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Mario's Insane Adventure
Forum Index - SMW Hacking - Works in Progress - Mario's Insane Adventure
Pages: « 1 » Link
My WIP rom hack. I will release a demo soon. Full version soon too.#smw{:TUP:}
Trailer:
https://youtu.be/k_QSkvVPeIE

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nothing here
im a youtuber i guess
I removed the poll since it wasn't really serving any purpose. Please don't make a poll unless you really need to use one.

As for the level you've shown:

First off, I would personally recommend not using savestates and rewinds when showcasing your projects. A well-designed level is one that its author can get through easily enough without having to resort to tool use. Plus, using a lot of rewinds in a video meant to demonstrate the level can be disorienting for us to watch, since we the viewers generally aren't expecting the game to suddenly teleport back in time.

Second, while your level thus far is a valiant effort for a newcomer (I like that you've tried to add some terrain variation, which is one area in which many newbies falter), it still suffers from a number of problems that plague beginners to level design. Namely, there is still quite a bit of flat land throughout the stage, and a lot of your enemy setups are just "several enemies lined up in a row", which can easily be evaded by "holding right and occasionally jumping". Try adding more platforms and variety in your setups.

Also, at 0:33 in the video, one of the corner tiles you're using for the ground (where the vertical and horizontal lines of grass intersect) is using the wrong tile. The grassy outline there should be curved along with the rest of the grass. This isn't a big deal gameplay-wise, but fixing this would make the stage look a lot nicer.

That's all I have to say for now - you're in need of some practice for sure, but if you persistently keep at it, I'm sure you could make quite a lovely hack. #ab{:)} I recommend showing us a full level from start-to-finish next time, so that we have more material to critique.




Quick side note:

Originally posted by BlueToad
What is this?


This question seems irrelevant? Blue Toad, you could have at least provided some feedback on the video. Please put at least a little more effort to your posts, especially in this particular forum.

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OLDC Judging: In progress
Twitter
@K.T.B. Sorry for that, it was by mistake.

As for the level:
The main problem is that level is flat with enemies far and few in between. Varied terrain with enemies with interesting setups would go a long way. Try experimenting with different enemies put together in different patterns.

This is irrelevant to the level itself, but I am sure it will help you: give your levels a theme or a central gimmick. Try centering your level around 1 or 2 sprites: for example, banzai bills, chargin' chucks, etc. Try to expand on ideas and difficulty as the level goes on (though don't do this for the first 2 or 3 levels). Mixing all kinds of sprites together isn't good level design.

Also, may I know what kind of difficulty you are aiming for? Normal? Hard? Light Kaizo? Because the shell jump at the end left me wondering about it.



Hack.
YY-CHR > Photoshop
I tried to record with snes9x but it is shorter

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nothing here
im a youtuber i guess
What do you need more help with, friend?
Plus, I didn't see your new trailer. I searched your YouTube channel, but couldn't find anything there as well. Maybe you set it as "unlisted"?
Pages: « 1 » Link
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