Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
The gimmick seems interesting.
Maybe this music track will help to trigger a feeling of confusion with the setups. I did not play any FF game so it isn't pleasant to me.
I've just got one question; how do you manipulate the sprite memory with a little number of sprites? Since the maximum is 12 iirc; I don't see how you need to defeat this one red koopa in order to make the key appear.
I've tried and finished using the right path. The other one was tried too but only some screens were completed.
The aesthetic is rather simple but efficient, straight to the point.
In fact, it was a bit weird to not be able to spinjump/bounce off enemies where that's usually possible: Thwomps and Pokeys notably.
In fact, I fell for a Thwomp at first, but then the habit of avoiding them was taken. That was the only one misleading statue of them all, so it's correct.
Oh jeez I knew I was has been, but to this point?
Well I'm gonna blame it on the crazy good competitors.
Here I am with an image of the next segment. I said it would not be annoying... I don't know I may have a kick for this kinda stuff especially when it's mine.
Looks nice so far, friend.
I dearly love the Pokey spritesheet so it's good to see a level featuring it!
I'm using these enemies in a castle level in my main romhack..
Good luck. Can't wait to hear your music choice.
thanks for your kind offer.
I could use some feedback on the first part of my entry.
It is supposed to be a badly decorated castle with a part occuring in underground. So far the level runs until the midway point in a linear fashion. What did you think about the flow? I complete this segment in 150 SMW seconds and I expect the second part to last between 0C and 0E screens.
Hi friend, thanks a lot for your visit.
I've submitted the first part of the level for testing on Samuel Zuccati's thread, feel free to play it, too. Some minor changes were done after the video shot.
I agree that I have a thing for cramped areas in my designs usually. And I don't even like to play kaizo or difficulty hard, I'm just afraid that my things fall flat or empty. But, playest over playtest, I notice where I statistically fail the most, and tone these hard parts down, a bit. The last screenshot I've posted was hard and the expanding block bridge was triggering wall clipping, so I made it so it doesn't bug.
I love this theme, the black and white makes it look like a thriller.
That said, I guess you could clarify what is BG and what is FG. You might want to make the BG a bit lighter, hinting it is located far away in distance. Conversely you can make you FG a tad darker to achieve this contrast effect.
Sorry, I'm late for the party. I'll try to make my essay oriented towards searchability, as an user, as a music porter, and as a person who more or less acknowledges how mySQL databases and website servers are handled.
I learned technology happens to allow us a number of things when it comes to data manipulation. Since Counterfeit's and Sinc-x' ideas about giving a standardized title, I'll try elaborating on it.
When I perform a search in the music section, I usually go by tag, name of game, number of downloads, and overall quality. One thing I appreciate already, is all the game's names are formatted in a perfect, organized manner, that's scrutinized both by regular users and moderators. I got called out on this topic, in a comment, when my submission neglected it, once.
So naturally, a "game's name" field could be implemented very quick. Stays the problem of less-known games, original tracks and such. If a script runs once to separate the titles, it will be in need of human check, that's for sure. But thanks to the way things are kept clean already, effort is limited. What I mean, is when I sort the 80+ pages of music content alphabetically, I'm rarely lost.
Now, speaking about Soundtracks, it is a bit tricky. I did not download them too much because, as mentioned by fellow users, I don't want to own a big, unused .zip file on my computer. I like seeing and reviewing them in the .spc player, though. But yeah, ultimately, I do seem more interested about a track that's singled out (when exists), than its counterpart that's bundled in a soundtrack. Therefore, in my opinion, even if the ease of upload is a definite benefit, having users avoid soundtrack files defeats the purpose of making them public: letting them gain in popularity and in use.
As a porter, I also want to ask what happens of the submissions that contain different versions (with echo, without echo, with @3, with @6, etc.), I've seen these variations and figure it is good as it when they come bundled. Surprisingly enough, this practice does not occur in sampled vs. unsampled versions submitted by the same user at the same time, my deduction is that that one is off-limits and follows the none/light/many classification instead.
Now, let me come back to the concept of searchability. I've been proposingcomplaining lately that the database could offer more to the website. So I'll illustrate this idea here, hoping that the current limitations are indeed technical and not ideological. In the screenshot below, we see some fields cannot be sorted. I believe, offering more sorting options could be a nice thing to have in order to compare songs' potential. But here in music, I'd only argue an author sort is interesting, over the other four.
To finish, I think offering a .csv download after a research (or even regarding the complete list); could be of use. I don't know, maybe actually preparing the .csv for multiple users at the same time would cause server slowdown. The .csv would contain all the fields without the cropped descriptions, with all the urls leading the the individual file page. The .csv batches can be run by python, so far as I know, and the "download .csv" link would be a button located at the bottom of the page. Of course, no need to record every .csv requested by every user. Once donwload is done, the file doesn't stay on the server. The reason why I like .csv, is they're light and can be open as a table on Microsoft Excel (or any other table manager). I happen to have an appeal for organized tables. I heavily rely on the sorting and filtering options of Excel, in my dayjob. In fact, I easily imagine myself keeping my favourite tracks organised in an Excel file. In fact I do it already but it's a gruesome task I can't seem to automatize any better. Since I have to listen the music and copy/paste all the relevant info.
And then there are my other ideas of letting users rate a song without having to comment them; updating the tag policy; holding official and serious discussion events between requesters (demand) and porters (offer), punlish actual use statistic reports, but I'm not too strong on them and I deviated from the soundtrack topic already, so I'll only develop if asked to.
That's it for me, I hope it was structured enough and useful. I do not say it enough, so thanks a lot for keeping things active on here.
Just came back here to say, the mission of porting songs doesn't look to me only as good fun, but also seeing all the songs grow and being used in romhacks. Seeing this thread active, makes me think some users would care enough to hold an open discussion about the purpose of porting.
I must admit I did not succeed recently at identifying trends, most of my picks do not seem to raise interest. If I can I'll rely on what is proposed here.
I'll agree with Ryan than without a midi, the challenge of tackling a good port because rather difficult.
Last example of a port I wanted to try myself on, but found no midi, so I'll also stay relevant to this thread:
Choplifter II - BGM 5
And I thank all the midi porters, music arrangers and spc-extracting tool developers who help me a big deal in my port ventures.
Shining Beat – Yeah, this SML2 theme is one of my favourites so I may be biased. The sampling choice is almost perfect! If I hear correctly, this arrangement uses some semitones lower than original. Now it feels more chill, I'd almost forget some aggressive-looking stars are attacking my astronaut Mario all the time.
koopaling – Now that's a bop, well done friend. Nice integration of the SMB Underground!
smw autumn (here we gouhou) – Definitely a good remix effort, although I'm not a Touhou person I'll give it this, well done.
New Donk City – For me this mix works nicely, I always have fun seeing new takes on the Super Mario World leitmotiv.
Wario strikes again! - S Version – I would see it in some forest theme. The percussions are a bit busy to my taste but overall nice effort buddy.
Bowser's Last Stand! – Nice battle theme, although I'm not fan of this kind of atmospheres.
Power Flower Workout – I didn't get the purpose of this one. But it's a pretty good idea of remix, I indeed have heard influences from different tracks. I would have liked it to have a better mixing, since some volumes really were aggressive.
newdonkchallenge – Didn't think too much of this one. Song is nice but the instrumentation could use more love.
owtemmie – big disappointment, I was expecting some Temmie music's samples from Undertale...
72hospc – Very short track. I do not know the original. Ok I listened to it, this version sounds more like a port than like a remix.
Bonus – In fact I love it because I feel this entry was made by a person who knows little but wants to try his luck for funsies. Brotha I've done the same at last 72hospc. In my book you can't be ranked last ;p
Super Mario Land - Chai Kingdom Battle Remix – It's a very busy song, it's loud, it's all over the place. Chai Kingdom: Thanks I hate it. Although I acknowledge it took effort to come up with this, the instrumentation hasn't done the cut for me, sorry.
Man voting is hard, I take it way too seriously!
I wanted to cast an entry, too, but then I realized: I don't know how to re-arrange pieces of music. I'd attempt, in fact I had cooked a beginning of something about SMB3's overworld. Like I wanted to mess up with the flow of the song, the rhtythm. Maybe next time.
Edit: Usually I fear my tastes do not meet the consensus and that my critical mind is too different, so I'm happy in this present case there's no big consensus. I've seen some songs ranked top 5 or low 5 depending on my fellow users. Superb variation.
I know you commented on a lot of threads but I am thankful you visited me! Thank you so much Sariel. You are an angel. Sariel was an angel's name right?
Actually your comment, and also the comment you've done on Lotica's palettes, encouraged me to keep going with my chaotic aesthetics.
Therefore I am introducing a brighter palette set, as well as some textured decorum on the ceilings and surroundings. Think '80s wallpapers. It is fun!
Also I don't know whether it is noticeable, but the stone on the ground follows exactly the piano pattern, regarding white and black keys.
More soon. I am yet to design the part of the level, that occurs after midway gates.
I love the work on palettes especially, these coulours work well together. As for the level flow it seems cool. Using dolphins is a good idea, original SMW didn't exploit those sprites too much.
I want to thank and congratulate Hooded Edge, Blind Devil, bebn legg and Million Luxy for their songs since I genuinely enjoyed them.
bebn legg, mixing Mario and Touhou and having it right is a rare skill!
Honorary mention to mah boi King Mayro who bravely stood against fierce competition.
Thanks everyone for participating and see you next time, hopefully with myself as contestant, too.