I'm working on some new ways to use existing objects in the game. This is an early idea i'm working with but I think it could be fun for something. Basically, some of you may remember that if when you beat the MegaMole miniboss, a pipe will rise out of the ground. I'm using that mechanic in a slightly different way thats fairly basic, but could lead to some new and interesting ideas.
Beat the enemies in an area.
Pipe rises from a pit.
Progress.
Like I said, it's a very small thing, but I'm trying to think up a way to use it that will be interesting, but who knows.
That aside, I'm working on a new level. The BG is a place holder until I make the actual jungle BG, but it'll do for now.
TheShyGuy wrote:
I dunno. Movement in the game is pretty.....boring. It was more of an example than anything though. Stopping a train with the only notification being that the bottom screen wheels move slower is pretty...meh on the immersive side. Wasn't the train in danger? I didn't really get much sense of danger or panic at all during that. It coulda used sound effects, music fading from a more panicked to relief type, and maybe even some subtle screen shaking during the level in general. I'm unsure if I've said something that's already there because I didn't take notes when I was playing. I'll do so the next time and replay some levels.
Subtle things have a big effect. In the original mario games, there's walking sfx. So why not?
I'm a little late to replay to this, but the screen shakes during that entire level, and when you hit the brakes, the shaking calms down as the train stop, and as for sounds, we plan on adding a screeching if we can get someone to make it. The music may be a bit much considering we still need to get the main songs covered, let alone two songs for a tiny section at the end of a single level.
Also, which of the original Mario games had walking sfx?
I'm working on some new ways to use existing objects in the game. This is an early idea i'm working with but I think it could be fun for something. Basically, some of you may remember that if when you beat the MegaMole miniboss, a pipe will rise out of the ground. I'm using that mechanic in a slightly different way thats fairly basic, but could lead to some new and interesting ideas.
[img]http://i60.tinypic.com/jifhhf.jpg[/img]
Beat the enemies in an area.
[img]http://i60.tinypic.com/25a7yiu.jpg[/img]
Pipe rises from a pit.
[img]http://i61.tinypic.com/i3rt5l.jpg[/img]
Progress.
Like I said, it's a very small thing, but I'm trying to think up a way to use it that will be interesting, but who knows.
That aside, I'm working on a new level. The BG is a place holder until I make the actual jungle BG, but it'll do for now.
[img]http://i60.tinypic.com/1fin9x.jpg[/img]
[quote="TheShyGuy"]I dunno. Movement in the game is pretty.....boring. It was more of an example than anything though. Stopping a train with the only notification being that the bottom screen wheels move slower is pretty...meh on the immersive side. Wasn't the train in danger? I didn't really get much sense of danger or panic at all during that. It coulda used sound effects, music fading from a more panicked to relief type, and maybe even some subtle screen shaking during the level in general. I'm unsure if I've said something that's already there because I didn't take notes when I was playing. I'll do so the next time and replay some levels.
Subtle things have a big effect. In the original mario games, there's walking sfx. So why not?[/quote]
I'm a little late to replay to this, but the screen shakes during that entire level, and when you hit the brakes, the shaking calms down as the train stop, and as for sounds, we plan on adding a screeching if we can get someone to make it. The music may be a bit much considering we still need to get the main songs covered, let alone two songs for a tiny section at the end of a single level.
Also, which of the original Mario games had walking sfx?