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Sewer Level #56

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Sewer Level #56

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filipbudd
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Created the sewer tileset, designed sewer level.

NOTE: NEEDS FIXES BUT I AM UNSURE OF HOW THESE CAN BE MADE.

Known issues: Slopes are buggy, lack of enemies.

Created the sewer tileset, designed sewer level.

NOTE: NEEDS FIXES
@Amy54Desu
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Amy54Desu commented Jul 15, 2022

Your level has an odd number of width tiles, this makes the looping weird; Can be fixed by making the loop even;
Your tilemap is kinda weird: Tiles are duplicated, some tiles can just be mirrored or rotated, the tileset doesn't go all the way to the grid so it looks like Mario is floating, finally, semisolids have odd collision for some reason, it also is kinda messy when you look at it in the palette editor, though I understand if you couldn't make it like the Castle or Grasslands tileset
NSMB-MarioVsLuigi - FilipLevel - Windows, Mac, Linux - Unity 2022 1 7f1 DX11 2022-07-15 12_02_46 AM
NSMB-MarioVsLuigi - FilipLevel - Windows, Mac, Linux - Unity 2022 1 7f1 DX11 2022-07-15 12_02_03 AM
NSMB-MarioVsLuigi - FilipLevel - Windows, Mac, Linux - Unity 2022 1 7f1_ DX11 2022-07-15 12_13_20 AM

@filipbudd
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Thank you for your feedback.

The collisions are one of the pieces that I was hoping to get some help with. The semisolids are one of the most baffling things I've come across while working on this level. That and the slope collisions.

This was my first time working in or with Unity's tileset editor, so I'm very new to this.

I'll see what I can do about those semi-solids as those are my first priority.

@ipodtouch0218
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Semisolids are probably broken as they use the "Grid" collision setting in the tile asset. I recommend just using grassland's semisolids, since they're the same sprite.

What's wrong with slope collisions?

@filipbudd
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My best guess is that the sloped tiles aren't "perfect". The player gets caught while running up them.

@ipodtouch0218
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ipodtouch0218 commented Jul 15, 2022

Ah, I'm guessing you didn't change the tiles to be perfect slopes.

Go to the sprite editor for your tileset (where it chopped the tilemap into individual tiles), then the "Custom Physics Shape" tab. Click on all your slopes and create proper by editing the verticies (should be 3, not 4, one in each corner where the tile is.)

image

(Delete key deletes a vertex)

@ipodtouch0218 ipodtouch0218 marked this pull request as draft July 15, 2022 16:02
@SLG64
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SLG64 commented Aug 26, 2022

Can we also get Ghost House, Mountain, Space, Beach, and an Underwater looking level? I'm sorry if I am picky and needy, I just like this game and I kind of want to have more features.

@FiveSpade
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FiveSpade commented Sep 18, 2022

  • Nope this sewer Map would be absolutely garbage, imma just list the reason its garbage in bullets
  • Tight low ceiling areas make it very fire flower centric with jumping on head not being worth doing (ie it will be super annoying to play on)
  • All the different elevation changes with small opening makes it EVEN MORE fireflower centric because people can easily control huge portions of the map by spamming a button
    -Overall map looks boring and doesnt have any outstanding elements that make it fun to play on
    -Where do you put stars that doesnt make them super luck based (with so many sectioned off areas it makes getting stars seem super luck based cause they could just spawn in a diff section and you have no chance of getting it)
    -Map (at top of screen) with be stupidly confusing ("is that star on the highest level or is it 2 levels down?")
    -Cool concept but in theory without some major reworks would be a disgusting map to play on

@SLG64
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SLG64 commented Sep 20, 2022

Tight low ceiling areas make it very fire flower centric with jumping on head not being worth doing (ie it will be super annoying to play on)

So what about the fortress level? doesn't it do the same thing?

@FiveSpade
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FiveSpade commented Sep 20, 2022

Tight low ceiling areas make it very fire flower centric with jumping on head not being worth doing (ie it will be super annoying to play on)

So what about the fortress level? doesn't it do the same thing?

The way that fortress avoids this Is by blocking everyone off from each other and making super small mario super viable on this map, while I agree with you that fortress is annoying because you can lose half of your stars just from being locked in with someone however it makes an attempt to stop this issue

@SLG64
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SLG64 commented Sep 20, 2022

I mean the map doesn't look like the low ceiling is everywhere. There could be a bigger area so that you don't have to worry about it. And if you think about it, sewers are not that spacious, they are closed and cramped. In NSMB, there are a couple areas that are open and spacious. I am just excited for this map, and there are areas that you can get stuck with other players in almost all maps.

@FiveSpade
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FiveSpade commented Sep 21, 2022

I mean the map doesn't look like the low ceiling is everywhere. There could be a bigger area so that you don't have to worry about it. And if you think about it, sewers are not that spacious, they are closed and cramped. In NSMB, there are a couple areas that are open and spacious. I am just excited for this map, and there are areas that you can get stuck with other players in almost all maps.

1st of ur points
Just because it’s low ceiling everywhere doesn’t negate the problem the problematic part is how ppl can control huge portions of the map by spamming fire flower because if the star is on another side of a pathway with a low ceiling and someone is camping with fire-flower their is nothing you can do except get fire flower and as I said that would make the map super fire flower centric.

2nd point
while I agree with you there are a lot of places you can get stuck in base maps (such as fortress, some parts in pipes and the entire top of the Cave one) those maps weren’t made with competitive purpose in mind, however I think it should be the goal of these custom maps to be competitively viable as well as fun to play on and this map might look cool and fun it would be extremely annoying to playing

btw I love the points ur bringing up, they actually make me think about my argument instead of the other person just insulting me.

@SLG64
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SLG64 commented Sep 21, 2022

Ok, I guess you're right about people being able to control different parts of the map. In Volcano, you were able to control the area where the propeller block is by throwing a Spiny between the two blocks and anyone who uses it would take damage. It's also annoying when you get stuck in Fortress with someone who has a shell or invincibility, or you get stuck with a Bob-Omb. This map hasn't been added, and may look entirely different in-game than the one here. I also think talking to others about why it's good or why it's bad is good practice for reasoning and debating.

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5 participants