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Re: Multi-Man SM63 Level Collab

PostPosted: January 18th, 2011, 4:19 pm
by Venexis
nin10mode wrote:
Venexis wrote:By all means though, if someone has a better method of distribution, post it.

We can assign leaders to each group, send stuff to them, and have them forward it to the rest of their group.


In all respect, that's more of less what's going on now. Regardless, there's going to be difficulty posting the latest code for everyone to edit at once, and it would probably be even more tedious by having to pass it through a leader first. They'd have to be online, meaning a lot of waiting around.

I'm not against posting it here on this topic, though. There would have to be a schedule of some kind though, or at least a minimum amount of work to be done each time to prevent people just adding two or three decorations and reposting. Also that way everyone could do a lot more of everything relating to the level, not just one specific focus.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:07 pm
by destroyer1
Actually, i thought of a better idea.


Why not just make a game based off of sm63?




We can use the normal levels Runouw used, make his others normal [secret stars and mini-levels i mean by others], And make up our own levels. Whoever agrees will have to help me out alot, could be a lot of work.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:09 pm
by UsuarioTHf
destroyer1 wrote:Actually, i thought of a better idea.


Why not just make a game based off of sm63?




We can use the normal levels Runouw used, make his others normal [secret stars and mini-levels i mean by others], And make up our own levels. Whoever agrees will have to help me out alot, could be a lot of work.

Copyright.
Plus, you don't even know how to code.

Kthnxbai.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:11 pm
by destroyer1
UsuarioTHf wrote:
destroyer1 wrote:Actually, i thought of a better idea.


Why not just make a game based off of sm63?




We can use the normal levels Runouw used, make his others normal [secret stars and mini-levels i mean by others], And make up our own levels. Whoever agrees will have to help me out alot, could be a lot of work.

Copyright.
Plus, you don't even know how to code.

Kthnxbai.




We don't need to code to make a level based off of sm63! :facepalm:


We can just use our regular thinking.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:13 pm
by Blablob
Even still, most of the levels have features inexistent in the level designer.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:16 pm
by destroyer1
Blablob wrote:Even still, most of the levels have features inexistent in the level designer.




I know, but i just want to go further, by actually making a game game.



We can make a tutorial, Peach's castle, pipes as the paintings [we can show the name of the level by signs], Bowser can be a big bully instead, and so on.



We don't need to make a actual game, just a game made from a level.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:28 pm
by UsuarioTHf
... :o_O:

You must be kidding. This is wrong in so many ways that I don't want to explain.

Plus, Ven's in charge of the collab. Not you.

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 2:57 pm
by destroyer1
Ummmm, Usu, it was an idea, remember?

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 4:43 pm
by MessengerOfDreams
Yeah, well, your ideas are stupid. ;)

No, seriously, what's the holdup in a nutshell?

Re: Multi-Man SM63 Level Collab

PostPosted: January 24th, 2011, 6:27 pm
by Venexis
In a nutshell? Communication.

And to avoid confusion about the enormousness of this problem, I'll make it bigger just for the heck of it:

Communication.
It's actually that big.

It's insanely difficult to organize something of this scale, with site limitations, time zones, personal differences and a number of other factors dependant on one's location, social life, etc.

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That being said, I'm starting to think that this was a bad idea. Not the rush to get it started (although looking back on it, that was probably a mistake too), but the whole concept of ten users all cooperating on one stage. At times it seems like it could almost work, but as the days have crept past with little of no effort, it seems like a waste of time to continue. But, I do have an idea.

Rather than completely abandon the idea, I'm proposing two collabs, going on at the same time. Kind of like a competition of sorts, but with no prize or award. Since there's 10 of us, we could split into two equal teams, which would also work out much better for communication because the PM limit is- take a guess- exactly 5.

Also, everyone would be a lot more involved. Rather than having each group work separately, everyone could work at once. Therefore, nobody is waiting for months, and everybody would have a job (another flaw with the original, it's crazy hard to focus solely on one aspect of a level, as a result, the last people to go would have literally nothing to do). Obviously, we'd have to delay it a little as we formed the teams, but after that there would be no need for such strenuous organization.

There'd be team leaders of course, and they should be voted into power by their group. After that, they would be able to promote/demote/organize as they see fit (within reason, keep it civil). To me, it seems like a much more efficient method for a collaboration, and the competitive aspect would prevent it from dying off like the original plan.

So, thoughts, anyone?