| [Complete] 11F - Stratus Skyworks - Lightvayne |
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Forum Index - Events - SMW Central Production 2 - World 6 - [Complete] 11F - Stratus Skyworks - Lightvayne |
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| Posted on 2011-09-23 02:49:01 PM |
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I P S 4 U
Everything SHOULD be completed with the exception of the odd palette of the message blocks. There is also an pipe at the beginning of this level that leads to the secret exit path. HOWEVER, I do recommend trying to fine the correct way into the factory first so I know if its too difficult or not.
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| Last edited on 2011-09-23 02:55:41 PM by Lightvayne. |
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| Posted on 2011-09-23 04:20:04 PM |
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Bells and whistles went off this time around.

"appears"

Raise those spikes up by a tile. This part is incredibly irritating if you're Big Mario.

Neat. A secret area that forces me to take a hit..

..and puts me in an entirely different level!

The amount of sprites here (two Elite Goombas before I killed one + a Chuck above and below) causes some lag.

Glitchy midway tile.

Cutoff pipe tile.

Am I missing something, or are you stuck if you activate this block and don't have Yoshi? How exactly do you get back?

The goal leads to death.

Word to the wise: don't use the Factory Castle track here. Those "X Castle" tracks are more or less specialized for their specific castles so that they don't lose their novelty. Any other track is fair game.

This is easily the most aggravating part of this level. While I think the idea of "blocking" the throw blocks is great, actually getting over there is a pain in the ass. I'd just get rid of the Mechakoopa completely.
Also, I had to look in Lunar Magic to find out where the key was. I think it's a clever spot, but I didn't see a blue shell like .. anywhere. How exactly do you even get up there without one?
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| Posted on 2011-09-23 04:33:46 PM |
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Originally posted by S.N.N.
..and puts me in an entirely different level!
Just like in your level!
Though it seems like you solved that problem in Fantastic Elastic, so telling Lightvayne how to fix it might be wise.
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| Posted on 2011-09-23 05:30:08 PM |
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Originally posted by S.N.N.Bells and whistles went off this time around.
"appears" *Fixed*
Raise those spikes up by a tile. This part is incredibly irritating if you're Big Mario.*Fixed*
Neat. A secret area that forces me to take a hit....and puts me in an entirely different level! *gah, I hate how Lunar Magic moves around secondary entrances when you copy a level >_<. Fixed*
The amount of sprites here (two Elite Goombas before I killed one + a Chuck above and below) causes some lag. *fixed*
Glitchy midway tile. *ftw o_O, fixed*
Cutoff pipe tile. *Fixed*

Am I missing something, or are you stuck if you activate this block and don't have Yoshi? How exactly do you get back?
*It has nothing to do with Yoshi actually. There are a set of throw blocks a bit off to the right of where you are at. Take one of them and drop it in the small opening you are standing on with the vent that is shooting off to the right, causing it to hit the On/off switch
The goal leads to death.*I though we are making the goal point "freeze" the game, which is why at this point I wasn't worried about it. If you want me to still fix it I will...
Word to the wise: don't use the Factory Castle track here. Those "X Castle" tracks are more or less specialized for their specific castles so that they don't lose their novelty. Any other track is fair game. *Changed*
This is easily the most aggravating part of this level. While I think the idea of "blocking" the throw blocks is great, actually getting over there is a pain in the ass. I'd just get rid of the Mechakoopa completely. *Fixed*
Also, I had to look in Lunar Magic to find out where the key was. I think it's a clever spot, but I didn't see a blue shell like .. anywhere. How exactly do you even get up there without one?*
SPOILER ALERT
Go to the first vent you come across that shoots you up into the clouds with a yellow koopa and have Yoshi with you. Knock the koopa out of is shell, making sure it stays up in the clouds with you. Let it jump back into its shell, causing it to become a "disco" shell. Eat it and fly off to the left where the key is. Grab the Key with Yoshis tongue and make it back to the factory door.
I'll have a new Final IPS up soon
EDIT: on a side note, I should probably think up a name...
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| Last edited on 2011-09-23 07:01:16 PM by Lightvayne. |
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| Posted on 2011-09-24 05:35:33 PM |
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My bank info
Final testing phase. Remember there are two exits. Try both. Also thanks to Buu for the name ^^
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| Posted on 2011-09-25 02:37:51 PM |
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Oh dear. I somehow missed the coin.

Glitchy midway tile still.

I got smacked with a shell immediately upon landing, and then fell in a hole and teleported to the third SMWC Coin.

What exactly am I supposed to do here?
That's all I caught. Also, now that I understand how to get the key to the door, I have to commend you for being incredibly clever.
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| Last edited on 2011-09-25 02:38:12 PM by S.N.N.. |
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| Posted on 2011-09-25 09:32:44 PM |
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...these auto-rooms are going to be the death of me >.<
I'll have yet another final version ready on Wednesday.
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| Last edited on 2011-09-25 11:17:12 PM by Lightvayne. |
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| Posted on 2011-09-25 11:05:17 PM |
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Oh man, I'm glad to see the blocks I created being used to such intense degrees of insanity! It sure is a lot less tame than my use of them, which is great considering this is 3(5) worlds later. I thought this was a bunch of fun, and it took me quite a few passes to realize how to access the secret exit. That was really clever, but also sort of a pain. Unless there's some specific squashing spot I couldn't find, getting "the key to the key" took a lot more effort than it should have, considering how it's already cryptic enough to figure out what you even need to get Yoshi up there.
Really, the possible pathways given by the shovey pushy blocks gives the level a ton of replayability; it seemed like there was always somewhere else to shoot for. One thing I didn't understand was how come those upside down spikes (or maybe the blocks directly above them) on the secret path acted as sprite killers. I'm pretty sure I walked right through the top of one of those spike pillars, actually, so you should look into that!
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| Posted on 2011-09-25 11:21:01 PM |
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The original plan was to have smashers quickly going up and down in that area. As you may know, sprite aren't normally killed when squashed by something like this and instead get stuck in the wall therefore the reason behind the blocks. However, I didn't go that route, so I will fix the problem and remove the blocks.
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| Posted on 2011-09-28 12:01:26 AM |
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I have a major complaint with this level, and I feel really dumb for not mentioning it earlier.
The silver 16x16 blocks you use so frequently throughout the level are meant to be solid, and this is demonstrated in the fire/ice castle. In your level, you can pass through them (and to be honest, they LOOK like they can be walked on/solid). My suggestion? Either draw up a different graphic or alter the palette in such a way that it appears more obvious that you can walk through it. Remember, consistency is a big deal in this hack, and if we have an inconsistency as glaring as that, it'll certainly anger some players.
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| Posted on 2011-09-28 07:01:15 PM |
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When I first started the level, I hadn't realized until a bit later that someone else was also using this tileset. The block itself was never originally suppose to be part of the original design, but after time it grew on me and it stuck.
The block has been changed and the pipes have been recolored a bit so they don't look so solid. I also fixed a few other glitches that also went unnoticed.
I touched up and tested the auto section at least 20 times and manage to have the shell hit me only once but have not been able to duplicate it since then.(not sure why it does this) The main issue in the second auto area was because of the cape, and has been resolved.
I know I said I would have an IPS ready for today but I'm deciding to hold off on it for now. I plan on extending the secret exit a bit so it leads into flareblades level.
Also, are there any global gfx for the "Solid for Mario" block that I should be using? I drew up a temp block for now, which I'll show off later...
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| Posted on 2011-10-06 06:39:46 PM |
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Played through it, and it seems solid to me now. Then again, I've been pretty "out of it" lately in terms of feedbacking, so I more than likely missed something. If I can get a second opinion that confirms the level's quality overall, then I'd say it's good to go.
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| Posted on 2011-10-06 08:44:06 PM |
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I played it, it was fun, well designed, i have some founded some little issues that you can fix to make it more enjoyable:
-The grey metal blocks, still they look like they should be solid, and even if know that they aren't, i keep doing mistakes because they aren't intuitive, maybe you could draw pipe corner tiles, isn't a mayor issue, but it bugged me for a while to get used.
-Level 11F/Screen 09: By the camera setting you fall to the upper platform, you can't see the spikes floor, and you can get confused if you are riding yoshi, i suggest raising the spikes 1 block up, since it doesn't affect too much anything else.
-Screen 0D: Like SNN said, as the coin trail suggest when you fall down to the gray platform, you can't see it, you have be at the left edge to barely see the pipe.
-Level 188/Screen 07: Sometimes, that koopa mechanism doesn't work until the player is at midair, making it totally different to manage, i suggest moving it 1/2 spaces to the left.
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| Posted on 2011-10-06 08:49:36 PM |
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I'd say it's ok as well. I loved the shell run at the end of the secret exit factory, and the cleverly thought out puzzle to get the key.
I do think the absolute end(where the goal is) is very boring aesthetics-wise, so maybe you could spice that up a bit with some decoration and a ceiling? It's a very minor addition, but I think it stands out a bit as it is, and not in a very good way either.
Otherwise, great job on the design.
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| Posted on 2011-10-07 06:32:30 PM |
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@Leo
The grey junction boxes were used cause I don't have enough space for corners for them. It'll have to stay for now and besides, I do introduce the pipes on solid land so you know how they react
Fixed
Added a 1 coin hint that the pipe is over there
Fixed
@GN
I'll see what I can do about decorating a bit ;)
I will then be sending the files off to SNN.
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| Posted on 2012-11-24 10:14:38 PM |
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Originally posted by Punk Sarcophagus
I lost Yoshi here, and, due to the the bouncy things, Yoshi morbidly and gruesomely bounces up to the spiked ceiling, where he was sucked in it, never to be seen again...
Basically, it's another case of weird interaction with the bouncy blocks.
Though, this time, it was quite a horrific sight to see Yoshi running into the ceiling.
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| Posted on 2012-11-25 08:29:15 AM |
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Is that a bug or a hilarious bonus? Honestly, the vent blocks are possibly my favorite element in this game simply due to all of the kooky things they can cause to happen.
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| Posted on 2012-11-25 05:34:48 PM |
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I suppose in order to fix that, I could make the spikes destroy sprites on contact making Yoshi disappear in a puff of smoke instead.
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| Posted on 2012-11-26 09:25:32 AM |
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Its impossible to fight the elite goombas riding a yoshi
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Forum Index - Events - SMW Central Production 2 - World 6 - [Complete] 11F - Stratus Skyworks - Lightvayne |