Views: 859,798,403
17 users online: Amine Retro, Arcten, BoingBoing, brickblock369, Burst Man, GaloombaCat, Green Jerry, hz02, K.T.B., kembi,  Lazy,  MarioFanGamer,  Ninja Boy, NINTENLUIGI, SF - The Dark Warrior, Team Shell,  Teows - Guests: 52 - Bots: 95 Users: 47,528 (2,196 active)
Latest: boomkill
Tip: Check this thread to find extremely useful diagrams and data.Not logged in.
Posts by Beed28
Beed28's Profile - Posts by Beed28
Pages: « 1 »
Heya everyone! I'm Beed28, and you might recognize me from the MaGMML community.

My first experience with Lunar Magic runs back into the early-mid 2000s when I was young, and was tinkering with a hack at one point. I never finished it nor publicly posted it anywhere, and I've probably lost it forever now sadly. Though, the level design in it was pretty malicious and terrible, so the hack would definitely be rejected with today's standards, heh.

Also, I love bouncy worlds and wobbly environments. ^_^
Heya! This is my first time making something for a VLDC. The theme of this level is an icy castle somewhere in the sky at night. There's going to be two main sections, both featuring ice physics. The first section is an interior section featuring castle themed enemies and obstacles, while the second is an athletic auto scroller.

Give it a try, and here are two (slightly outdated) screenshots in the meantime.

I've now released the first beta of my level. Let me know what you all think!
Originally posted by Counterfeit
That was one tough level which got progressively tougher. I really liked it. Sprite placement was purposeful and effective. I enjoyed the non-linear first segment and the auto-scroll segment after it had a lot of action. One thing I found cool was that the P-switch you were given in the low hidden room connected to the auto-scroll area didn't have to just be used for the Dragon Coin at the top - you could've brought it along with you and found a ton of hidden coins back in the auto-scroll room. The music fit the level well. I didn't bother getting the Blue Switch Palace blocks turned on but I could easily see how they would make this level easier.

Thank you for the feedback! That makes me happy to hear!

Originally posted by Counterfeit
While the palettes are really nice, I am finding that the walk-through blocks function better outdoors where they seem more like intangible "background" pieces against the sky, since indoors, being darker than the castle walls and with a well-defined outline, I sometimes forgot they were decor and it made a difference when there was a ball-and-chain over a pit and a low spiked ceiling: I tried innately to ride the ball-and-chain the first time, and I tried jumping over the non-touch blocks and into the spikes. I did get used to it after a couple of tries. Making the colors of these blocks and pillars for this room closer to the castle walls' color might remedy that misconceiving, as it worked really well for the second room.

I gave the decor palette in the indoor sections a quick adjustment. How does this look now?

Alright then, I'm pretty happy with it now. Hopefully I won't need to do anything else with it.
Pages: « 1 »
Beed28's Profile - Posts by Beed28

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy