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| [Complete] 117 - Dynamic Disarray - Giant Shy Guy |
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Forum Index - Events - SMW Central Production 2 - World 6 - [Complete] 117 - Dynamic Disarray - Giant Shy Guy |
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| Posted on 2012-02-14 04:58:07 AM |
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There is noticeable slowdown at the part where there are the three flying goonies at once and a little bit of slowdown before it, maybe because of the giant parrabuzzies. I'll agree with TomPhanto and suggest getting rid of the giant parrabuzzies altogether.
If I may suggest something, It takes a bit more work to get to the pipe that just gives you coins while the pipe going to the feather(a much better prize in my opinion)is a lot easier to get to, maybe switching the two would remedy this?
As for difficulty I would say it's fair yet if you try to rush you might have a hard time, which I think is a good thing.
I like how you have the point point located, if you exit the sky pop section as small mario it adds a good amount of tension which is good for switch palace located towards the final half of the game.
Wow this is the first time I've tested a level, I hope I was helpful! Good luck with the rest of the level I'll be sure to test any future renditions!
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| Posted on 2012-02-14 06:29:34 PM |
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Originally posted by MooseEh, I'm not so sure that's a good idea, recreating death-by-pits in a sky pop section. Especially if it looks like you are killed by flying at the bottom of the screen.
If that's the case, why not put insta-kill blocks on the ceiling as well? Or, better yet, placing visible hazards on the bottom of the screen, like spikes or something?
Originally posted by yoshicookiezeusOr just line the bottom with a row of solid-to-Mario blocks.
Done, and done; I'have some parts with Death Orbs, and some just block by the no Mario Block.
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Originally posted by TomPhantoLevel 117:
S00: You really don't need the No Yoshi Block at the start of the level since Yoshi doesn't go with you when you finish another level.
Done. I just found that out lurking through posts...
Originally posted by TomPhantoS02-04: Really nothing going on other than the same block destroying. Plus I really think the Giant Parabuzzies should be exclusive to Tropopause Trail.
Hrm...I guess I am taking out the specialty of the Giant Buzzies..
But they're "angelic" here =D
I'll think about it.
Also, upped the difficulty of the level.
Originally posted by TomPhantoS0C-0D: Lots of slowdown if you didn't get a star. And getting the coin can be too difficult since you could easily get trapped.
Fixed; I'm really iffy about that section; I'm trying to use the goonies to my advantage, but the slowdown they cause is stopping me too.
Also, I'll leave the coin there; for the difficulty of it...
Originally posted by TomPhantoLevel C9:
S00: Since the first bonus area is around the start, the message box comes up again, which is rather unnecessary. Maybe there could be a tunnel to seperate the two paths to avoid this issue.
Done.
Originally posted by TomPhantoS07: I didn't like how when you exit the bonus area there, you fall blindly onto some donut blocks below. It really threw me off. Also I would remove the instant death block next to the donut block where you can easily walk into it cheaply.
Fixed.
Originally posted by TomPhantoOverall: It's a good level. I like the concept, however I find it to be too easy.
I was really afraid of that...I have never worked on levels on W5 to up difficulty; I'm trying my best to make it harder!
~~~~~
Originally posted by hypershadicThere is noticeable slowdown at the part where there are the three flying goonies at once and a little bit of slowdown before it, maybe because of the giant parrabuzzies. I'll agree with TomPhanto and suggest getting rid of the giant parrabuzzies altogether.
Noted. But I'm not sure about the Giant Para-Beetles...
Originally posted by hypershadicIf I may suggest something, It takes a bit more work to get to the pipe that just gives you coins while the pipe going to the feather(a much better prize in my opinion)is a lot easier to get to, maybe switching the two would remedy this?
The "coin" bonus room is difficult to access because one, it contains an SMWP coin, and two, it's a farming bonus room, so I have to create something to allow only on time entry. (Although, I moved the pipe more to the left; it's still possible to get into the pipe even though the coins below it is gone...)
Plus, getting a cape in this level is literally "to die for"; I'm planning to have it greatly aid the player.
Originally posted by hypershadicAs for difficulty I would say it's fair yet if you try to rush you might have a hard time, which I think is a good thing.
Unless you know the level like the back of your hand, like me...I run through the level as small Mario =D
~
Now, onto very serious business.
Before the new base rom, I patched a JSL ips on the game you guys have been playing. I know that we are not supposed to use IPS patches anymore (I think..wow, the contradiction!), so when as I ported yesterday, I tried patching the asm file.
It's been hell.
The asm patch is just...not working...the closest I got to recreate what you guys have been playing is glitchy; the sprites work, but they have ugly palettes and "ghost" bars appearing.
The IPS patch does not require freespace (which I just learned), but I just don't know...
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| Posted on 2012-02-14 06:36:45 PM |
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If it's all screwed up, just scrap that version and restart from the last IPS you released. You may have to fix things again but at least you can start over without the patch.
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| Posted on 2012-02-15 02:11:29 AM |
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Originally posted by cstutor89If it's all screwed up, just scrap that version and restart from the last IPS you released. You may have to fix things again but at least you can start over without the patch.
Hrm...okay. No point trying to do something I have little understanding of.
I'll release a better IPS later on...
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EDIT:
Avant-Garde Bombard v...versionwhatevernumber
Ignore:
- C9
- CA
- Venus Fly Traps(?)
- Piranha Plants
- death pipes...I can't remember which pipes are connected, so I say save a state when entering one...
Note:
- 117 is mainly done
- upped the difficulty..you'll see; and I know I upped the difficulty because I die too much playing my level, which is really weird for me.
- report any slowdown, as usual
- better sprite placement, I hope
- better use of Goonies...
- C9 is barely edited; but play it nonetheless in case of...cases?
Glitches:
- the whole JSL patch thing...I'm still using the old base rom
- the ghost Sky Pop..you'll see it when you die way above the screen, and fall down
- killable upwards launcher
- Jet Jim graphics...well, at least, trying to make them
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Anywho, I even though this level is "avant-garde", I am trying to make the player stop for a minute and assess the situation.
Am I successfully doing that?
Also...in C9...did you, by chance, find something "curious" and "amusing"?
If you did, kudos to you!
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| Last edited on 2012-02-15 02:14:00 AM by Punk Sarcophagus. |
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| Posted on 2012-02-15 11:27:23 AM |
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...now that I think about it, Avant-Garde Bombard isn't actually a proper rhyme, is it? The a in Bombard is a long [a:] sound, but the one in Avant-Garde is a shorter [a].
And yes, I know that this is kind of late.
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| Last edited on 2012-02-15 11:28:10 AM by yoshicookiezeus. |
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| Posted on 2012-02-15 03:04:09 PM |
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Pretty good update so far.
A little bit of slowdown in Screen 6 of 117. Maybe just remove one of those Cape Koopas.
A little bit of slowdown in Screen C of 117. Maybe just remove one of those Goonies.
For the most part I didn't find anything really wrong in C9. Though I'm not sure why some of the munchers were replaced with death tiles.
Fill in the Midway Point in level C9 too.
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| Posted on 2012-02-15 08:14:35 PM |
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Originally posted by yoshicookiezeus...now that I think about it, Avant-Garde Bombard isn't actually a proper rhyme, is it? The a in Bombard is a long [a:] sound, but the one in Avant-Garde is a shorter [a].
And yes, I know that this is kind of late.
No, you're actually wrong, at least according to all of my modern English dictionaries, dictionary.com, and Google Translate (Unreliable, I know.)
Of course, the name isn't really proper English is it? The article lacks a noun entirely, and Avant-Garde is an adjective, not an adverb. In this case, bombard is a verb unless he's referring to either the cannon or the clothing piece, which there is a 99.9% chance of it not being.
If it were to be proper, though, as the correct noun in this case would be 'Bombardment', it would break the naming guidelines for the levels. This is due to the fact that "Avant-Garde Bombardment" is neither alliterative nor rhyming.
[/grammarnazi]
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| Posted on 2012-02-15 11:10:36 PM |
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Originally posted by CrystalJadeStrikewhich there is a 99.9% chance of it not being.
[/grammarnazi]
So, it's .1% that I am pertaining to the cannon?
Wow, that's a very small percent, because that's what I was talking about.
~
Originally posted by cstuto86A little bit of slowdown in Screen 6 of 117. Maybe just remove one of those Cape Koopas.
Wait, slowdown there? I have never experienced slowdown there, but I did move a koopa higher up. I like the placement of the Koopas
Originally posted by cstutor86A little bit of slowdown in Screen C of 117. Maybe just remove one of those Goonies.
I'll see what I can do about that...
Originally posted by cstutor86For the most part I didn't find anything really wrong in C9. Though I'm not sure why some of the munchers were replaced with death tiles.
Because, well, I want the person to die when they mess up there. THere used to be just one big pit there, and there isn't a lot of chances of the player dying right now.
Originally posted by cstutor86Fill in the Midway Point in level C9 too.
But I plan to have the player respawn walking inside the palace, and I can't do that without the Multi-Midway Patch
~
Anywho, I'm trying to get around the whole "message keeps appearing" thing.
~~~~~~~~
How does "Avant-Garde Avarice" tickle anyone's fancy?
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| Last edited on 2012-02-15 11:14:12 PM by Punk Sarcophagus. |
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| Posted on 2012-02-15 11:28:09 PM |
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Don't worry so much about the slowdown from me, sometimes it might be my computer that is acting up. Anyways looks like this level is getting closer to being finished than a few of the others ...
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| Posted on 2012-02-16 06:41:28 PM |
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Originally posted by Giant Shy GuyOriginally posted by CrystalJadeStrikewhich there is a 99.9% chance of it not being.
[/grammarnazi]
So, it's .1% that I am pertaining to the cannon?
Wow, that's a very small percent, because that's what I was talking about.
*facepalm*
*crawls into hole and lays in fetal position*
EDIT:Actually, I think the level name is fine as it is. Besides, I don't want this being the only world other than the 1st to lack a level with a rhyming title.
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| Last edited on 2012-02-16 06:44:19 PM by CrystalJadeStrike. |
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| Posted on 2012-02-17 03:10:27 PM |
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Oh noes; my motivation is losing its grip!
So yeah I haven't had a lot of progress (well, compared to my usual progress). I'm kinda losing motivation, so I'm just spending my time with my test rom trying to find how these goonies could be used to my advantage =S
Which I know I can...I just need to learn when and how it flies up...those spikes aren't gonna hurt Mario themselves...
But nonetheless, I am still aimed on finishing this level.
~
Anywho, my level is a space whore.
Well, in terms of objects. I'm just asking if it's worth it to chop the aesthetics of the level (coughtheceiling) and use something else?
I'm really liking the ceiling of the level (although it's really tedious to make) but I'm at 0A screen with about 730 objects =S
So ya...
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| Posted on 2012-02-17 04:05:55 PM |
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Originally posted by YouWell, in terms of objects. I'm just asking if it's worth it to chop the aesthetics of the level (coughtheceiling) and use something else?
I think it is since the player isn't going to pay much attention to the ceiling anyways. Perhaps, it could be where it wouldn't matter too much as long as it looked neat.
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| Posted on 2012-02-17 04:28:03 PM |
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Originally posted by TomPhantoOriginally posted by YouWell, in terms of objects. I'm just asking if it's worth it to chop the aesthetics of the level (coughtheceiling) and use something else?
I think it is since the player isn't going to pay much attention to the ceiling anyways. Perhaps, it could be where it wouldn't matter too much as long as it looked neat.
Well, good enough reason. (bye bye easter egg...)
Anywho, I'v replaced the ceiling with the Switch tileset...and the FG and the celing are having a tileset clash =S (what is ti with me and =S?)
Yeah...I'll have to tweak the palette a bit, even though I love how the palette looked...
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| Posted on 2012-02-20 04:49:31 PM |
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To be frank, I do not like this level. To me, the level feels overly cluttered with a dull, yet mismatched pace that feels like everything in the level just exists for no reason other than just to be there. The only thing(s) you got going on (so far) are the Donut Lifts and that rotating platform, though I could say it's due to SMB3's usage of the two being a good starting point.
The entire Sky Pop segment feels remarkably cramped as if you were trying to put as much content into the level as you could without making sure everything clicked together. The Goonies, by all intents and purposes, don't need to be there. You plastered spikes, breakable blocks (that look out of style) and kill block everywhere so the player needs to squeeze into these areas without taking damage while spamming Y/X so there's enough room for Mario to make it through these walls before auto-scroll squashes him like bug. Basically: Artificial difficulty.
You use the old method of adding the "SMWCoins" into the level which suggests that you didn't pay enough attention to the project like what is expected of you. (insert them as object by pressing insert, then object 98, 99, and 9A)
By the way, the sky music you're using for the Pop section is by this point overused badly.
The intro message to the Switch palace section is pointless and WILL play again when the player enters the level from secondary entrance 181. The rotating platforms Donut Lifts have some potential, but that's about it. The Lift GFX themselves don't fit the graphical style this game is using, and you have so much stuff all over the place that it makes the level easily exploitable for something such as lives or a Cape thanks due to the sublevels being able to be reentered indefinitely.
Summary: This level has no flow and almost everything in it is there just to be there.
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| Posted on 2012-02-20 05:13:18 PM |
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I haven't looked at this level in a while and I kind of can understand where MrDeePay is coming from. Though the SMWC coins thing is my fault actually, because he reinserted ASM over the coins and removed them from the game. I told him to put the coins there for right now and in hindsight probably shouldn't have said that.
Anyways after playing with it a bit. There's a lot of different custom sprites in this level and with a short supply left this one does take up quite a bit. If the Koopas were used in better ways instead of the goonies it wouldn't need the extra slot. Actually never mind he let go of them 2 days ago. I don't know what you're going to do with the countdown magician but that seems to be a bit much, don't you think? Make the level a bit more concise and robust without adding too much stuff to it.
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| Posted on 2012-02-20 07:57:46 PM |
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Uhh..yeah. That's a pretty old IPS. I'm currently continuing the main blue switch palace level.
I got rid of Goonies some time last week (I think), and haven't touched the Sky Pop section for now; I realized how bad it is a day or two ago. I got rid of the kill blocks, actually, for reasons that they feel out of place there.
I already replaced all blue coins with SMWCP ones yesterday.
I already worked around the whole bonus rooms situation a few hours ago, actually, so yeah that's a coincidence there.
The bonus magician comes at the end; its a vertical level that's a race to the pipe that connects to the Switch Room, and also contains the last SMWCP coin.
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I don't really have a lot to say, right now; I guess I can show what I've done sometime today or tomorrow.
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EDIT: Okay. After an expected epiphany (I know, oxymoron), I looked up the original Pop levels in SML.
And I am amazed as how far I was from how the levels where pulled off; I made the segment out of pure remembrance.
I am completely redoing that part; I replayed SML a few hours ago, up tot he Sky Pop section, and MrDeePay is right; the whole segment is artificially difficult, and isn't like the fun I had with playing SML
So yeah. But I'm currently working on the Switch, as I've said. And I'll have something up later...
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| Posted on 2012-02-23 02:58:56 AM |
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In a part of the CA room, The donut lifts turn glitchy when hopped on.
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| Posted on 2012-02-25 12:09:59 AM |
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GSG, how's this level going for you lately?
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| Posted on 2012-02-25 12:15:32 AM |
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Awesome, actually.
I really liked how the Sky Pop section turned out.
I just need to work on transitions...
I'll see about an IPS, somehow.
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| Posted on 2012-02-28 01:59:01 PM |
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Avant-Garde Avarice
After who-knows how long, I think I have at least something "good" to show.
C9 and its bonus rooms are unaccesible for reasons of glitchiness.
Anywho, I just realized this level will be long (about 35 screens in total :/; that is, minus the bonus rooms), so I need help to pinpoint which can be cut in 117.
Although...117 isn't finished itself...
~
Ignore:
- the last part of 117
- brick-block graphics
- ted graphics
- C9 (if you made a way to go there)
Note:
- ATTACK 117 WITH ALL YOUR MIGHT AND-ahem- I mean, criticize it to the fullest
- report any slowdown; I already applied the FastRom thing, and any instance of slowdown will not be a good sign
- it took me this long to post an update because of many failed reboots of the level; this is, at least in my view, the better of them all
- Avant-Garde Avarice is much more fitting for the level
Anywho, won't be posting an update again until I get enough constructive criticisms; I can't have reboot everything again after I was almost done have someone like MrDeePay point out many things flawed with the level; the more things I get, the better I can make the level.
I just hope...
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Forum Index - Events - SMW Central Production 2 - World 6 - [Complete] 117 - Dynamic Disarray - Giant Shy Guy |
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