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Lightning Crashes (Go test stuff!)

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Watched your video for Rhino Rumble, and I don't see anything I don't like about the level. You've got a balance of simplicity and detail in your level - it's not overwrought, and it's not boring.

I don't think the video had a bad ground palette by any means, but I can see why people would think it's weird (brown "ground"/green "dirt".) The new ground palette is good, though. I do personally prefer the blue rhinos in the video. 8)

Between your old and new overworld maps... I can't decide which one I like more in structure. The new one's deeper colors are definitely cooler-looking than the old map's colors.

I really do like the ground palette in the Lake of Madness, how it transitions from an aquamarine to a light blue rather smoothly... I also don't see a lot of underwater layer 2 levels, so this should be interesting to play.

I'm going to download the demo and try to review it this week. Keep with it; you seem to have made it far.

Just look above you...
If it's something that can be stopped, then just try to stop it!

Originally posted by Kyoseron

I do personally prefer the blue rhinos in the video. 8)


Don't worry, those will be in a later (ice/snow) Level.

Originally posted by Kyoseron

I really do like the ground palette in the Lake of Madness, how it transitions from an aquamarine to a light blue rather smoothly... I also don't see a lot of underwater layer 2 levels, so this should be interesting to play.


Thanks, there's no layer 2 interaction on that level though, so it isn't that much of a 'Layer 2' Level.

To add some more, I have completed another level of my hack, and World 4 is almost completely done.

Link:http://www.youtube.com/watch?v=lrQ7oZNm7Bc

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
At 1:50 in the video, your midway point's lower right tile is x-flipped, so it looks a little weird. I would also suggest changing the music in the cave and trying to smooth out the cave by using corner tiles to merge ground and walls instead of using that much rectangular ground.

There's also an issue with the bullet bill shooter being two tiles above ground that, when shooting, the bullet goes behind the scenery initially, and if Mario is big, it can hit him within two seconds of the level start. (I don't know why an active player would idle for that long, so it's really not that big of a deal. Some people might dislike it, though.)

Otherwise, the level seems fine. It doesn't seem like you can get stuck unless you were actually trying to get stuck since your objectives are all within view of the items you use in the puzzles, or you can see it before you get your items. I didn't notice any cutoffs, and while I tend to dislike autoscroll levels, this one has a well-executed segment of autoscroll with the line guides that I may even consider my favorite part of the level from a viewer perspective.

Just look above you...
If it's something that can be stopped, then just try to stop it!

Originally posted by Kyoseron
At 1:50 in the video, your midway point's lower right tile is x-flipped, so it looks a little weird. I would also suggest changing the music in the cave and trying to smooth out the cave by using corner tiles to merge ground and walls instead of using that much rectangular ground.


The flipped midway point tiles are because it is a little cutoff when the midway point is placed in the air, I figured it looked better this way. (awesome paint-edited picture showing said cutoff)

It's pretty hard to see sometimes, but the bottom right (and left) 8x8 tiles (The blue lines on it) don't match the tiles above them.
Also, I fixed the cave using the wrong music, and smoothed out the cave itself. Thanks for mentioning these, I wouldn't have noticed the music one myself, and i tend to end up lazy and just spam those rectangular ground because it's just that easy to do. :P


Originally posted by Kyoseron
There's also an issue with the bullet bill shooter being two tiles above ground that, when shooting, the bullet goes behind the scenery initially, and if Mario is big, it can hit him within two seconds of the level start. (I don't know why an active player would idle for that long, so it's really not that big of a deal. Some people might dislike it, though.)


Hm, I should fix it going behind the scenery, and probably move that shooter up a tile.
(While making this post, I realised, why not do it right now?
Has been turned into



Originally posted by Kyoseron
Otherwise, the level seems fine. It doesn't seem like you can get stuck unless you were actually trying to get stuck since your objectives are all within view of the items you use in the puzzles, or you can see it before you get your items. I didn't notice any cutoffs, and while I tend to dislike autoscroll levels, this one has a well-executed segment of autoscroll with the line guides that I may even consider my favorite part of the level from a viewer perspective.


Actually, I found a place where you can be stuck badly (four-tiles high munchers on one side, 5-times high (Too high to jump) Bullet bill shooter on the other side, but that has been fixed, as seen in the above screenshots where i also fixed the bullet bill behind the scenery. Also, glad you like it. =)


(New stuff here)
...I think I've been making way too many videos lately.
...Anyway, here's another one. Castle of world 4. :D
http://www.youtube.com/watch?v=7WBSayT2wjQ

Also, The 'Forest of Illusion' OW.

Ignore the fact I already activated the first event, and the unchanged level name, that's because I haven't made that level yet, and I find a name after i make the level.

/me goes back to work on his hack and waiting for any replies

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Video - In the part with the layer 3 smasher, I'm not too fond of the mushroom going behind the layer 2 walkthrough walls, and would suggest removing the pillar that is overlapped by the first box.

The second box could be moved to the left a little, maybe before the statues, so it doesn't interfere with the part that is supposed to be behind the red door. But, right after the red door, you have a powerup available to you as well, so removing the second box in that section to prevent an overabundancy of powerups in a close area is a good idea too.

The gold Bowser statue on the cement block above the lava would be more threatening if he jumped onto land rather than into the lava pit. I'd move the cement block up one tile so that he can land on the ground after his first jump.

At :40 I'm noticing your Boo train (cleverly made into magic) vanishes when four fireballs pop out from the pit. It's a little awkward and I think some fireballs are redundant since they are clustered very close (and two share an x-position), so some can be removed. Perhaps afterwards, it won't vanish.

Midway Point Screenshot - Here's a fix for that. The same result can be achieved by identifying that mismatched tile in GFX33.bin and editing it.

Forest screenshot - It's pretty neat and clean as it is, but I think it would look even better if you make use of the "overlapping" tree tiles on spots where you don't have paths which would eventually cut in, so this way you have varying forest density and it doesn't seem like trees are in columns or rows.

Keep up the good work. =D

Just look above you...
If it's something that can be stopped, then just try to stop it!

Originally posted by Sister of Night
Video - In the part with the layer 3 smasher, I'm not too fond of the mushroom going behind the layer 2 walkthrough walls, and would suggest removing the pillar that is overlapped by the first box.


The first two pillars have been removed so the mushroom won't go behind it.

Originally posted by Sister of Night
The second box could be moved to the left a little, maybe before the statues, so it doesn't interfere with the part that is supposed to be behind the red door. But, right after the red door, you have a powerup available to you as well, so removing the second box in that section to prevent an overabundancy of powerups in a close area is a good idea too.


The second box has been removed, and the mushroom has been placed somewhere near the entry to the boss room.

Originally posted by Sister of Night
The gold Bowser statue on the cement block above the lava would be more threatening if he jumped onto land rather than into the lava pit. I'd move the cement block up one tile so that he can land on the ground after his first jump.


CementBlock Y-position --, X Size ++


Originally posted by Sister of Night
At :40 I'm noticing your Boo train (cleverly made into magic) vanishes when four fireballs pop out from the pit. It's a little awkward and I think some fireballs are redundant since they are clustered very close (and two share an x-position), so some can be removed. Perhaps afterwards, it won't vanish.


Two fireballs gone, Magic stays. Until it disappears in the lava, that is... :P


Originally posted by Sister of Night
Midway Point Screenshot - Here's a fix for that. The same result can be achieved by identifying that mismatched tile in GFX33.bin and editing it.


Midway point is fixed using the Gfx file.

Originally posted by Sister of Night
Forest screenshot - It's pretty neat and clean as it is, but I think it would look even better if you make use of the "overlapping" tree tiles on spots where you don't have paths which would eventually cut in, so this way you have varying forest density and it doesn't seem like trees are in columns or rows.


Though a lot of the forest gets eaten by the paths, I've replaced as many trees as possible.
New Forest:


If anyone is interested; New forest with paths revealed.
http://i176.photobucket.com/albums/w172/patgangster/SMW/LightningCrashesOW_00024.png
^Yes, That's a clickable link, not a direct picture for those who don't want to see the completely revealed version (Including paths by secret exits)

Originally posted by Sister of Night
Keep up the good work. =D


Thanks :D

Other than the fixed things, I don't really have anything new yet.

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving

A level in the Forest world has been completed!

It contains Hiding Piranha plants, and sometimes Chucks charging at you.


Also some BLUE piranha plants :O


Even a very dark Wiggler!


And a first forest level obviously needs bombs with parachutes.


Also, if you look at the first and second screenshot, I used the unused bush style 5. :D

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving

...Triple post.
It has been a while since I updated this.
Well, let's get started here.
First, It's a ghost house!


Hi there, Boo!

Even more Boos!

Wait, Eeries too?

I even completed a haunted forest level, even though it doesn't contain a lot of ghosts (In fact, none at all until the last part of the level).
Video Link:
http://www.youtube.com/watch?v=kI2_Gnb99rI

(Also, a question. Should I release a 5-world demo when I finish this world, or simply complete the entire hack before submitting a new version?

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Hello again. I would just like to say keep up the good work. I really like the cave with the Boos. However I don't like "Rhino Rumble" FG palette. It just doesn't seem up to par with the others. Also, youre new OW looks kinda boring. I'd suggest not having the cliffs go off screen. I don't know why you changed it, the first one looked way more awesome albeit one dimentional.


I don't know why, but I haven't updated this for way too long, and I have been working a bit slower lately.
...Here we go anyway.

First of all, the cliffs on the first submap no longer go completely offscreen.


I still did a bunch of levels though, and I have finished world 5 now.

One of the levels in there: Chuck's Playground.
http://www.youtube.com/watch?v=bHxf3CWT7m4

And a bunch of screenshots from the castle level in the forest world:

The two upper screenshots are on an autoscroll part, the bottom ones are simply normal parts of the level.


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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving

I haven't updated this for over a month? :O
...Yeah, I've taken a short break after completing world 5, but I'm back now. ^^

New screenies from one of the last world 5 levels:
Ow, my face. It hurts. :(


Blue koopas? Pink wigglers? What is this?


I wonder what to do here...


...And what's up there?


And also, a Video from the first level in world 6.
http://www.youtube.com/watch?v=fWUN1mCeHpU

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
As I've seen, your OW needs a BIT of decoration. It looks a bit empty. But your level design is really nice. It's a nice Vanilla Hack, BTW.
Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...

Originally posted by Fierce Deity Manuz OW Hacker
As I've seen, your OW needs a BIT of decoration. It looks a bit empty.


More decoration? Which part of the OW, and where? The 'Yoshi's Island' Submap I've shown doesn't really have any space left to put any decorations.


Originally posted by Fierce Deity Manuz OW Hacker
But your level design is really nice. It's a nice Vanilla Hack, BTW.

Thanks. :)


...And I also finished another level.
Ninji's Mist:
...Those Ninjis can jump pretty high :O


Oh, hi there.


Take that, you Ninji. *kicks*

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
The hack is not bad, and that good you could re-do the Status Bar in the Black cave.

Overworld: 5/5; this is very creative, and would be nice for your hack.

Levels 4/5; just you must correct a few on the palletes, for not would be "burn-eyes palletes" xD

However, all rest are nice.
Layout made by MaxodeX
2021 TRENO vibe check thread

Update time!
Two new levels, one new video, three new screenshots!
First level, with screenshots:

Aired adventure!
You get koopas kicking shells at you...

Floating platforms that move when you jump on them...

And maybe a tricky jump for a 1-up?


And then there's the second level.
A fortress filled with Lava, Bowser statues, and grinders.
Grinding heat.

Also, I want your opinions.
Release a 5-world demo, or not?
(Still left to make right now: most of world 6, world 7, world 8, star/special world.)

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving

...Updating again, after a long time. Not a big update either, I've been working on my kaizo hack more than this one lately.
A new level, and a new finished submap this time.
'Bowser's Valley' Submap, no revealed events yet.


Also, another video of a level, featuring Rex and Banzai Bills.
Chocolate Happiness.

...That's all I have right now.

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
If it's Bowser's Valley, you should probably change the water pallete to look like lava.
Good fucking bye.

Originally posted by GoldenSonic15
If it's Bowser's Valley, you should probably change the water pallete to look like lava.


Makes sense to me, but Bowser's Valley and the Vanilla Dome share the same palette, and It would look pretty weird for Mario to swim in lava (and play a water level, with a pretty cold-looking palette) on the Vanilla Dome submap.

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving

OH MAN
So I recently found this hack, and I figured I'd put a quick finish on it.

Basically, because I'm busy with stuff, I will skip:
• 'Chocolate island' (W7)
• 'Star world' (W9)
• 'Special world' (W10)

I have also removed 2-3 levels from the OW before that.

I will be finishing:
W6
W8 ('Bowser's valley')

Screenshots from some quick work on the last day:

"Mushroomtop Rush"
High speed required, as your time limit is very low! A very short level too.



"Stalker's Seas"
Also a fairly short level, it's a vertical downwards-water level with lots of rip van fish.

So, basically, left to finish:
W6 castle
W8 (Three levels+final castle)

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[22:25:05] <%andy_k_250> Turkey and Grease will one day be reunited - that day will be... Thanksgiving
Decent looking vanilla hack. The level design shows a lot of love for the original without being dull. I like Mushroomtop Rush a lot.

Good job making the terrain sloped and natural looking. Love the palettes in Grinding Heat! The level design there is simple, solid, and challenging. Nice.

Stalker's Seas looks a bit empty from that screenie. Nothing but vertical descent and Rip Van Fish might be boring, but if it's short that shouldn't be a problem. Are your levels usually longer than the original?

Keep it up and you might just get another download. And I don't usually play hacks much anymore, so that's saying something.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip

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