Originally posted by cstutor89There's still several things not quite right about this level.
Ah crap, first a few, then several!
Originally posted by cstutor89The 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 cstutor89As 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 cstutor89And 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 cstutor89Sprite 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 cstutor89Other 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 cstutor89At 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
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