Mr. Santa Claus: Of course you can be a beta tester, but I need some help with bosses.
that's what I'm saying:
(Forget the palette. This is my second boss, gianguy)
As people can see, the left-up tile is missed. I put tile $00 in asm file (it's Iceguy's boss) and put in ExGFX. But the tile isn't appearing. If someone solves it, I'll release a demo SOON.
EDIT: My idea for second level of world 3 - Treasures'N'Crystals:
It's empty now, but I'm showing only my palette work.
Nice job on fixing Gianguy. I really like the pallette for Treasure'n'Crystal. Munchers are kind of ugly in general I think. For that level I suggest just getting rid of them where the only thing below them is a hole in the ground. If you wanted to go further you could just replace all the ones on the ground with holes! Then you could make the level "Run Below Munchers"
I really like the effect in the first screen, it looks good.
The second screen's palette could be darker on top, as it's a bit too bright.
The fourth screen looks good. The ground doesn't seem to fit outside, but it looks fine.
The background in the last screen needs to be less saturated. It's hard to look at right now.
Is that a ceiling climbing spiny I see there?
About the level itself, I like the palletes, but I think the FG and BG clash a little.
I have a suggestion, make the purple less bright, and make it look more like the purple in the BG. Aside that, this hack looks really nice. Keep it up.
So, welcome to my team, Midna.
I'm working slow, because I'm trying to disassemble custom sprites, but it was unsuccesful. I'll return the work soon. Guys, do you think I should put mini-bosses in fortresses instead of Reznor or a bunch of sprites?
-------------------- Fierce Deity is cool.
Workin' in OW request...
Currently attendind Scape Santa, but I don't know what to do...