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Level 001 [ROM2]
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 001 [ROM2]
Pages: « 1 »
Finished the level today, so I figured I show a few screens of it as well.



It's some sort of Dino Rhino/Torch base/whatever in the mountains.
At first I wanted to make something Lineguide-related, but I guess everyone already noticed quite a few Line Guide-entries in this contest so for the sake of variety I did something different.

As for the difficulty level it starts fairly easy but guess what, this level throws quite a few challenges at you, and they're getting harder each time.
I will submit it shortly but I want to test it a bit first as well. Sometimes I miss the most obvious things. #ab{@_@}

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Well there goes my chances .-.

Amazing work as always, FPI. I love everything with each screenshot!

Edit:
>ROM 2
i still have a chance
The resemblance to the TRSP series is uncanny. (And for well over a second I thought you were using custom graphics).

Meant in a positive way, though - the looks are most interesting, and coming from you, I have no doubt the level's going to be fun to play as well. :)

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Looks pretty great so far, very interesting use of tiles. The only thing is that I think you need to make the green less bright in the second screenshot.

Good luck.

- BlackMageMario
How creative you are.
This one for unknown reasons reminds me of the flying fortress from tsrpr.

Looks cool! Will wait for more updates!
Really nice graphics mixes. Somehow it reminds me of TSRPR too.
Thanks for the feedback everyone!

Originally posted by Giant Shy Guy
Edit:
>ROM 2
i still have a chance


Lol! You always have a chance. #ab{:)}

Originally posted by WhiteYoshiEgg
The resemblance to the TRSP series is uncanny.


Yeah, designwise I stayed a bit in my comfort-zone I guess, despite the fact it looks really nothing like the original TSRP which was also vanilla, but also very basic in design.

Originally posted by WhiteYoshiEgg
(And for well over a second I thought you were using custom graphics)


Nope, it's all from the game. I guess you're reffering to these platforms made partly out of the carpets from Bowsers castle? At least these are the things that would look most custom to me on first glance, and they were also a bit annyoing to set up thanks to the palette.

Originally posted by BlackMageMario
The only thing is that I think you need to make the green less bright in the second screenshot.


Thanks for the suggestion, as I wasn't too sure about it either. But I wouldn't mind hearing other opinions about it, since the green doesn't look that bright to me (could be my PC screen or my eyes, though) and I wouldn't want it too desaturated. Overall, I prefer things somewhat more colorful, I guess.

Originally posted by xImseiken3
This one for unknown reasons reminds me of the flying fortress from tsrpr.


Interesting, since I can't find much resemblence on the screenshots. :) But maybe that base-concept worked better than I thought? The level itself is very different though, unlike anything I did before. (And with some luck, unlike anything other people did before. I hope to give you a level you haven't seen in thousand variations on other hacks already.)

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User: Hinalyte / ID: 1553 ~ loading kotori.css
Really nice mix of tiles and good choice of palettes. I'm somehow impressed on those screenshots, maybe because I haven't seen combinations like that before...

Well there goes my chances #ab{^_^}, Good luck though.
Impressive use of vanilla tiles like that. I have not really seen that type of usage before (I often see default grass types when vanilla graphics are used in that style).
FPI - No way, I meant that in a good way! As it looks great so far! But I just don't know sometimes it reminds me of flying fortress, sometimes not.

Don't change anything as I like how it looks. Just continue!
Originally posted by xImseiken3
FPI - No way, I meant that in a good way! As it looks great so far!


Yes, I understood that! I just thought this was interesting and wondered about why that would be the case and probably badly worded response me.

I'm honestly a bit surprised about the feedback for the tileset since I don't find other entries less impressive when it comes to how to mix tilesets and whatnot. It's different perhaps, but I can't see how it's better. (...but hey, I'm glad you like it of course. #ab{^^;;;} )

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From an aesthetical standpoint, it looks simply outstanding. Very well done! From a design point, it looks great as well. I'd exercise caution in having too many 'themes' in your level though, judging by the variety of screenshots shown. At the end of the day, this is a level within a collaborative contest, not a 1-level hack.
The Level

Ok here it is. Testers welcome. #ab{:)}
Just start the game normally and go into Yoshi's Island #2 to play it.
Right now it doesn't have any custom music yet. I will probably go with the provided replacements.

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Aww.. I guess you wanted to make a level unique, avoided using line guide components, and made some obstacles with...
eating blocks.
I feel sorry that it seems I also did similar things independently. Still it's fortunate that our levels respectively focus on different gimmicks, so good luck to you :)

I enjoyed your level, and the design was creative especially when it comes to connecting the body of the snake. But I sometimes died by falling into pits, before I noticed what I was supposed to do: for example where you should wait the eating block before stepping on the grey platforms. Unless you are going to make players die instantly, I think you could put some ledges and reset doors/pipes at very low altitude from which the objective point cannot be reached.
Great job with this!
Hey there worldpeace! I checked out your level, and I agree that it won't be a big problem I think. The two levels we have here are surely different enough. I guess that just shows the potencial of this otherwise underused sprite. #ab{;)}

Thanks for your suggestion - I will see what I can do there with the grey platform thing.

And best of luck to you too! #ab{:)}

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Just played your level, and I am astonished. It has a great concept. It's difficulty is... scaling from medium to hard. Personally I think this is the best level so far. The part where you have to hit the invisible coin blocks to keep the "snake" running is an excellent idea. But perhaps, instead of the normal coins put the purple ones to make it a bit easier.

I've got one question though. Did you use NoMoreSpriteTileLimits patch? There are occasional slow-downs in the game.
Originally posted by Trollope
But perhaps, instead of the normal coins put the purple ones to make it a bit easier.


So that they stand out more? Another good idea I'd say. Will do! #ab{:)}

Quote
I've got one question though. Did you use NoMoreSpriteTileLimits patch? There are occasional slow-downs in the game.


Yes, I did. Which emulator did you use to test it? So far, I only used ZMZ for this. From my experience, ZSNES usually has more slowdown. Anyway I didn't noticed any slowdown in the current version of the level, so I'll probably give it a try on another emulator then to see where the problems are.

Thanks for the feedback!

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Pages: « 1 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 7th Annual Vanilla Level Design Contest - Level 001 [ROM2]

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