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10A [ROM1] - Red Hot Ruckus (COMPLETE!)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 10A [ROM1] - Red Hot Ruckus (COMPLETE!)
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UPDATE: 2-16

Red Hot Ruckus IPS File

Hey guys! Sorry I've been pretty much dead silent about my level, but it's finished now! It had a theme change because I couldn't really get the whole candy-themed snowland thing looking proper with such a limited number of map16 tiles.







If you want to see it in action, here's a video!

I'll be submitting this in a couple of hours. Just gotta' get all the requisite material sorted out. :)
Your checkerboard patterns look awesome in the cave tileset. But I'm not too sure about it for the grass tileset. It might have to do with the grass, so perhaps you want to change that. That said, I like what I'm seeing so far.
Originally posted by Torchkas
Your checkerboard patterns look awesome in the cave tileset. But I'm not too sure about it for the grass tileset. It might have to do with the grass, so perhaps you want to change that. That said, I like what I'm seeing so far.

Thanks, Torchkas. It's supposed to be representative of those peppermint and wintergreen candies (not pictured are green and yellow variants of these palettes). I'm not sure why I didn't note that in my initial post, but there ya' go. I'm going to play with the white and red palette more to hopefully make them a little less weird. I had a better-looking color earlier while I was theorycrafting the level, but I didn't save it because it was in a non-vanilla ROM. Whoops!

EDIT: All right, I made a very slight tweak. Does this look a little less awkward?



The dirt is the only thing checkered now, and the grass becomes consistent white cake icing!
You might want to consider making the red a little more grey so the contrast doesn't hurt your eye. Also the shadow under the grass on the red is not dark enough, and it looks kind of odd.

Fix those things, and you can move on. #ab{;)}

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This level is looking pretty neat so far. You could try using a less saturated red to make that 1st palette look better.

Example:


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Thanks guys. I was actually working on it before you posted. How's this grab you:



And for a side-by-side comparison....

->

I'll do something more like Aquamentus's picture if no one likes what I came up with. :)

EDIT: ...though I do want to mention that I'm trying to steer away from the desaturated palettes typical of vanilla-style levels.
Originally posted by Mineyl
EDIT: ...though I do want to mention that I'm trying to steer away from the desaturated palettes typical of vanilla-style levels.


I'd suggest something in line of the palettes in Kirby Superstar. Right now it looks a bit rainy, but I'm not sure wether it's the blue in the FG or just the (imho) rather unfitting (to the concept) BG-palette. I think this would look great with some happy Kirby-style colours.

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I once did something like this before (the checkerboard pattern) in my spare time, and it was a lot of fun.

I'm curious to see where you go with this level beyond the aesthetic choices.

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Originally posted by FPI
I'd suggest something in line of the palettes in Kirby Superstar. Right now it looks a bit rainy, but I'm not sure wether it's the blue in the FG or just the (imho) rather unfitting (to the concept) BG-palette. I think this would look great with some happy Kirby-style colours.

Hmm... Super Star, eh? I can see that potentially working out. I'm working on the level design first and revisiting the aesthetics later, so I'll probably post a screenshot of KSS colors when I get around to it.

As for the background, I've since changed it to something more white and less blue, though giving it the checkerboard treatment may not be a bad idea!


Originally posted by GeminiRage
I once did something like this before (the checkerboard pattern) in my spare time, and it was a lot of fun.

I'm curious to see where you go with this level beyond the aesthetic choices.

Checkerboards unite! Too bad I don't have more Map16 space to expand the theme even more, but I'll work with what I can.

As for the level design itself, I don't want to make this too hard, so I'm not gonna' get too crazy with it...however, there'll be at least one cave section, and I plan for it to be more than a simple left to right venture. :)
Hey guys! Sorry I've been pretty much dead silent about my level, but it's finished now! It had a theme change because I couldn't really get the whole candy-themed snowland thing looking proper with such a limited number of map16 tiles.







If you want to see it in action, here's a video!

I'll be submitting this in a couple of hours. Just gotta' get all the requisite material sorted out. :)
The level looks very well put together. I do like to palettes; while some may find them a bit bright, I find them quite fitting. Only part that seems like it may be a bit unfair is the free-falling part where you have to avoid the Hotheads. Looks like it may require really quick reaction time for someone who doesn't know where they are.

Overall, nice.
Thank you! The palettes were actually brighter originally. I dulled and darkened them a bit so that they wouldn't contrast quite as heavily with the dark background. I would have gone for something a bit more muted, but I wanted to stay within the spirit of the original Super Mario World's more saturated color style.

As for the Hothead parts, the second one is a bit hard, but I was hoping that the easiness of the first Hothead drop and the subsequent Thwomp drop would clue the player in on what to do when dropping down that shaft. It actually used to be tougher because I had extra Hotheads in a couple of places, but they were causing lag, so I removed them and left the most relevant Hotheads in place. The level is supposed to be on the tougher side, so hopefully the players are up for the challenge.

I'm glad you like it!
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - 10A [ROM1] - Red Hot Ruckus (COMPLETE!)

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