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Posts by XenonZed
XenonZed's Profile - Posts by XenonZed
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I'd definitely say that NEW! SMW2 is harder.

On top of generally difficult levels, it also has execution puzzles that I find are a pain in the ass to finish. The amount of enemies in those sections doesn't help much, either.
Good day all. I'm Zed. I used to be a World of Insanity lurker, but I decided to make a new account because of reasons. And this time I'll actually be actively hacking and giving feedback.
May as well take 1-5.

Actually contribute something to the site.
Just going to say here that I'll be away for most of next week so a thread with progress and a playable version of my level might take a little while.
Try using palette 0A for the foreground (in the starting area). It's functional and it looks different.
I'm pretty sure ice watermelons go through walls.
I'm going to be away for most of this coming week, so I won't really be able to work on this for a few days. Better to make this thread now, I guess.

Anyway, it's level 1-5. And there's falling blocks. Here's some screens of my progress so far:

Think fast indeed! Don't worry, the player has a good four seconds to get out of the way of this first obstacle, so they should be fine even if they don't notice what's above their heads immediately.

One of the first collectibles in the level. If the player is swift, they can nab the flower.

Hm, where does this door go?

It's a kill room! Meet the Ravens!

I wonder how to get this flower up here?

The start of another section of level.
progress bump

After making a level earlier and scrapping it, I decided to make this one, inspired by 2-1 and 5-7 of the original game. Hopefully once I get a playable version up it won't be too hard for World 1.
Make sure you include the 6-5 in the level title for consistency's sake.

Anyways, looks pretty nice so far.
Not dead.

Progress has been a little bit slow. Currently I'm redesigning a section I made earlier to use more vertical space and making sure there's no sprite limit errors anywhere. I'll probably have a playable version out by next week if I work quickly enough.

Quick screenshot:
So how exactly do I go about changing the direction Yoshi first enters the level from? Currently in 1-5 Yoshi jumps in from the left and turns around when the level starts. I want Yoshi to jump in from the right.

Also, where can I find the mid ring editor?
General idea and gimmick is pretty rad. Design is fairly solid, too.

Just a side note, but isn't it possible for Yoshi to eat frozen enemies?

Also "Fun with Melons" is pretty general. "Midnight Melon Madness" could be fun. If you ever feel the need to change the name, that is.
Cloud Drop: Flying
Lava Drop: Fire
Something like "The Great Wall of Yoshi/Bowser" might be fitting.

That, or: "Perilous Parapet"

"Bullet Bill Battlements"
This past week has been pretty bad for progress, mostly because of school. Hopefully with the Thanksgiving long weekend I'll actually be able to get work done on this and get it to a point where I'm happy enough with it to put a release up.


What's up here?

One of these segments!

"Heavenly Bodies"
I've got a few more that may or may not also be bad jokes.
"Way, Way Up Above"
"Star-filled Saunter"
"Gravity in Motion"
Originally posted by HuFlungDu
Originally posted by mathelete
3. Break a puzzle level. Puzzle levels are meant to be solved using the mind. Skipping a puzzle is like getting an automatic 100 on a math test.

On the other hand, though, fuck puzzle levels. So there's that.

We need a like button or something.
Pages: « 1 2 3 417 18 »
XenonZed's Profile - Posts by XenonZed

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