I feel like a level should flesh out the ideas it presents. Like if your level has a big emphasis on Thwomps, it should use them in increasing interesting ways, adding elements and what not. The stage should be long enough that the player learns to deal with the obstacles presented in the stage, and short enough that the player doesn't get bored with it. This isn't particularly exact, of course. You just kind of have to develop a sense for it, I guess.
I'm working on a beach tileset. I still need to touch up some stuff, especiall the grass. And there's room in the 2nd GFX file which I need to fill. Lots of animated stuff (which unfortunately has some sync issues, but water what're you gonna do). Lemme know what you think. I'll probably enter it in to the gfx contest after a bit more polish.
Looks neat. I'm curious what that water looks like in motion.
Gotta say though, that bridge does not go too well with that tileset. Maybe replace it with a pipe if that's at all possible.
1: Come up with an idea for a level theme
2: throw it out and come up with a better one
4: design a level
5: repeat a few times
6: continually show it off in the screenshit thread and irc
7: abandon project for a year
8: rinse and repeat
Thanks for all the feedback guys.
something like this (Bonus stuff I hadn't shown off yet in there). Personally, I was going for something more cold, though. It's meant to be set in some ruins floating in the sky.
Yes they are. They're like energy crystals or some shit I dunno lol. I'm going to add some animated laylines going through the cracks of the brickwork at some point. Should look pretty neato.
Don't sell yourself short. The art you've been posting is pretty nice. You really got a cute style going, and your koopa, despite the flaws looks tons better than any sprite I've done (see: Vietnam flashback koopa from my hack).
The only thing abandoned here is this city in the BRAND NEW LEVEL I'm working on. <Atmosphere Acropolis>
A long abandoned city suspended atop the clouds by mysterious forces. Overgrown with flora and severely overpopulated by birds, this locale is deceivingly dangerous. Plunging into the sea of clouds below is one of the tamer threats in this level.
[CLICK TO VIEW ANIMATED]
Man, that lighting effect on the chandelier looks really smooth. I had to look really close to see the dithering. Are the flames on the chandelier animated? I also dig the tilted platforms going on. Something about them just seems bizarre, in a good way.
I'm trying to get these pendulum sprites working in SA-1. The converter tool throws an error "cannot remap adress '$004204'". Removing the offending adress allows me to convert it, and inserting $2242 (Seems to be the corresponding SA-1 address) in it's place allows me to insert it into the game succesfully. The sprite itself seems to work perfectly fine, but the chain part of the sprite is glitched to all hell. I've been told this is an issue with the math registers, and playing around with various adresses in the section of the code responsible for this yeilds someresults. Unfortunately, my ASM knowledge is quite limited, so all I can really do is try changing around adresses and hope something clicks. Here is the modified file that I've been messing with, if that helps. "CODE_02D876" seems to be the issue.
Thought I'd post an update. A bit more done on Atmosphere Acropolis, though not as much as I'd have liked.
I also revamped the HUD and changed the Mario Start! screen.
I kinda wanted to do something more interesting than "GO!" (see: GET PSYCHED), but it seems to be pretty limited as far as space goes.
Edit: also, I did add Parallax to the layer 3, as well as another layer of clouds.
Started working on the intro sequence because I love distracting myself from actually designing levels.
As I said on irc, the tongue idea is pretty neat and creative. Also really digging that bg. Are you gonna have any parallax effects on that? Looks like you could with the closer stalagmite/tites. You do need to remove those stray pixels on the top and bottom, and the AA doesn't look quite right on the second closest set of stalagmemes. Again though, really smooth looking.