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Posts by Daizo Dee Von

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Well, you guys wanted me to rush?

Removed link

Yeah, also....cs, just to let you know that you can still be nice and give criticism at the same time.

Edit, ahh, I found some errors, let me fix them first.
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Originally posted by Lightvayne
Originally posted by Daizo
Well, you guys wanted me to rush?

Removed link

Before you even post that link, please don't try and make this sarcastic. We did not ask you to rush through it, but to work at a faster pace than doing 2 screens per week. You can work quickly and still have quality behind it.


I've finished anyways, Thanks to Mr ESC450 for testing it so you guys don't be as......eh......I can't describe it.

Anyways, Download:
Download =P

I'm ready for Positive and "Sort of bad" Criticism.
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Originally posted by cstutor89
There's still several things not quite right about this level.

Ah crap, first a few, then several!

Originally posted by cstutor89
The colors still look awkward at times. The background Layer 3 doesn't look good. There still is that white stone appearing on Layer 3 with the rocks that are kind of visible but don't really pop out. Brown on some of the rocks don't fit and it's just a bland palette for the L3. As far as the FG, the colors (for both parts not just this one) are just average, it still doesn't ring being in a desert. Why is there dark Black on the cement blocks?

*Facepalms* Why did I forget that, fixed anyways.

For the first part, its been fixed quite allot by JDC, he will show progress soon.

Originally posted by cstutor89
As far as the aesthetics, there's a bit of cutoff on that pipe in Screen 8. That grey platform next to the Goomba has to be changed, it just looks like a line that is just there but doesn't connect with anything. It didn't need the ladder and it probably should be just a blue platform.

Thanks, changed.

Originally posted by cstutor89
And the bubbling tar is still a Kill Only Mario situation. Just because you modified the level a bit to make it so the Sparkies don't come out of the tar doesn't mean you've actually fixed the problem. I'm just tired of pointing out the Layer Priority with the bubbles and tar. That problem with the bubbles can be fixed in under a minute, I don't know why you just don't fix it. The land ones aren't as easy but they don't necessarily need that much time. I also don't know how you're going to represent a wall of tar because based on this and Beach Ball Brawl which kind of has similar things that tidal wave just seems to make more sense in that level this level has that generic feel to it a bit. Maybe when the graphics are explained then it'll make more sense. Same thing goes with the bubbles (which I still have no idea if they're being used or not) and the tar on the floor.

Do I seriously have to remind you :/

What to ignore: (cstutor89 (or anyone else), please ignore all of them!)
-The bubbles are Still beta, will be redrawn by yours truly and JDC.
-The "Hot tar"s GFX is just a place holder, Well be replaced by a drawn version of it, once again, will be drawn by ether me or JDC.


Perhaps should of said that they will behave differently too :/
As for the tar, it was made by JDC's Tiles, not mine so yeah.

What ever, Made the Beta tar thing kill sprites now.

Originally posted by cstutor89
Sprite choices are just average. When I said the Green Koopas on Screen 5-6 were dry I didn't mean that they should have been eliminated. They needed one or two more enemies to make them work. The Sliding Koopas are marginal and still a bit dry because as much as they can slide so can Mario based on the land and Mario always has priority over these kinds of enemies. I don't know why you took out the Red Koopa on Screen 8. Green Koopa in Screen 8 can't do anything against Mario since he's a short jumper. Also there isn't much variety of enemies, more than 75% Koopas, and just 1 copy of Pokey, Goomba, Bullet Bill, Piranha, and 2 Sparkies. Those single copies make them tacked on and kind of be there instead of actually working with the environment.

Sparkies can't be in a cave nor desert? Didn't know that at all.

What ever, going to change the sprite GFX anyways.

Originally posted by cstutor89
Other small errors.
- Screen 0: Mario doesn't enter the level correct - a tile off.
- Screen 2-3: Feels sort of empty here.
- Screen 8: Move that Stalactite below that Grey Block, doesn't make much sense.

- Screen 0: I've fixed that, thanks
- Screen 2-3: I'll maybe put some chucks in there.
- Screen 8: I don't exactly know what you mean.

Originally posted by cstutor89
At this point it's a slight tip of being worse than last time. When I said to speed up the pace, I did also (imply) that you needed to have quality.

I understand, sorry for the major screw up #w{=(}
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Originally posted by cstutor89
I keep mentioning the priority because it is such a simplistic thing that takes a mere matter of minutes to fix and you won't fix it. And if you do it correctly, the graphics can be swapped out for the correct tiles and then it looks correct and has the correct priority.

This is a question that always makes me think its impossible.

How do you turn on layer priority on layer 1 but still have layer 2 be in front of layer 1?

Originally posted by cstutor89
Frankly saying the tar will be changed tells me nothing of what it could possibly look it. Is it going to use ExAnim, what colors you're going to use, what shape it is going to be, etc? I don't know any of those things. Nobody else can create or critique graphics for you because you won't tell anybody what you want or what you would like.

Its going to look like boiling, sideways, wavy, tar that kills mario and sprites, kind of what is demonstrated (its a wall of boiling oil) but more deadly.

Originally posted by cstutor89
As far as the Sparkies I never said that they couldn't be used. I just said you only used them in one place making them feel tacked on.

Well now that chucks are in there, I can't use sparkies now.
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OK, got another IPS.

Download (Again)

Just ignore the following:
-Chucks don't get killed in the Tar Wall (Its a bug in the Sprite Kill Blocks)
-The Tar Walls GFX will be replaced when this is bug free.
-Bubbles still go infront of the Tar Wall (Its fixed in JDC's version of the IPS so please ignore it, plus I have an outdated IPS)
-As said the Tar won't have layer priority.

Please Leave Feedback/Criticism.

Edit: My part of the level is in the door.
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Originally posted by Kojeco2
The enemy placement is still iffy, you have a focus on fire & boomerang bros in the first half (along with the lone, peculiar venus fire trap) and the second half with a focus on the different chucks. The level's use of enemies also conveys the feeling that JDC's segment and Daizo's segment are actually individual levels. In short, they are slightly inconsistent in sprite usage.

I did try to connect with JDC's part, I guess I failed Didn't, I'll fix the level a little.

Originally posted by Kojeco2
I am not entirely happy with the second section. One small thing about the second half is that the first chuck makes the sliding Koopa completely harmless, having to jump over the chuck accomplishes the task of jumping over the Koopa in one fell swoop. Also, the random bill blaster is out of place.

Well, I'll just remove the sliding koopa then.
Uhh, really? It perfect to everyone else.

Originally posted by Kojeco2
There is already a chase scene in this hack, in Tropical Turnout I believe, so having another one in the same world seems repetitive. I realize you probably don't want to restart the segment, but if you can make it somewhat unique I guess it could stay.

I don't want to have to start this all over again, Besides, I worked hard enough to restart.

Originally posted by Kojeco2
If you want an easy replacement, you could possibly use layer 2 rising and falling similar to that one world 7 level whose name escapes me, but without a ceiling of tar.

No thanks :/

Also:
(Its fixed in JDC's version of the IPS so please ignore it, plus I have an outdated IPS)

^ Yeah >_>
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What ever cstutor :/

Download

I had to hire Mr ESC to be stricked at me, he did a pretty good job, what do you think of the level, all of the problems Mr ESC450 and Kojeco2 are fixed, how ever the bubbles are not fixed, please ignore that, I'm not aloud to over wright JDC's Map 16 page and his next IPS has the fix anyways :/

Well enjoy anyways, please.

Edit: Shouldn't of said that, crossed.
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Holy crap Dinomar, I think I'll use the Ice City GFX for Mario Man, it looks too amazing #w{xD}
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Originally posted by Kojeco2
Daizo, I'm starting to wonder if you don't actually know how to remove the layer priority. Does it not have to do with the sprite's YXPPCCCT value? Just set the 'PP' part of it to 01 or 10, it has to be set to 11 if it is appearing in front of Mario.

I probably sound like an idiot in this post if the tar bubbles aren't sprites.


The Bubbles are blocks, not sprites, so that will not work sadly #w{=(}

Edit:
I'm not aloud to over wright JDC's Map 16 page and his next IPS has the fix anyways :/

I said that like a few times now, the bubbles are NOT in my control, its in JDC's.
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I'll give some feedback, the problems I found:

-Where the first Fire bro is, its kind of pointless prize after that, a 1-up or a SMWC coin would be better then a bunch of coins, sorry :(

-where the second pokey is, could you rise the sealing, kind of a cheep hit with the boomerang bro's boomerang.

-Could you maybe make the light block in the dark room brighter?

-The ninji's look a little too dark (in the spot light room), ether brighten them up or make the white palette gray may fix this.

-You could just shell jump to the 3rd coin, which is kind of easy to do (for me anyways), to fix this, remove the tar at the bottom of the empty yellow switch blocks.

Thats all I can say, other then that, Its a really good level.

%80.12

Edit, whoops, you already pointed that out :P

Edit again, And another error already spoted
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Originally posted by Daizo


Willing to test this thing, I just want to make sure the people I got didn't miss anything #w{=P}
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Originally posted by TMI
Originally posted by JDC
Originally posted by TMI
Did you even fix anything?


Yes I did. Did you bother to check or did you post to flame me?

Huh.


He quoted his post from early, which was followed up by criticisms. I'm asking if anything has been changed since that post.


Yes, I did, I Made some improvments:

-Removed the bullet bill and added a flying red koopa.
-More decoration
-Brought back the bros to make my and JDC's level fit.
-All the bugs cstutor and other beta testers pointed out (Except for the bubbles/Tar but JDC is puting my level in his IPS anyways so its fine)

Yeah, hole lot of changes, please enjoy, and tell me how to fix everything too :)
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Please ignore my level for now, I'm trying to fix it so it fits JDC's new IPS
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Originally posted by cstutor89
As far as Daizo is concerned, I'm going to stress it right now, this level could be inserted right now without a secret exit. The next IPS you give Daizo is going to determine whether this one will have a secret exit or not because it still had the same problems for what I've seen - 4 times in a row. Make sure that the level you give, with 24 hours from now, as an IPS is THE final or near finalized product of what you want. You've had more time to think about, plan, and do the level than JDC and I don't think you should take longer than him to finish it especially when it's this close to finishing and he had less time than you did.


...I don't want my part to be removed thanks.

Also if you are wondering I've fix everything pretty much now that the bubbles are not layer priority anymore, plus the all the errors are fixed and that it now ACTUALLY connects to JDC's part, all it needs it testing.

Also for your concern, why do I only have 24 hours to finish my part of the level, kind of unfair I must say. #w{=(}

Edit: Ninja'd, also, JDC will beta test, if he thinks its good, then I'll send it here.
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Thank you JDC, I hope this goes well for everyone else who tests this #w{=)}
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Originally posted by Giant Shy Guy
I have one REALLY big quip about the main level 21 level, JDC., which I brought up already but might as well bring it up again; the level uses 2172 objects, that's a LOT. (Highlight the whole level)

HOLY CRAPPERS! Including all the parts of this level or just level 21?

Originally posted by Giant Shy Guy
Daizo's part is..okay. The hot tar's coloration is similar to the normal tar's, which is kinda weird considering that the lava looking normal tar is okay to be touched, will the big one that is chasing Mario isn't...maybe a more "hotter" looking black? I don't know.

I'll try to redraw it, thanks.

Originally posted by Giant Shy Guy
Also...that hot tar's graphics look like they'll fit more in, well...a stomach level.

XD Good one, read above ^

Originally posted by ^ Look above =P
Also, the normal tar graphics there will be used in the whole level, right...? Because it'll create some huge inconsistency and will make the player think that Daizo's tar is untouchable.

My tar GFX will be used everywhere, Its just not installed everywhere yet.

Originally posted by Do I need to repeat XD
And might as well take out the water bubble; the level doesn't focus on it anymore and it currently feels slapped on.



Originally posted by I'm not repeating this =P
Another thing...the fire Bro is pretty annoying. It fires right away, and added with medium auto scroll...it creates an unexpected power-up filter.

Hmm, I see your point

Originally posted by Fine, I'll put the name on XD
Okay, when I looked at the new name I though I saw "Grungy Grotto", which really made me happy.

But then, now I look, it's actually "Gunky Grotto", and I was a bit disappointed.

Well thats a good name, we tried to make a fitting name but you got us a better one, good idea.

Originally posted by Giant Shy Guy
Which gives me an idea; the level's current palette is brown...which is used in almost all the other cave levels. So...with the mechanical part of this level, why not create a grungy looking palette? Blackish; a palette that makes the level look like an abandoned mining area of some sort. Maybe have somehting in the level that "tells" the player that the level used to be an oil mine of some sort? A broken sign?

Hmm, I'd talk to JDC if I where you.

Originally posted by YOU KNOW THIS USER BY NOW! XD
Daizo's, I should say, is far better when compared to the earlier versions, but it could be "fixed" far better.

It shall be fixed :)

Edit: Teyla, I'll fix all the bugs there too, how ever JDC and I agreed about the layer priority on the tar, here is a spoiler:
Daizo and I have decided the tar should not have layer priority.

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I honestly think this is a bad idea, you should of keeped the secret exit and removed me not do both at once.

I honestly would replace myself with GeminiRage this morning if you didn't remove the secret exit.

Well Bye Bye level, The errors where fixed BTW, but screw it, my part is gone.
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Well I have returned to this collab finally, So I'll be working on my levels now, expect progress.
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I'll go reserve 104 please.

Edit, Changed what I wanted.


Never mind, I desided I'm not going to reserve a level or claim one.
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