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Time: 2013-05-22 08:34:33 PM
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Tip: Unique level names aren't necessary, but they're a plus.
Posts by Jackie
Jackie's Profile - Posts by Jackie
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Carpaccio's theme from Wario: Master of Disguise.

One of my favourite songs from the Wario theme. An epic, energetic boss theme that feels tense during the boss fight.
This sounds pretty interesting, I really hope Nintendo decide to release this outside of Japan. Although i'm guessing that all the special edition stuff like the booklet and soundtrack CD will probably only be available in Japan though.
My favourites are Coca-Cola and orange Fanta. Mountain Dew is good too, but it's hard to find anywhere that sells it near to where I live.
Mushroom Mayhem looks good, the tilesets and palettes go well together. I also like the palette of Slimy Sewers.

The cave level looks to have some great level design from those screenshots. Those drybone heads (dry-heads?) are interesting, are they enemies or just part of the scenery?

As for a new level name, I think perhaps something like 'Murky Cavern' or 'Murky Labyrinth' might work? Although I do actually think the name 'Slimy Sewers' sounds fine.
1st Screenshot: A very nice looking level, with some interesting design. Although as previously mentioned, maybe adding a background would be good.

2nd and 3rd Screenshots: From the screenshots it looks like a well designed level. Some good scenery used too.

Overall, looks good so far, keep it up.
Well, it seems that this remake may not be as good as I thought, though the cd and booklet does seem interesting. Who knows, maybe they'll end up doing a proper NSMBWii style remake or something for Mario's 30th anniversary?
That's looking excellent with a background in it now. I like the bonus level too, the green you've used in your palette looks good.
I occasionally get insomnia, normally that leads me not getting to sleep till about 3-5am. I find that reading a book helps me to sleep, or listening to some music (with headphones of course).

Funnily enough i'm not usually tired the day after having insomnia, it's normally the next day after that.
The mine tracks look pretty good, I can't see any blatant cut-off or anything so that's fine.

As for a name, I actually think "Stranded: Assault At Sea" sounds like the best title. I think it sounds the most fitting title based off of the plot.
@Riolu180: I like your graphics for the checkered flag exit. As for the ground graphics, I think it looks good as it is, I agree that it doesn't really need more detail. I think it would look good whether you darken the palette or not #w{=)}.

@S.C.O.R.P.I.O.N.: That looks great, I like the level design shown here.
@Luigi: The new graphics are really good. I like your new music too.
@iRhyiku: Those scrolling backgrounds look amazing, also some great music too.
@majora211: Amazing graphics, I particularly like the look of the bonus stage.
@Riolu180: Those lava graphics look really good. I especially like how Luigi looks there, he seems to fit in well with the Paper Mario style, great job. I'm looking forward to seeing a level :).
@Atma: Looks great overall, I like the music used.
@Y for yoshi: Seems like a good first level actually, but I think the time limit migt be a bit generous by the look of the screenshot with the goal.
For the 1st world, I agree that it should be rather easy, without too many places to get killed and with plenty of power-ups.

For worlds 2 to 5, I would gradually use longer and more frequent gaps/holes as you work upwards through the worlds, but try not to force the player to use very precise run and jumps just yet. I'd also start to introduce more difficult enemies, and start to use a few less power-ups.

And for world 6 onwards, I would just try to make the levels generally more difficult. Using more frequent larger gaps, more difficult enemies, and less power ups generally. And of course for a secret world it's fine to really push the difficulty higher.

Originally posted by Riolu180
I feel I'm not good at it because I feel like I HAVE to rely on enemy placement for difficulty, but at the same time I thought I heard before that this community frowns upon using enemies to 'artificially' boost difficulty. maybe I just misunderstood it. dunno.


I think what the community means is that using many enemies (e.g 4-6 of them) as the only way to increase difficulty, is not so great. Placing an enemy or two 1-3 blocks before a gap is fine, because it adds difficulty, and it's still perfectly fair.
I've played through your "Every Level" hacks and i've never felt that they were unfair due to enemy placement. I think you judge enemy placement throughout your level design really well, so don't worry about that too much. #w{=)}

I must add this is only my oppinion of fair level design in general, but I hope this will help you out.
As a rough guide for maximum lengths of gaps in each world:

Worlds 1 and 2: max 5 block gaps, (possible without much, if any running before the jump.)
Worlds 3 and 4: max 7 block gaps(requires you to have a small run up to pass the gap.)
Worlds 5 and 6: max 9 block gaps (requires a fairly long run up, and a failry precise jump.)
World 7 onwards: max 11 blocks gaps (Needs a fast run up, and a precise jump at the very edge of a platform.)

I wouldn't introduce low ceilings till about world 4. To begin with they could obstruct gaps over water. Then in worlds near the end of the game, they could be used to block gaps that are holes, contain munchers etc.

From your example, pits with a few grey platforms to cross shouldn't be in till about world 5. If you wanted obstacles in this kind of section, such as munchers, then maybe it could go in near the final levels.

This is only a general overview as it's hard to consider every possibility, but this is the sort of thing I would use in my own hack.
Wow, loads of cool new stuff since I was here earlier.

@Jacob: All I can say is that it looks incredible, all those graphics go together well.
@Neutron: That's looking like it's going to be a great level when it's done, I like the mix of palettes you've used.
@Riolu180: That's a very good looking background, it mixes well with the other graphics you've made. Definitely feels like a Paper Mario style. Good work.
@yoshiguy978: Looks good for a start. The OW's good, and the graphics and music combo in the level is great too.
@Spud Alpha: That's an interesting looking background, I like the colour combinations you've used.
Tetris Attack: I've done the story mode many times.
Wario Land 4: Well i've done normal twice, and now attempting hard mode.
Super Mario Land: Completed it at least 5 times.

There are others, but I can't really remember what else.
I can't really just pick one, so my favourites are cyan,red, orange and light green.
(restricted)
If choosing a short life would mean i'd be able to get literally anything I wanted, I might be tempted. But unfortunately I don't think I could fit in everything I want into just a week though.

To be honest I think i'd choose a long life, even if it's miserable at times. There's always a way to improve things for yourself, life can't be permanantly bad.
@Mario22: That's a nice title screen, good palettes too..
@Riolu180: Looks great. I really like those goombas you've drawn, and those doorways look cool too, i'm looking forward to your contest entry. Off-topic: I'm going to have to take a look at your old SLTSR thread, see what I missed. :D
@1UPdudes: Looks interesting, makes a change playing as an enemy.
@GN:Looks good, that YI background goes well with the FG graphics.
I would definitely sell rather than smash up broken consoles. In fact, when my brother's old xbox360 decided to RROD on him a while back, he sold it and got a good amount of money for it.
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Jackie's Profile - Posts by Jackie

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