![skysometric - Sky's Journal](https://64.media.tumblr.com/fbd1eff277af3037711413b05bd9285a/bb714eb5bed54915-4b/s128x128u_c1/5400075721cde3eff4306eee07c1b5d5de01cc4a.png)
trans christian, any pronouns. artist at heart, programmer by trade. this is my journal of sketches, project notes, and assorted thoughts – spanning games, technology, creativity, neurodiversity, and more!
970 posts
I Need Life To Slow Down A Bit So I'm Postponing Sunday Stream Again. Sorry Y'all! We'll Return To Kirby
i need life to slow down a bit so i'm postponing sunday stream again. sorry y'all! we'll return to kirby next week. and i'll get friday's VOD posted very soon as backup
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More Posts from Skysometric
new pre-stream archive – in which i discuss some favorite OCRemix albums, sort through my intimidation of playing the True Arena, and detail the return of Now U Know Gaming!
dev commentary time! yes, even the credits get dev commentary.
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/acc3c2c251b17de545b35f10928cf7b1/d4472182e74f10d2-53/s500x750/0db471e4c57acd65d2d7597dc194bd4d78d60690.png)
purposefully crusty, as all memes should be.
gotta be honest, i put off making the credits cutscene until the very end – not because i didn't know who all would be in the credits, but because i thought it would be challenging to time everything to the song. the original plan was to make all the credits fly in from the side on the beat, but the main credits list was too long for that, so i made it a standard credits roll instead. this greatly reduced the complexity, making it so that i could, you know, actually finish the credits in a timely manner. so it wasn't so bad!
something i learned from making this is that juggling three credits lists as live, updated documents – one of which is a pre-baked image, like this credits roll – is kind of tedious and should be avoided at all costs. i was still adding stuff at the end of development, after all! but next time i do this i think i won't bake the image until everything else is finished and the credits are finalized, and just use a placeholder instead if i need to block out the credits in advance.
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/00fd17cbf8b715e544c18b7f1f94ca16/d4472182e74f10d2-e0/s500x750/b1c64c411a7995c8ffbe2fc28461653c411e0260.png)
internally, the entire credits roll is one single, giant "custom enemy."
the credits level itself is a plain old grassy plain, mostly to make it easy to lay out the cutscene and make sure the credits themselves took up the maximum possible real estate on screen. one potential idea i had early on was that Mario would walk back through little snippets of all the levels, but Mari0's cutscene system is too brittle for that – if Mario got stuck anywhere, he'd stop walking entirely and the camera would keep going without him! instead, this idea got repurposed for the warp zone.
speaking of the warp zone, i never did get to talk about that, did i? and there's not much else to say about the credits, they kind of speak for themselves. so let's hijack this post and talk about the making of the warp zone!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/ed807e8eda98cb7be3f8560467e03f3e/d4472182e74f10d2-f7/s500x750/e2a1dc3cf0f6b189faaceda368011cf6fc0f8c9d.png)
seriously i haven't thought about this meme in ages, i don't know why it came up for this post specifically.
the very earliest iteration of the warp zone, back when Retrush was just 12 levels, was a grid of horizontal pipes with some text and extra platforms. this was simply meant to be an easy way of accessing the levels after you beat the game, with no frills or extra features. the pipes were color coded using the pipes from the original level, which was a neat touch!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/195e21467b1a3daaeebec1925b51c16a/d4472182e74f10d2-28/s400x600/0e160871b7f4f9dba7f4a44800b7f5136b4014cb.gif)
each world is sorted by column; worlds 2 and 3 are off to the right.
once the remixes rolled around, the idea for accessing them was that you could press a switch to push the pipe back into the wall, and then going in would take you to the remix. pipes in Mari0 are based on position, so changing where the pipe is can change where it takes you!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/25d0c4329344e6a70ff04d27699ca6ce/d4472182e74f10d2-8a/s500x750/ee358acb3e7b40b530af33ab8da8f15fb28229b6.png)
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/56cae90c92367a61cf86317f5b86c4ea/d4472182e74f10d2-66/s500x750/33bc64f94f795b3bc9ed4e459a7198f2bbf0b9de.png)
static images, because there's no animation for this. it would've used the same tech as the pipes at the end of each remix.
once i added an extra world, this warp zone was too small to accommodate all 16 levels, so it needed a refresh. i was envisioning a credits level around this point too, so i knew i wanted to represent the levels with little organic snippets instead of just pipes! but i procrastinated hard on updating it, since some of the levels weren't done – so the new warp zone wasn't actually started until this year.
you know how i've written a few times now that i had to redo some level or another from scratch and i was super intimidated by it, but when i actually sat down to do it i did the whole thing in a single evening? i thought this was going to be another quick refresh like that… and it ended up taking me a week straight of working on nothing but the warp zone.
first i had to lay out the main levels in each world, showcasing as much of their level design as possible in a way that flows from one to the next. this was challenging enough and probably took me two days to finish all four worlds, but i was super proud of it when i was done!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/ba26d1d53d38a350e190d0f58e62a27f/d4472182e74f10d2-75/s400x600/17ace7d728af2f9e8b6ea3eec49a18575955a34b.gif)
did you notice that the warp zone wraps around the edges so you can get around more quickly?
then i had to find a way to do the same for the remixes without it feeling stale. i decided that the remixes should be the same layout in reverse – and bear in mind, there's no "flip horizontally" button in the level editor. i did all this by hand, again, for all four worlds of the remixes!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/2df7559f942a8b0a5ec8e96086831f37/d4472182e74f10d2-e1/s400x600/c5c74e60225b1d498ffb4432842c59393e2bd584.gif)
sadly i couldn't time the two gifs to be in perfect sync. it's pretty close, at least.
next up was some technical work to make the pipes function. warping to a level is super simple, but having the level take you back is not natively supported by the engine; i had to add special handling for every single level that takes you back to the pipe you came in from. for the main levels, that also meant ensuring that clearing the level in a normal playthrough takes you to the next level, but clearing the level from the warp zone takes you back to the warp zone. it was no small feat!
following that, i wanted to make the warp zone for Marshmallow Mash-Up and Wasabi Wrap-Up extra special, so i made several dozen animated tiles that glitch out as you walk by, for that special touch. i did not have to do this whatsoever and it took a few more late nights than i would've preferred in order to make all the tiles, but i love how it turned out and i wouldn't have it any other way!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/ca713536ff4fcaf59c6bfbc4601bbdd3/d4472182e74f10d2-06/s400x600/0ca7d07a37256e39fa7f66e8738fde051eee563b.gif)
the tiles get a little messed up if you move around in the same place too much, but that just adds to the glitch aesthetic.
finally, i wanted to add some extras and notices to the warp zone, so i added an Options section above the lobby with a toggle for disabling checkpoints and a way to watch the credits again (which only shows up if you've already seen the credits, of course). altogether this was mostly a lot of technical polish, but it's an important part of what makes the warp zone special!
![Dev Commentary Time! Yes, Even The Credits Get Dev Commentary.](https://64.media.tumblr.com/44cfba3cd537d3859addaf8dc9546730/d4472182e74f10d2-dd/s500x750/504d393bcd0b7299599e7b9ea1fdd743ea5d5ea5.png)
i still wish Mari0 had some kind of autosave...
and indeed, there's one important thing the warp zone and the credits have in common – that being the joy that blossomed in my heart when i finally finished them and started walking around the warp zone, or started playing through to the credits for playtesting. both times, i said out loud:
"Oh my God, this is like a real video game. Retrush is a real video game! Retrush is real!! I can't believe this is actually real and not just some random ideas floating around in my head!!!"
in other words, the warp zone and the credits are both the bow on the whole Retrush package, elevating the entire level pack beyond just a collection of levels into something truly special. so of course they get dev commentary – i'm as proud of them as i am of everything else!
Credits | Retrush
That's all, folks! Here's a list of everyone who helped make this mappack possible – it's surprisingly long! I guess that's what happens when you use so much custom music...
you've heard of McDonald's Hamburger, now get ready for McDonald's Hangover! new Adult McDrinks bar coming in 2024
returning with an absolute BANGER of a post
![Featuring Levels Set All Over The Globe, Super Mario Odyssey Was Originally Going To Be Named Super Mario](https://64.media.tumblr.com/f015b9b7d00bf1ff824072e5f1a65dbd/cfc01ff3f4d7c8e3-21/s500x750/0ea017e80d30600471a81a1d12caba74d9b27dab.jpg)
Featuring levels set all over the globe, Super Mario Odyssey was originally going to be named Super Mario World until Miyamoti realized he already named something that.
new stream archive, in which we forge the Phantom Sword and take on the big bad Bellum! and he uses every dirty trick in the book...