani, that the level of portal elements we use depends on the theme, such as since the future city and space themes are sci-fi, they would have levels with more portal gun puzzles
WORDY EXPLANATIONS YAY.

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crazyal02
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Post » 26 Jan 2014, 18:27

Assasin-Kiashi wrote:

Code: Select all

Tiles: Custom -
As this is a best of SYS, I think we should try and show all of our skills, including original tiles. SJB's huge tileset is great, but due to it being recolours of existing sprites and the games limited amount of tyles that are hard to incorporate into our themes, it would be better if we had an original tileset for our themes, e.g. wood planks, casino lights, scifi tiles, etc.
Music: Original -
As mention before, we're trying to show talents of SYS, and we definitely have some talented music makers.
Portal Gun: Completely optional -
have it or don't have it. However I'd say that it would be cool that since the portal gun is a sci-fi game mechani, that the level of portal elements we use depends on the theme, such as since the future city and space themes are sci-fi, they would have levels with more portal gun puzzles
WORDY EXPLANATIONS YAY.
I would be happy to compose some music for the mappack

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renhoek
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Post » 27 Jan 2014, 04:37

crazyal02 wrote:
Assasin-Kiashi wrote:

Code: Select all

Tiles: Custom -
As this is a best of SYS, I think we should try and show all of our skills, including original tiles. SJB's huge tileset is great, but due to it being recolours of existing sprites and the games limited amount of tyles that are hard to incorporate into our themes, it would be better if we had an original tileset for our themes, e.g. wood planks, casino lights, scifi tiles, etc.
Music: Original -
As mention before, we're trying to show talents of SYS, and we definitely have some talented music makers.
Portal Gun: Completely optional -
have it or don't have it. However I'd say that it would be cool that since the portal gun is a sci-fi game mechani, that the level of portal elements we use depends on the theme, such as since the future city and space themes are sci-fi, they would have levels with more portal gun puzzles
WORDY EXPLANATIONS YAY.
I would be happy to compose some music for the mappack
Go nuts, it's more likely to get in.

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renhoek
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Post » 08 Feb 2014, 05:56

Hey look results

Code: Select all

Tiles
sgb - III
new - I

Portal gun
world 6 - III
begining - I
Optional - I
I was honestly expecting more but this also means less votes for me to count.

So we're going to use SGB's tile set
Imagethanks to Mari0maker for the tile import and SGB for obvious reasons.
and we'll be giving the player the gun in world 6 (I may make a portal gun version once this is finished.)

I'll be talking to the other Managers about music selection and who's going to work on graphics. Then we'll release a starter pack.

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TurretBot
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Post » 08 Feb 2014, 06:21

Gah. Can we PLEASE use a smaller tileseat? Huge tilesets just annoy me because it's hard to work with them.
Not that it has to be fancy or anything, just smaller.
Last edited by TurretBot on 08 Feb 2014, 06:23, edited 1 time in total.

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Doormat
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Post » 08 Feb 2014, 06:21

TurretBot wrote:Gah. Can we PLEASE use a smaller tileseat? Huge tilesets just annoy me because it's hard to work with them.
Plus they don't work on crappy computers

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idiot9.0
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Post » 08 Feb 2014, 06:27

If you compare the one that Renhoek just posted with the one that's in the outdated archive OP that's in the first post of this thread you'll see that the one just posted is a majorly cut down tileset. It's not too big, not too small, and will work on Low-spec PCs. I may just be too awesome but The one we're using shouldn't be too much of a problem to work with.

It would be easier to work with if SJB, Renhoek, or I make it so the colors are layed out horizontally and not vertically but other than that the tileset is fine.

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renhoek
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Post » 08 Feb 2014, 06:31

From what MM told me he tested this on a low res computer and it worked fine.
It's the whole point why we're using the new one.

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TurretBot
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Post » 08 Feb 2014, 06:35

idiot9.0 wrote:If SJB, Renhoek, or I make it so the colors are layed out horizontally and not vertically but other than that the tileset is fine.
Yeah, if you could reorganize it that'd be okay. I guess.
Probably put those extra ones at the bottom with the actual colors... Maybe...

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renhoek
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Post » 08 Feb 2014, 06:38

TurretBot wrote:Probably put those extra ones at the bottom with the actual colors... Maybe...
What do you mean by actual colours?

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TurretBot
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Post » 08 Feb 2014, 06:47

renhoek wrote:
TurretBot wrote:Probably put those extra ones at the bottom with the actual colors... Maybe...
What do you mean by actual colours?
The regular non-SE blocks.

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