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Nitros's WIP topic.; Dark Castle
Topic Started: Jul 22 2010, 05:01 PM (1,699 Views)
Nitros
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Not a robot.
[ *  * ]
So yeah. I figured I might try to contribute something to this game. So I started working on World 8-S3, the Dark Castle level from Kirby's Dreamland 2. I have the layout planned. It'll be about 6 rooms: Outside the castle, a vertical autoscroll room, a room with strong winds, an underwater section, a room with branching paths, one final vertical section, then the boss.

I have a rough draft of the first room done. But it doesn't have any enemies yet. Also, the tileset I'm using needs to be reshaded so if someone would be willing to help me with that it would be great. I'll take suggestions for backgrounds too, I need one for the inside and outside of the castle.

Posted Image
Posted Image
Posted Image
Posted Image

Any criticism is welcome. I'll do whatever it takes to make this level great.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Del
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Spriter, level designer, coder, etc.

Those tiles, yeah they need reshading but, have you considered using some already updated ones from any other Kirby game? the GBA ones have good tiles, I haven't found a good site with maps to get them quickly though.. but they can be ripped. If you want to stick to the original tha's fine I guess.

Here are some backgrounds, but they need to be stretched vertically a bit.

http://www.spriters-resource.com/gameboy_advance/kirbynim/sheet/2978



Also, how much do you know about GM? do you know how to make clones of existing objects? you know those boulders that disappear when you stand on them, you can use the green ones from Sky Tower, just change the sprites to the boulder ones, they're exactly the same.

You'll need enemies too, there are plenty or Kirby enemies coded already but most of them aren't in the public dev kit yet sadly, but as long as you get a good layout they can be placed easily later.


And I think the plans you have for it are way too big, unless you keep them really short like in most Kirby games.

Anyway good luck. Btw post your tilesets so someone can edit them.



Edit: check these tiles, skip to 7:50

[utube]http://www.youtube.com/watch?v=EFWs-LakP8k[/utube]
Edited by Del, Jul 22 2010, 06:03 PM.
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Nitros
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Not a robot.
[ *  * ]
You are so helpful. Thank you. Those tiles in the video are perfect. I'll try to rip them. But if anyone still wants to take a shot at it here are the tiles I was working with.

Posted Image

I'm going to try to keep the rooms short to make it Kirby-styled. The green blocks are exactly what I needed, but I don't think they're in Dev Source 3. There's so much stuff I need that isn't in the Dev Source, like the Kirby enemies, and the windy effect from Mount Everest. I might as well wait for a new Dev Source or something. Oh well. I'll try to do what I can now anyway.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Del
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Spriter, level designer, coder, etc.

yeah.. we need to release the new dev kit soon, there's a ton of new features that can't be used yet

you still can do rooms and tilesets etc. meanwhile, and then export them once it's released, as for the Kirby enemies, even those are't in 0.41, only Shodian's source has some (0.41 only has waddle dees and doos)
Edited by Del, Jul 22 2010, 06:31 PM.
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mr3urious
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Newbie
[ *  * ]
I assume there will be lots of auto-scrolling madness and door puzzles like in the original game, right (though no mirrored levels)? :D

[utube]http://www.youtube.com/watch?v=EK4dOeKihIg[/utube]

[utube]http://www.youtube.com/watch?v=12bHUv9TpLI[/utube]

Plus, here's a nice remix to use.

http://www.newgrounds.com/audio/listen/83286
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Nitros
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Not a robot.
[ *  * ]
Yes, there will be plenty of auto-scrolling insanity. Not sure about door puzzles, but I'm planning a room that has branching pathways depending on which door you choose. So yeah, expect lots of shenanigans.

Thanks for the music suggestion, but I already decided to use this remix instead:

[utube]http://www.youtube.com/watch?v=1v-RzZHh1sw[/utube]
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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ChaosEnvoy
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Uprising Spriter
[ * ]
Posted Image

Here you go. I shaded the tiles for Dark Castle, and gave them some additional details, since the old ones looked too flat. Also, I merged some of them together to make new sets of tiles for use. Just tell if either the design or the coloring is right for you.
Edited by ChaosEnvoy, Jul 23 2010, 12:18 AM.
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Nitros
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Not a robot.
[ *  * ]
Those tiles are beautiful. Thats almost exactly what I envisioned they should look like. But if they could be a darker shade that would be awesome.

One more thing though. The detail on the big box in the lower left looks supercool, but it doesn't work when I put the tiles together. I don't know how to explain this exactly, but the box is used to make other platforms, and it doesn't exactly fit together now.

Posted Image

I also ripped the tiles Del suggested and tried them on the stage too:

Posted Image

I think they look really cool, but I'm not sure if it looks like the Dark Castle now. I may just go with ChaosEnvoy's awesome tiles. I'll have to ponder this awhile.

Also, I need help with the background. I stretched it, but now its really blurry. How do I get the background to stay with the view of the room instead of filling up the entire room?
Edited by Nitros, Jul 23 2010, 12:59 AM.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Del
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Spriter, level designer, coder, etc.

I know what do you mean on those tiles, yeah they need small edits to fit together.

About the other tiles you ripped, they're great, I think you can use both tilesets, use the grey rocks but instead of the blue and purple wood, use the other purple rock tiles to fill the rest.


About the background, you have to put obj_parallax in the room, then add this to its code:

num_bkgs = 1
parallax[0] = (BACKGROUND WIDTH-320) / (ROOM WIDTH-320)
parallax_y[0] = (BACKGROUND HEIGHT - 240) / (ROOM HEIGHT - 240)
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---> http://s4.zetaboards.com/mkfusion/topic/8079134 <---

READ THE FAQ ^
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Gladiacloud


I like it. :)
CURRENT MKF WIPS
7-7: Freon Ice Zone
-1-?: Abstract Landscape (abstract games stage)

CURRENT SMFR WIPS
3-4: Organic Depth

FUTURE MKF WIPS
?-?: ????? ??????
------------------------------------------------------------------------
4-9: Ruined City
-1-?: Snow Bros. Tower
------------------------------------------------------------------------
6-?: Tinhead Factory
6-?: Pirates Cliff
6-?: Battleship Halberd

FUTURE SMF WIPS

5-?: Yolkfolk Village (Fantastic Dizzy stage)
5-?: Candy Chateau
6-?: Crystal Labyrinth
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Lars Luron
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My bear is a cosmic horror.

Del
Jul 23 2010, 01:09 AM
I know what do you mean on those tiles, yeah they need small edits to fit together.

About the other tiles you ripped, they're great, I think you can use both tilesets, use the grey rocks but instead of the blue and purple wood, use the other purple rock tiles to fill the rest.


About the background, you have to put obj_parallax in the room, then add this to its code:

num_bkgs = 1
parallax[0] = (BACKGROUND WIDTH-320) / (ROOM WIDTH-320)
parallax_y[0] = (BACKGROUND HEIGHT - 240) / (ROOM HEIGHT - 240)
Actually that'll cause some issues at this point. It was found out that putting that code into the normal parallax object didn't work right, so JS coded up a new one that uses the code properly. Unfortunately you'll either need to wait for the next Dev Source to be released, or have one of the Devs export the object from the Master Source and send it to you.

We should be able to prepare the next Dev Source sometime in the near future, though.
Posted Image

For some reason I have a blog now, where I ramble on endlessly about MKF and other random things.
-Last updated: 7/27/11
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ChaosEnvoy
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Uprising Spriter
[ * ]
Posted Image

I recolored the tiles to be darker, and also made some more combinations of tiles so they would fit together.
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Nitros
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Not a robot.
[ *  * ]
ChaosEnvoy those are perfect. Expect more screenshots soon.

I am going to just worry about the layout now. The next Dev Source will hopefully have the stuff I need.

Edit: I shortened the first room and changed the tileset once again.

Posted Image
Posted Image

I think it is basically done. Now on to the vertical section.
Edited by Nitros, Jul 23 2010, 08:00 PM.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Gladiacloud


How is big your background, Nitro?
CURRENT MKF WIPS
7-7: Freon Ice Zone
-1-?: Abstract Landscape (abstract games stage)

CURRENT SMFR WIPS
3-4: Organic Depth

FUTURE MKF WIPS
?-?: ????? ??????
------------------------------------------------------------------------
4-9: Ruined City
-1-?: Snow Bros. Tower
------------------------------------------------------------------------
6-?: Tinhead Factory
6-?: Pirates Cliff
6-?: Battleship Halberd

FUTURE SMF WIPS

5-?: Yolkfolk Village (Fantastic Dizzy stage)
5-?: Candy Chateau
6-?: Crystal Labyrinth
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Nitros
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Not a robot.
[ *  * ]
The background is really small. Only 360x160. (By the way Gladiacloud, all of your levels are awesome.)

Edit: Platforms now disappear! Also started rough layout of Room 2. Got the auto-scroll to work and everything. It'll probably be mostly redone though.

Posted Image
Posted Image
Posted Image

Could someone suggest a background for the inside of the castle?
Edited by Nitros, Jul 24 2010, 11:33 PM.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Nitros
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Not a robot.
[ *  * ]
Yeah, sorry for the double post, but I've made progress and stuff.

I've got the third room completed and the fourth room is almost done.

Posted Image
Posted Image

The third room has a windy effect that pushes you constantly (big thanks to Riverroad for that.) And I should also mention that this is no longer a solo project. Mew gave me some guidelines for the level and he'll fine-tune the level when it's nearly complete. And Shodian has agreed to send me some Kirby enemies once he finishes coding a couple more.

So basically my point is: everyone on this forum is extremely helpful and awesome.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Korby
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Newbie
[ *  * ]
I like the Fleurs de Lis in the walls.
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ChaosEnvoy
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Uprising Spriter
[ * ]
Thanks. I'm the one who shaded the original tiles, and added the designs to them. Now, although I like the layout of the stage itself, I think there's an overabundance of tiles with designs on them. I think that there should be more tiles without designs to balance out the whole layout, otherwise the stage may look too gaudy. I added the designs for an additional flair, but I intended them to be used in moderation. So my advice is that when several blocks of the same shape are put together, have some of them with designs, and some without them in an organized pattern so that it looks proper, like in the first picture of the third room.
Edited by ChaosEnvoy, Aug 3 2010, 10:24 PM.
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Nitros
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Not a robot.
[ *  * ]
Thanks again for the tiles ChaosEnvoy. In retrospect I think I agree that it would look better if only a few of the blocks had designs on them. I'll probably go back and change them.

By the way, the layout is finished. But before I receive the enemies from Shodian there isn't much to look at. I'll post more pictures later.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Nitros
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Not a robot.
[ *  * ]
Does anyone remember when I was a person who did stuff? Me neither. But here, have some progress:

Fifth room. You have to choose between a few short branching paths while the screen autoscolls.
Posted Image

And a few of the paths lead to a dead end.
Posted Image

Then the sixth room is a short climb to the top of the tower.
Posted Image

And then a powerup room before the boss (those holes will be filled with Kirby enemies later.)
Posted Image

And then finally the boss fight.
Posted Image

So that's basically it, yeah. Enemy coding and stuff happens next.
MKF
-------------
8-S2: Dark Castle (WIP)
8-F?: Kong-struction Site (WIP)


SMMF: FE
-------------
1-3 (Done)
1-4 (Done)
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Del
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Spriter, level designer, coder, etc.

Can't really tell much about the design since it has no enemies yet, but it looks fairly similar to the original haha, good start.

Err, we will need to recolor those tiles indeed, it's a bit eye raping, but it's an easy edit you wouldn't need to retile the whole thing if it happens. Maybe just darkening them a just little in GM's sprite editor.


Anyway I'm glad you decided to work on this again.
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READ THE FAQ ^
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TheomanZero
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[ *  *  * ]
I certainly hope the autoscroll maze at least has some clues to which paths are correct.
Hmm, if possible, it might be interesting to have a hidden bonus room with a Message Block with some clue/secret to getting through the maze (like "follow the coins, not the rupees"), or even a switch that marks the correct paths somehow. But that's just me throwing out ideas.
Visit The Wandering Wordsman!
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Yeah don't forget to make the dead end paths a bit obvious with coins or whatever. MKF is hard enough without cheap kills like that.
I'll just have to... Posted Image
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Sacorguy79
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THIS...IS...POLITICS!
[ *  *  *  * ]
Very nice. Is there a specific boss planned already for this level? If not, I was thinking that something like Wiz from Kirby and the Amazing Mirror would be a good boss to code prior to the icy feeling of the level.

Using Vinny as test subject = FTW
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I run the Mushroom Kingdom Fusion Music Channel
My emails:
Main: Sacorguy79@gmail.com
Youtube: mkfmusicchannel@gmail.com
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Shodian
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Shadow Ninja

Looks very good my friend. :D I am coding some Kirby bosses so I'm sure if there isn't one planed yet I can stick one of them in there:

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