So, I've been putting work into the Mario Circuit tracks and all of them have been marked as final. I noted that I didn't use some overlay tiles, such a certain item box and zippers directions, so I decided to add more to the tileset. Here are some picture on how it turned out, taken in BSNES mode 7 HD at 960p for your viewing pleasure:
Here is how it looks on the normal resolution, which helps blend the different grass patches and to not look exactly the same tile all over the place:
My main focus will be finishing the entire mario circuit new background. I have an idea on what I exactly want to add, so I'll focus into wrapping up this theme
Also, let's have a first look here on my new battle track 1:
I redid the original one because it doesn't really work in this game. The main gimmick in this one is the small size, like the original map of the first game, with some zippers on the edges for faster movement!
This looks beautiful. I can tell you have put a lot of heart into the project.
I like how many of the tracks have an evening theme. It complements the sunny style of the original.
My siblings and I probably spent more time playing SMK late into the night than any other game, so it's special to me. This looks like a wonderful sequel.
One thing the N64 version improved is that question marks regenerate after just a few seconds. If I recall, they only regenerate in SMK once the last one has been picked up. There were some long, boring battle sequences as we scrambled to find that last prize. It probably applies in GP mode as well. I would humbly ask you to consider adding this feature.
Edit: And about 5-10 seconds of invincibility after getting hit with a shell in battle mode would be great. It is easy and cheap to "target that explosion and fire," as we always used to say.
Looking forward to playing this!
Nice to hear!
And yes, I felt the original was too... bright. I didn't really thought it at first, as my goal was to try to provide unique themes (such as the rice paddies) 🤔
Thanks for the feedback on that. I've been actually looking into that subject. There's still so much unknown about how the game works, so maybe such things are not possible (for now) However, we do have some really awesome users who are taking a look into how the game works, so who knows (I think the shell invincibility is the least possible thing though)
While the whole item boxes regenerating, it may be possible to modify the behavior so they refill more quickly, however, for most of my battle tracks, I've added extra item boxes from the base game of 41 per track. Granted, these don't refill since they are laid on the track itself (but I have placed the ones that do refill evenly) so running out of items should be harder now. Same with GP. I've made sure to add at least 12 item boxes on the main section so it's fine to grab some items even in 2P modes. I also added a second section of items in certain stages (spared evenly between the first section) so it feels more in line with modern games. (I think 2 sections is the max for it to work properly. Adding more would mean despawning the existing items and it might be that the item you left on a section before might not be there on the next lap anymore)
Though, I have to admit that I'm a bit hesitant to change core functionality (like never ending item boxes on GP or more sections) since it seems there is a fine line between the games mode balancing. I've been having feedback from the awesome people at Europe who play the game at top level and explained me a bit on how the modes work at top level competition. Turns out modifying more items or infinite item boxes would make the Match Race mode really unbalanced for both players, and in GP, if we decide to go the traditional route of leaving just a row instead of a cluster, this would limit item box placement to zones where players aren't jumping for drifting, since you would pass over the item box (however, this would be a different story if the item boxes were objects like in the GBA version, but hardware limitations prevent that being a reality, due to sprite limits)
In the end of the day, I'll aim for a middle ground between the two ends