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Posts by Ultrabi

Ultrabi's Profile → Posts

Originally posted by Najeraldo
I finally got around testing this.


This Blargg is really hard to dodge.

With good timing it shouldn't be hard, but as it's loaded after the others it's even harder, but I don't feel that this should get removed.

Originally posted by Najeraldo

You have to catch this platform in the air, I'm not sure if I like it.

You could add 2 platforms or a slope, it would help a lot.

Originally posted by Najeraldo

Also the platform from before makes the one from here disappear.

Answer in the previous quote.

Originally posted by Najeraldo

If I go here, it's a blind jump to come back.

It's a memorization practice,there's the red switch down there where the player should go.

Originally posted by Najeraldo

RIP layer 3 (although if this isn't the first level, and all levels aren't open from the beginning it shouldn't matter)

At least there are no podoboos.

Originally posted by Najeraldo

This is what happens when you put a Yoshi and a blue shell in the same level.

Supah cheat #w{xD}
But seriously you could add a "no yoshi" part (or one that you stack him on a block and only take him later, like yi on the morphing parts)

Originally posted by Najeraldo

These are hard jump for Big Mario/Mario on Yoshi

In the fiirst one you're supposed to go downwards, although the lack of ground will kill you, and the second there is a bridge down there (yoshi should be kept on that area if needed)

Originally posted by Najeraldo

This jump is nearly impossible to do.

Agreed, you could set the flying blocks higher.

Originally posted by Najeraldo

I can't get through here. Am I supposed to glitch through these blocks?

Nope, there is a multi coins block (also marked with a blue coin) of where you should step to activate the eating block.
~Ultrabi

One day I'll make a layout...
Originally posted by Shiny Ninetales
I still think that all those random blarggs should be deleted, at least those ones aren't on lava

This can be simply fixed by editing the blarggs graphics, no need to remove them.
~Ultrabi

One day I'll make a layout...
It's a very simple grass and cave vannila level, not such big gimmick or anything like that.
For the screenshots have few from the grass area. (what I've done for now)
Feel free to critic the palette, block design or anything like that, as I will probably re-work them.

Simple story.


Main gimmick of the level, koopa patrols. (plus yoshi coin)


Probably hardest part of the level, also shows the decoration theme, the bridges built over the water.


Entrance to the cave.

For now I have this, I will keep updating with the progress I gather.
Request: A music that fits this theme, as I have no idea which I should use.

Download

For the ones that downloaded:
Level 105 isn't done (although there will be the maximum of 4 screens more) and 106 was not even started, so I left a sphere there, so ignore level 106.

~Ultrabi

One day I'll make a layout...
Originally posted by snoruntpyro
I'm really not sure why this is a trend, but the dirt diamonds and formations and everything look really silly, especially in these screenshots where they look like they overlap. It makes the level feel very cluttered, messy, and on top of that it just looks dumb imo. I'd suggest toning them down a lot or removing them entirely.

Actually that's intentional, the level aesthetic is supposed to be messy, so it takes the attention from the player.
Although I didn't know it was a trend, this may affect the creativity, so I may change it, but I wouldn't remove them, I like these formations :D
~Ultrabi

One day I'll make a layout...
Originally posted by Hobz
I'm going to second the above talk on diamond dirt. It looks very silly, It'd be better if it was just solid.

I also though that, but I really enjoy messy stuff (but an organized mess), but taking the fact that two people are talking about this and more will, I will remove them anyways.

Originally posted by Hobz
The background is also really strange to me. It looks like the hills are coming out from behind the water, which is already far away with the horizon line. That means that those hills are absolutely massive. The gradient also looks funny starting at the very top of the hills. I'd raise it a few tiles and make the gradient more subtle.

Yeah the hills I'm going to modify, the gradient I just set there because I would have to manually edit around 10 8x8 tiles to match the gradient so I left it behind.

Originally posted by Hobz
You also probably dont need those message boxes lol. You're making a level, not telling a story.

Yeah I agree, I don't even know why I put the message boxes, I just wanted so I made a excuse to use them :P
Originally posted by Hobz
Good luck!

Thank you :)

Originally posted by Agent Q
The title is very misleading.

I don't know what to name so I set it like that, because there is a koopa patrol on a treeway (although I didn't include the trees yet, nor I know if I will, if it takes too much work I'm gonna leave it.)

Originally posted by StrikeForcer
Not against dirt formations but the problem is that people before you didnt use em conservatively and make it like, the thing about their levels. Unlike the others, I dont mind dirt formations as long as it isnt the main aesthetic.

The problem is right there, it isn't but it is a part of the main aesthetic.

Originally posted by StrikeForcer
Oh and btw, having the gimmick be messy and drawing attemtion away from the player is bad game design because it shows a lack of focus with the creativity of the resources.

Actually that's not the main pourpose, but yes an "oh look this decoration is different than this other one", so I takes a little attention while you're waiting or looking at the level with more attention.
~Ultrabi

One day I'll make a layout...
Originally posted by Torchkas
Originally posted by Najeraldo

I can't get through here. Am I supposed to glitch through these blocks?

This puzzle is really stupid because it's way too easy to die.

How? There is just lava down there with turn block bridges and up there's a flashing koopa shell.
Also a blargg that may save your life.

~Ultrabi

One day I'll make a layout...
Unless you're using a Super FX chip on your ROM, you would have to use layer 1 and Mode 7, this is an old but great tutorial of how to work with Mode 7.
~Ultrabi

One day I'll make a layout...
Actually there is one byte you can set to prevent it from getting stuck on walls, and it's adress $#7E190F.
But I don't really think there is a "stuck on wall" table, or it's not adressed.
~Ultrabi

One day I'll make a layout...
This can be easily fixed by writting this:
Code
LDA $187A		\ ; Load if mounted on yoshi flag.
BEQ return		| ; Compare to $00 (no). If yes return, if not...
JSL $00F5B7		/ ; Hurt Mario.

Return:
RTL			> ; Or RTS if this is a subroutine.

Should work.
~Ultrabi

One day I'll make a layout...
The ASM file won't modify anything, you would need to edit the bounce sprite.
But if you want to edit just the ASM file just recreate the bounce sprite but without sound. (Utilize it only when hit by a kicked sprite)
~Ultrabi

One day I'll make a layout...
Originally posted by Moltz
Request name: Lakitu custom sprite hijack.
Type: Patch.
Short description: This patch would hijack the "spawn x sprite routine" from both normal and pipe Lakitu's, allowing you to make it throw whatever custom sprite you want instead of the standard SMW spiny egg.

It's a hex edit, just simply hijack adress $01EA32 with the sprite you want to be thrown.

Originally posted by Moltz
OPTIONAL: Maybe make it throw another sprite if the extra bit 1 is set?

Code
	LDA $7FAB10
	AND $04
	BEQ NoExtraBit
	LDA #$xx	; Extra bit sprite number on "xx"
	STA #$9E
RTL

NoExtraBit:
	LDA #$xx	; Non extra bit sprite number on "xx"
	STA #$9E
RTL


Not tested, so I don't know if it works, in case of doubts do not use it.
~Ultrabi

One day I'll make a layout...
Originally posted by Najeraldo

Nothing, I should've put some hidden coins there though.

Originally posted by Najeraldo

These are two bind jumps. the first one can be fixed by adding some coins, but the second one needs a platform below because the player has to guess where the flying question block is. Also in the second blind jump, if I don't bring the springboard with me I'm screwed.

Actually I got the idea from worldpeace125's VLDC9 level, so the "blind jump" actually should be informed to the player via the arrow glass blocks.
About the springboard... :3

Originally posted by Najeraldo

These spaces are too tight for big Mario, especially the first one, I didn't manage to get through there without getting hurt.

Hehe I made hard screen.
~Ultrabi

One day I'll make a layout...
This level gave me a good idea, I will take screen 05.

Edit: Doned.

~Ultrabi

One day I'll make a layout...
I'll take screen 0B.

Edit:

~Ultrabi

One day I'll make a layout...
Taking 0F

Done:


Maybe I will make another screen, this one isn't too good.
~Ultrabi

One day I'll make a layout...
I'm just gonna talk about my screen because that's what I know.

Originally posted by Najeraldo

You have to be super fast here, if the bros jump down, can't dodge them.

Actually you're not supposed to kill the upper bros, you're just supposed to jump on the question block after they come down, unless you have a fire power, alternatively you can wait for them to come back to the top blocks.

Originally posted by Najeraldo

The bomb bro killed itself.

Going to fix this.

Originally posted by Najeraldo

If I get hit here, I can't continue.

I'm not sure how to fix this without making it overly easy, probably I'm going to add another mushroom over the row of breakable blocks.

Originally posted by Najeraldo

Blind jump into lava.

The coins were supposed to indicate you that there's something there.

Originally posted by Najeraldo

That guy did the job for me. I might as well remove the bros and place the midpoint here. Although since the last 5 issues came from the same screen, I'd rather let Ultrabi remake it.

Please remove this shell bro.

I don't think I'm going to fully remake my screen (this is one of my favorites) but I'll post a fix of only two parts, I've beaten this screen in one attempt with the small mario, so it isn't that hard.
~Ultrabi

One day I'll make a layout...
Gimme screen 05 of 10C

Edit: Done.

It hurts to have no decorations on this screen ;-;
~Ultrabi

One day I'll make a layout...
I really think the airship/tank as the ending of the level would be awesome, mostly because I'm curious as how we (the screens creators) are going to pull this off.
I'm gonna make a hard part boi
~Ultrabi

One day I'll make a layout...
Can you please add the wall patch of grass on the grass where it should be the lava, because I don't think it's needed to make a whole new .mwl file for this:


~Ultrabi

One day I'll make a layout...