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FOREST OF🐾CHUCKS🐾 [ver1.4][Please give me feedback]
Forum Index - Important - The 12th Vanilla Level Design Contest - FOREST OF🐾CHUCKS🐾 [ver1.4][Please give me feedback]
Pages: « 1 »



Hello!! I'm making this puzzle,ghost,forest level.
I came up with using ExGFXs as sprites.#lm{insexgfx}
I thought it's allowed to merge SpriteGFXs because VLDC 12's rules said
-You are allowed to use custom palettes.
-You can use up to 10 ExGFX files, including layer 3 files.
-You can mix tilesets together.
-You can flip and rotate tiles by 90°.
-***You can recolor tiles.
-***You can merge tiles together.
-***You can merge recolored tiles.
-You can use"YY-CHR"
But I'm not sure.

It's going to take time to finish making this level.
Only images,feedback please.#smw{;)}

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My Poor English Skills...
You can play my VLDC12 entry here!
The first screenshot has a spooky, murky look, which suits how your level involves a lot of ghostly enemies. Contrast is really strong between shadow and midtone, and nearly absent between light and midyone on the trees, giving the impression the color has been reduced to almost an NES- or GBC-like palette.

The second part has a lot more contrast, but with pieces of the structure both being brighter and darker than the wooden block you walk on, it distorts depth perception and makes it a little harder to immediately distinguish "ground" from "decoration." The layout of the room seems fine - Big Boo is effective in narrow corridors but he is slow, so high-HP enemies work well to prevent Mario from outpacing him too much. What is the lone Chuck head supposed to be?

Your last screenshot has some angular shadows and a look that make it seem like a 1920's cartoon in technicolor to me. It has this look to it like an old GB game loaded onto a GBC, a forest given a desert palette, making it seem either fall-like, sunset time, or dusty - very ambiguous. The use of Fishin' Boo's and Bowser's flames to turn Pokey into a Podoboo tower is a frightening-looking way to integrate it into the spirit theme of your level. The Chuck looks very weird though - the other one with its head on fire looked alright but this one's head looks merged into its body!

I have a general concern about isometric appearance without isometric gameplay: even when it looks cool, it distorts the perception of where the ground is and the altitude at which the characters are, and it challenges one's innate geometric depth thinking of whether collision should occur. This is something to consider when finalizing the appearance of the level. I think casting a shadow similarly to how the reflection in screen 2 is cast, and to clearly define the line on which Mario walks, should yield a less confusing appearance. The fog(?) in the first screen also gives the appearance that the origin platform is further away than the one guarded by the Boo circle.

Just look above you...
If it's something that can be stopped, then just try to stop it!
You definitely managed to make a spooky impression yet to me the Chucks' heads look more ridiculous than scary and especially the last screenshot looks quite irritating on how things behave. Maybe you can work on this more? Otherwise I can clearly see the effort, put into this level! #tb{:]}

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Finally I finished it!! this is beta ver
FOREST OF CHUCKSver0.8.zip

I would like some feedback!
I want to know about Difficulity and Fun or not.
Especially,tell me about English sentence of the Text Box
(I'm worried if English text sentences are correct)



--------------------
My Poor English Skills...
You can play my VLDC12 entry here!
Damn, where's the exit? Nice level by the way.

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"SMW2 The Adventure Continues": Coming soon (maybe)
Not sure if I get to play this. We'll see.

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You can download my VLDC12 entry Here - final update
I found the **** exit. It took me some time, but examination worked well.

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You can download my VLDC12 entry Here - final update
Like the story that's being told! The level is a bit of a maze, but it's a fun to explore maze. I like the graphics, but the reflection gimmick could be communicated better, maybe a text box? Good level.

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<3
I appreciate the overall concept and what I've seen in the screenshot.

The atmosphere, the musics, and this pseudo-3D effect with this orange+black palette? That's amazing and I liked it.

But I don't know man. This maze forest part with layer 3 clouds, transparency, layer 2 moving stuff and such such, it felt way too busy to me. My eyes hurt a bit while trying to thread through.

I intend to try again a bit later, see if I fare better.

Very original nonetheless.

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Hey this is me, Darkslayer.

There's always more show. And you can call *qantuum's goals* dumb, or bad, or unrealistic, but there is nothing more realistic than that. You never get a happy ending, 'cause there's always more show.
Thank you for the feedback!

I uploaded ver0.92!!!
FOREST OF CHUCKSver0.92.zip

I fixed this level in a big way!
I changed many exits,I thought this level became more fun and easier to play.

Main Changes




P.S. I found Midway problems so I fixed it.

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My Poor English Skills...
You can play my VLDC12 entry here!
I may redo this level when the submission period is over.

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You can download my VLDC12 entry Here - final update
This is the latest version!

FOREST OF CHUCKS_ver1.0.zip

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My Poor English Skills...
You can play my VLDC12 entry here!
FOREST OF CHUCKS_ver1.1.zip
Added enemy to find the goal easier.

--------------------
My Poor English Skills...
You can play my VLDC12 entry here!
Okay, tried your level and I enjoyed it very much. Well-executed exploration part and I could immediately understand the reflection gimmick with no message box. The aesthetics weren't so distracting for me, but there are some things that need to be fixed:

1. I think you should extend the time limit to 800 or even 900, since it takes quite a while to figure out what to do. On one try, I had enough time to find all Dragon Coins, but the timer was already at 80. Not good.

2. This reflection is a bit misleading:

3. As the above screenshot depicts, the perspective of this section is very weird, although I could tell where I could walk on.

4. Some palettes are very weird, such as the one for coins/?-blocks/yellow pipes and the wooden log bridges in the second section (the sunset one), since their colors are mixed up. You should totally fix those palettes.

5. Although I could tolerate the transparency in the main section of the level, it hurt my eyes just a little bit. Consider that other people might have the same problem with the transparency and tone it down by darkening the palettes used by the transparent tiles.

That's all I got. Good level!

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My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!
FOREST OF CHUCKS_ver1.2.zip
Thank you for your feedback!!

change log
I changed the timer from 573 to 765.(it's just a wordplay. 573 and 765 can even read as Konami,Namco in Japanese.)
The timer is stopped when you enter the level 11D.



fixed the reflection.
fixed the pallets of the sunset level.
changed the pallets of the transparency in the main section of the level.
The perspective of the sunset level is as it is.(I didn't come up with substitute ideas.)

I uploaded a new video

This video ends midway through to prevent spoilers.

--------------------
My Poor English Skills...
You can play my VLDC12 entry here!
FOREST OF CHUCKS_ver1.3.zip

fixed Water Reflections.

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My Poor English Skills...
You can play my VLDC12 entry here!
FOREST OF CHUCKS_ver1.4.zip
fixed graphics a little.

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My Poor English Skills...
You can play my VLDC12 entry here!
After playing this with voice commentary, I've give my thoughts either here or via YouTube description.

--------------------
You can download my VLDC12 entry Here - final update
Pages: « 1 »
Forum Index - Important - The 12th Vanilla Level Design Contest - FOREST OF🐾CHUCKS🐾 [ver1.4][Please give me feedback]

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