Cocktail Lake 1:
Visuals are awesome! Though regarding the level itself, I feel like the fish before the checkpoint don't pose a threat at all. You could swap some fish for the higher jumping variants. Plus some more land enemies before the checkpoint could be nice.
At the part after the pipe, I feel you could just use Layer 3 water and some fish for consistency's sake, though it's up to you. But I do feel that the dark Layer 1 water doesn't fit the aesthetic and looks out of place.
For the Yoshi coin which requires the cape, I prefer making it so that you get the coin, but doesn't let you skip the level. This is also up to you though.
You could change the 10-Coin to a 1-Up or 3-Up, since it is fairly hard to find.
Also K.T.B., you could just defeat the piranha plants with the cape spin and move on
Snowy Plains 7:
As K.T.B. said, this level is really slow going. I highly suggest putting in more birds for more action.
About the level though, the moles at the start falling from the sky can be obnoxious at times. I suggest you move them onto the ground.
At the part where 4 moles are walking on munchers, I suggest changing the heights of the munchers or even leaving one-tile gaps between the platforms for some spice. As it is now, it is a bit bland.
And that 3-Up is too much of a reward. I suggest changing it into some coins or a powerup.
Cool looking layout I guess.
I'd suggest taking a look at the hidden tunnel blocks since it's probably the same type of thing you want to do.
That was my original plan, but I found out that sprites weren't changing the trigger, that is why I'm coding a new block. Also since it depends on air tiles next to it, it doesn't work with sprites.
Originally posted by Ninja Boy
Well I think the issue here is that your UberASM code is always running which is clearing the custom flag every frame so no matter what the flag will never be set. Even if you switch it up so the flag is set by UberASM vs cleared you'd still run into the same issue.
I worked with the assumption that block code is executed after UberASM, which is probably not the case. So is UberASM is executed after block code? If so, then I can write a code something like this:
In the first video, I would suggest moving that door closer to the ground. I do like the idea of having to use the boo blocks to enter a door, but as you show in your video, this can become somewhat tedious if the door is too high off of the ground.
Sure, but instead of moving the door down, I will move the ground up so that the door is still a bit hidden.
And by the way, the Lakitu level actually has two secret exits! I will demonstrate them soon.
Also sorry for the awful sound quality in the ghost house.