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SUPER ARISA WORLD - Printable Version

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RE: SUPER ARISA WORLD - Vipershark - 07-03-2012

They're MY panties! You better not take them!
My Viperverts stole every imouto's clothes fair and square!

I AM THE LITTLE GIRL NOW


RE: SUPER ARISA WORLD - Medevenx - 07-04-2012

Uhh can I be honest here? I'm not liking the fact that the sprites aren't exactly on top of the tiles. I saw the tileset and I figured that the thin part (above the actual collideable tiles) should actually be layered in front of the sprites that are in-game. (not sure, it's up to Gors but it's what I felt when I saw this still)

[Image: UdkhI.png]

It may be perhaps that the thin top tiles are still actually too thick or something. It's just that, I don't really feel the platform coming in contact with the sprite (maybe because I haven't played it yet)

[Image: 7zvau.png]

Normally stages where you see the sprite not exactly on top of the tiles are beat em ups (where you almost always have one of the other feet raised up a pixel or two to show perspective)

But anyway, I'd like to use mine as an example if you don't mind.

[Image: 20p9cvk.png] [Image: 2s0mlwp.png]

and

[Image: 21b7ozm.png]

Despite it being grassy (like yours), you kind of feel an established platform is right below you (perhaps it may also be due to the shading or something)

I don't know if it's just me because I made these tiles so there's obviously some bias. But, you get it. Smile I love you all


RE: SUPER ARISA WORLD - Hoeloe - 07-04-2012

(07-04-2012, 06:01 AM)Medevenx Wrote: I don't know if it's just me because I made these tiles so there's obviously some bias. But, you get it. Smile I love you all

No offence, but I prefer the SAW style to yours, perhaps because you can actually see where the feet make contact. It's more a matter of personal taste, I think.


RE: SUPER ARISA WORLD - Gors - 07-04-2012

I considered your opinion, Medeven. While it makes sense, my tiles look fine to me and if I changed it, I wouldn't know how to make the slope tiles anymore.

Though I like your tile design, it is very well made c:


RE: SUPER ARISA WORLD - triptych - 07-04-2012

yeah i've gotta be honest medendsjg, its much easier on the eyes when you can actually see where your character makes contact with the ground
you'd be surprised how much minor details like that matter


RE: SUPER ARISA WORLD - Helmo - 07-04-2012

in the popcorn army everyone is a colonel


RE: SUPER ARISA WORLD - Medevenx - 07-04-2012

Now that you guys mentioned it..

HEHE Big Grin


RE: SUPER ARISA WORLD - Gors - 07-04-2012

[Image: Q2Abg.png]

because games also need to have graphics for uninteresting things (such as score graphics).


RE: SUPER ARISA WORLD - Ploaj - 07-05-2012

Soooooo I have more questions Big Grin

Main Questions
1. I forgot, what does the leveling up do?
2. I was actually referring to the sprites of Arisa and Sengi~ laying down, not the portrait~ Also is that sprite next to it is for being burned by lava.
3. Can you kill PK? (Yea I don't remember boos to well)
4. Could you explain popcorn for me.

Co-op Questions
1. Have you decided on how Sengi~ and Arisa work out. Like do you select which on you want to be at the beginning of the level and player 2 becomes the other or is player 1 always Arisa and player 2 always Sengi~
2. So they have separate scores, right? Same for coins?
3. Do they have separate lives? If so how would that work.
4. Do the rep blocks count separately or together.
5. What about powerups like StarSock, should it work for both?

I had a lot more questions but I can't think of them now :?




RE: SUPER ARISA WORLD - Garamonde - 07-05-2012

I was pretty sure you could choose either when you started the game (or that could just be my really wanting to use Sengi~ over-riding my brain), but then again this isn't SMB3 I guess.


RE: SUPER ARISA WORLD - Gors - 07-05-2012

1-Levelling system works this way:
  • Killing an enemy will give you EXP points. You can stack them in the EXP bar, but being hit or dying will completely deplete it.
  • Gathering a certain number of EXP points will level you up.
  • Levelling up will make your attacks stronger and give them special effects. It does not affect Normal Arisa/Sengi~ though.
  • You have 9 icons in your EXP bar, and they're sorted as follows:
Code:
EXP 0 0 0 0 0 0 0 0 0 MAX
--1-------2---------3   < Level
  • You start out at level 1 (no EXP). Killing four enemies will make you level up to 2, and killing 5 more will level you up to 3.
For example, if you grab the Nekomimi powerup (fireball) at level 1, you'll be able to shoot only one ball at a time. Levelling up will then give you the ability to shoot more balls at once.
  • Different powerups don't share EXPs. So, for example, if you were at level 3 with Nekomimi powerup, and decide to grab another, the EXP will go back to 0 so it can start counting for the new powerup. If you get the Nekomimi powerup again, the EXP will return to 3. It will make levelling up somewhat easier.
  • Levelling up as Normal Arisa/Sengi~ and then picking a powerup will keep the EXP.
  • Being hit or dying will reset all your EXP progress for all powerups though, as well as reverting Arisa/Sengi~ back to their normal state.
    • Should I make it so the other powerups' EXP progress are kept even if you take a hit/die? This will make the game a little easier. It's up to you.
  • NOTE: grabbing a mushroom will NOT change EXPs as it's meant to be a simple graphical joke. You'll return to whatever powerup you had before grabbing the mushroom.
    • Should I make different human sprites for each powerup?
  • PS: Should enemies give 'half-EXP' points, so you need to kill more enemies to level up?

2-Oh, the lying down sprite. Yeah, that's when you lose a life. I thought it would be better than simply falling off screen, like Mario does.
  • Now that I think about it, how should the dead sprite act when at a slope?
    • Suggestion: Make Arisa/Sengi~ fall off the screen in normal deaths, and make her lie down when losing the last life? I dunno.
  • The burned sprites are for when you die with lava, or any fiery object.

3-No, you can't.
  • In theory, Starsock could kill PK but they won't appear on the same level so it doesn't really matter. I can make a dead sprite for him for the sake of completeness.

4-Popcorn is a 'stealth' enemy:
  • It is found in the levels as kernels. They can't be harmed in this state;
  • Once you approach them, they'll jump out from it, hurting you in contact;
  • Once they have spawned, they'll walk towards you somewhat fast;
  • They'll jump whenever you do, making them a little harder to stomp on. Its jump is not high, though (probably one block-high jumps).

Co-op:

1-I've been thinking about it. Since this game has different stats for each character, it'd be better if the players could swap them before any level.
2-They have separate HUDs, except for:
  • Rep points, in which finding all 5 blocks will give each player one life;
  • Mangas, in which finding all 4 pieces will give you a secret prize. The manga icon appears in both characters' HUDs but they're updated at the same time.
3-Lives work as follows:
  • Although lives are counted separately for each player, if a player loses all his lives, he can borrow one from the remaining player. You can't borrow lives if the remaining player doesn't have lives too.
  • Because of the co-op nature of the game, if you die, you'll return immediately, inside a bubble (or something similar).
4-See 2.
5-Powerups work as follows:
  • To make the game more balanced, blocks will spawn two powerups so every player can get one. they jump out from opposite sides so there won't be any issues of the same player getting both powerups.
  • Starsock is an exception, there wil be only one of her on the screen. She'll also protect only the player who got her, so the other player might want to walk behind to be protected together.
  • Grabbing the coin will teleport BOTH players into the bonus room.

Other things:
Co-op:
1-You can't leave your partner off screen; the sides of the screen will act as walls.
2-Entering a pipe will make an icon with your face appear, pointing on the pipe. The camera will stop scrolling, either forcing the second player to enter the same pipe or the first player come out from the pipe.
  • To come out from the pipe in Co-op mode, press the opposite side you pressed to enter.
3-I am planning some interaction between the first and second players, so it doesn't feel like a simply tacked-on Co-op mode. I've been thinking on being able to stomp on your partner so you can reach higher places. Of course, the stomp won't be harmful. Other suggestions are welcome.

PS: Those are most of the ideas, but Co-op mode IS NOT AN IMPORTANT ASPECT OF THE GAME AT THE TIME BEING. Sure, it is a plus, but let's focus on the main stuff (levels, enemies, etc) first.

that's it for now c:


RE: SUPER ARISA WORLD - Candel - 07-05-2012

How about you put blocks only Arisa blocks that only Arisa can hit and Sengi- blocks only sengi- can hit? Kind of like a mario and luigi effect


RE: SUPER ARISA WORLD - Gors - 07-05-2012

I am against that gimmick. The levels are good enough for backtracking, adding another element not only will make things irritating, but will also force me to create more "important" collectibles. No one would replay the whole level as another character just to get extra coins/lives, and I think that making more collectibles will turn this into Banjo & Kazooie 4.



as for level layouts, it goes as follows:

Level Layout:

The game has 4 levels, and every level has three 'floors', except the last level (which is Viper's castle). The floors are as follows:

1-middle (MID): Every level starts here. It has a basic platformer layout, and can branch into TOP and BOT.
2-top (TOP): One of MID's branches. It can be accessed by entering an upwards pipe, climbing vines, platforms etc. As Mario's athletic levels, there are a lot of floating platforms and falling off them is a constant threat.
3-bottom (BOT): Another MID's branches. It can be accessed by entering a downwards pipe. It is the underground layout, with rocky surfaces, stalactites and lava.
  • Each floor has its goal pole.
  • Once you change your route, you can't go back. The only way to visit all floors is to replay the level.
  • There are 4 manga pieces in every level. They are scattered between floors, so you need to play through all of them to complete it.
    • Gathering all manga pieces will give you a special prize.
  • Every floor has 5 rep blocks so you can get its bonus whenever path you've taken.



RE: SUPER ARISA WORLD - Tellis - 07-05-2012

(07-05-2012, 09:05 AM)Gors Wrote:
  • Because of the co-op nature of the game, if you die, you'll return immediately, inside a bubble (or something similar).

I know you said that Co-Op isn't the first priority but I think it'd be kinda cool if they returned inside gashapon capsules instead of bubbles. Just an idea!


RE: SUPER ARISA WORLD - Gors - 07-05-2012

oh my god, I love that idea