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04-05-21 11:16 PM
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Main - Posts by MoreCowbell

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MoreCowbell
Posted on 06-30-13 07:50 AM, in [Riddle Ruins Galaxy] Riddle Ruins Galaxy Main Level Design Link | #26672
This is just a random idea I had while dreaming in my sleep

Potential Hungry Luma Planet (Star 2): A Flipswitch Board Game? You have a ton of retextured flipswitches that act as their own groups (each one triggers a different event to continue)

They could be set up in a very difficult way and work with gravity and stuff. They could be retextured to have symbols based on their functions. Sort of like a MP reference.

Just an idea

MoreCowbell
Posted on 06-30-13 12:22 PM, in Say something about who posts before you! [Forum Game] Link | #26693
Is a Naruto fanboy

MoreCowbell
Posted on 06-30-13 12:26 PM, in Say something about who posts before you! [Forum Game] Link | #26697
Lives in a rebellious city ;)

MoreCowbell
Posted on 06-30-13 01:15 PM, in Say something about who posts before you! [Forum Game] Link | #26703
Has a very good point

MoreCowbell
Posted on 06-30-13 04:41 PM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26716
Hey guys, time for another signature HodgePodgeNine Design :3

So as you may know I've been doing work on Mechanical Meadows recently, but since it isn't planned for the trailer, I figured I would make myself more efficient and do something that IS for the trailer. I will finish MM eventually, but for now I'll be working on Paper Caper. I'll be doing this design like Mechanical Meadows, adding new content gradually instead of all at once. That said, I think we are ready to enter the design. Alrighty guys, letsa go...

Paper Caper Galaxy


Star 1: Burnt to a Crisp

Background: Paper Caper, being in World 7, is a 2 star galaxy. However, with all of the possibilities, I've decided to make both stars full and unique missions as opposed to a comet or secret star. Star 1 will be mainly paper, while star 2 will have a cardboard art style. In this mission, the paper will often be burnt as the title suggests. Burrrn Bits and Fire Bros will be common, causing holes to be burnt in the paper they occupy. The boss at the end of the level will be Fiery Dino Piranha on a crumpled up piece of paper planet. To add difficulty, there will be burrn bits on the planet too.

Planet 1: Ignore the white space. I kinda miscalculated how much space I would need. You should be able to understand by reading the labels (if you can, that is). If you need help reading any of them just tell me.

[image]

MoreCowbell
Posted on 06-30-13 04:44 PM, in Help Poll - Shirt? Link | #26719
[image]

MoreCowbell
Posted on 06-30-13 04:56 PM, in Say something about who posts before you! [Forum Game] Link | #26721
Is asleep right now

MoreCowbell
Posted on 06-30-13 06:07 PM, in Say something about who posts before you! [Forum Game] Link | #26729
Likes Super Mario Sunshine too much

MoreCowbell
Posted on 06-30-13 09:27 PM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26736
The shredder seemed to fit too much to leave out

MoreCowbell
Posted on 07-01-13 10:02 AM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26761
Fire is the theme in star 1. Well, not the theme, but the idea is that there are enemies burning the paper. Like I said, star 2 will be cardboard (and no fire)


MoreCowbell
Posted on 07-01-13 11:07 AM, in HodgePodgeNine's Guide to Designs [Yay for rhymes] Link | #26765
Hey guys, Hp9 here with some tips on how to make quality designs.

So we're really starting to make serious progress on the game, and hopefully this rising trend will continue over the summer. That said, we need to remember that we're making a Mario Galaxy game, which requires high quality.

We have quite a few people making designs now, meaning that we're getting a variety of styles, which is good. However, we want to make sure that all of these designs are layouts for fantastic levels. Now, I'm definitely not perfect with designing, but I think that it's worth sharing some of my tips with people who are starting to design or want to do so. So, without further ado, let's begin...

So, you want to be a designer, huh? Well, it certainly doesn't require much technical knowledge, but it is still extremely important. In fact, from a player's perspective, it's the most important part. The design is what is going to be reflected in the game. No one plays a level and thinks "Gee willikers, the programming that was used for this level sure is fantastic." While stuff like that is crucial, the gameplay is what people see and judge.

As a designer, you are taking the role of pretty much directing the creation process. Your approved design will tell the modeler and the creator what to do. A programmer will do certain things to make things work for your design. While making a design isn't nearly as challenging as making a model or programming, it's just as, if not more important. This means that if you want a really great game, you need to put in a lot of effort to details. Approvers, I call on you to look for such detail when approving. You're the one who decides if it's good enough.

So, let's say you have a galaxy in mind. Probably the best designs come from a set visual in mind. This means that if you always a picture a galaxy a certain way, you will likely be able to design it with ease. Now, this isn't always the case. In fact, it usually isn't. This means you really need to work from scratch.

I find that with galaxies that are more linear and revolve around gimmicks, a good way to design is to literally make a mental list of features you want to include. For instance, with mechanical meadows, I knew I wanted metal grass, inflatable bushes, mechanical clouds, etc. You don't need a full list before you start designing. Usually, it's good to know a few features, for more will pop into your head as you go along. For example, as I was designing mechanical meadows' first planet, I came up with the nail and screw mushrooms, which are one of my favorite parts of the design.

Now, naturally you think "I'll save that feature for another planet." However, the beauty of it is that as you prgoress, you get more ideas. Therefore, I like to throw in as many ideas as possible into the section I'm working on now. That way this section will be high quality, and the others will be fine because you'll have new ideas to use.

Now you have ideas, and you want to begin the physical design. The key to having people like your design is for them to understand it. You could have a kickass, Miyamoto quality level, but if others don't get what's going on, you won't get far. Think as if you were someone seeing it for the first time. That way, you'll be able to design accordingly. The best way is to make sure people can visualize your design as a whole. I find the most efficient way is by using an isometric view from a distance. This means seeing the whole planet from a slightly side view, but from above it (Think Sky High's design). If you are planning on modeling this and you can approve your own designs, this paragraph is less important, but it still helps us with criticism of the design.

Now, a common format for designs is the classic paragraph-art format. You have a paragraph describing the planet in detail along with what goes on while you're there as well as detailed art to show it. This definitely a great way to help people understand your design. However, I've learned that the large paragraph isn't always necessary. It helps, but if your planet is simple enough, having clear and detailed labels on the art works too. What that does is it takes the main content of the paragraph and puts it in simple labels to show what's what.

In terms of art itself, you really need to add every last detail. That means things like bricks, trees, flowers, enemies, etc. This makes it very easy to imagine your design in game as a full fledged level. It also gives the modelers and creators an easier time trying to make your design. Be sure that when using any complex functions in a design that you explain how it's possible. For example, object duplication, retexturing, and animations need to be specified in the design. Another major part of a design is color. Nothing grinds my gears like a design without color. Unless you want purple trees, I suggest you show us what things are meant to look like.

Art style is crucial to a good looking design. Believe it or not, visuals are the biggest part of making a game fun. Imagine playing Super Mario Galaxy using the exact same platforming and stuff, but with just uncolored shapes that only exist where necessary. Obviously that would suck big time. Art style makes a level unique. You may not even notice, but galaxies all have different styles. For example, the same trees aren't used in every galaxy. They all look different. For a good example of art style in designs, I would suggest looking at Glem's art for Astral Stronghold. He uses unique plants, trees, colors, and objects that will look great when finished.

So once you have art as well as text/labels, you've really got a full design. Once you've posted it, don't expect it to be approved. Odds are you'll get some criticism, and that's alright. You don't have to please everyone, but you should look at what everyone has to say. If people have questions, answer them. If people have ideas or modifications to the design, consider them. You'll likely end up with a better design then before.

And if your design gets trashed, all I can say is better luck next time. It happens to everyone (unless you're Glem xP) Just remember that when a design is trashed, there's likely a very good reason for it. If you really thought you put all your effort into it, then my suggestion is start looking at a new galaxy.

So that's about it for now. If you have any tips or questions, feel free to tell me. If you read this whole thing, color me impressed. Thanks for checking this out, and good luck with your designs.

-Hp9

MoreCowbell
Posted on 07-01-13 11:17 AM, in Intro Galaxy Link | #26773
I was kind of thinking that before you begin Astral Stronghold, there's a cut scene that shows Mario landing on the first planet of AS and seeing Bowser break in and scattering the power stars. Then you see one float down on the other side on the galaxy. This would give Mario a reason to be at the Stronghold (following Bowser) and a reason to actually go through the level. Then after the level you'd finally get to the hub. (We still need to figure that out)

MoreCowbell
Posted on 07-01-13 11:19 AM, in Intro Galaxy Link | #26775
I know we can't at the moment :P

But it's not like we're gonna make the whole game without cutscenes

MoreCowbell
Posted on 07-01-13 11:22 AM, in Intro Galaxy (rev. 2 of 07-01-13 11:22 AM) Link | #26779
Treeki made a good point last night on the irc that we can have animations, but just save actually save making them for later.

Anyway, to be on topic, I do like how this is coming out. The story seems basic, but is easy and different from Galaxy 1 and 2.

I'm looking forward to it :)

MoreCowbell
Posted on 07-01-13 11:25 AM, in Intro Galaxy Link | #26782
Posted by mariogalaxythree
When we get to Peach's Castle, I think we should revamp the entire first floor into a dance floor. It would be elegant, and we could show Mario dancing with Peach/Rosalina at the end. (Once we figure out animations).


No :P

MoreCowbell
Posted on 07-01-13 01:37 PM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26796
Eh

I like the way I have it planned. It's more organized and makes more sense. That hightail falls thing was kind of weird

MoreCowbell
Posted on 07-01-13 01:44 PM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26799
It's Mario, it doesn't need to make sense xD

I actually originally didn't have the stamps and thought "what should I add"

While I was thinking about that I realized the paper has no logical point, but whatever :P

MoreCowbell
Posted on 07-01-13 02:59 PM, in [Paper Caper Galaxy] Paper Caper Star 1 [A Hp9 Design ] [In Progress] Link | #26804
What do you mean by that?

Imo the use of the haunty halls floor is pretty clever

If anyone has any ideas for features, be sure to say

I'll check the design thread too

MoreCowbell
Posted on 07-01-13 04:55 PM, in Console Wars Poll [The final battle] Link | #26823
You're posting this on a nintendo oriented site with mostly nintendo oriented fans...




Ps4 will obviously win.

MoreCowbell
Posted on 07-01-13 08:34 PM, in Creative Rhyming [Let's Rhyme!] (rev. 2 of 07-01-13 08:37 PM) Link | #26848
Mg3 once bumped his head
Then he made a dumb thread
In general it was placed
To help is postcount race
And the spamminess began to spread

This is a limerick btw
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Main - Posts by MoreCowbell

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