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Adventure Land: Darkness Rising - Update (May 22nd) : Bubble Canyon 2.0

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meh, the eggplant is kinda hard to redraw, so itll hafta wait a tad.

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no enemies yet.

edit: lol, I got the first post 2 pages in a row!
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Cool, but try to change the palette a bit, and change the princess graphics a bit.
How would changing the walljump blocks take up to much space just change the original one or if you are using LM 8+ you have 2 extra GFX slots so you should have plenty of room so I'm not sure why you can't do it.
1: I'm already using all ExGFX slots in alot of my levels.
2: I'm lazy, but I'm bound to come up with something that looks more wall-jumpy.

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Goonies are win.
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I'm confused. How would that stop you from replacing the original walljump blocks?

Nice edit, by the way. I suppose there are a few more HDMA sprites I should make now? I think I might actually be able to do a marathon HDMA session tomorrow right now, depending on my friend.
What the hell is Pop Tart Cat?
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Sexy custom boss is sexy. Although a tad too hard for world 1, its still a WIP.

HUGE NOTE TO BETA TESTERS: BETA TESTING STARTS TOMORROW AFTER NOON. GET YOUR REARs IN GEAR! ALL BETA TESTERS MUST POST HERE BEFORE RECIEVING A COPY TO TEST.
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3:10-3:48 water in lava doesn't look all to good or makes a lot of sense seeing as lava touching water creates a huge explosion of steam and creates rock (I know I'm getting a little technical but still).

Also as another thing you might want to change the floating orange/green platform to something else for that level to make it look a little better.
Also, apply the newest HDMA patch (4.5, is it?). It turns off HDMA during the level end, pipe entrances/exits, and the Game Over screen.
What the hell is Pop Tart Cat?
WAY ahead of you kobayashi. I applied that the first time you gave me the HDMA generators.

Anyways I'm currently working on a new ghost house level to replace the old one, which I'm not very fond of. (along with the castle)
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Good to know! Also, yeah, I hope that Ghost House turns out well; those are moderately hard to make look good.
What the hell is Pop Tart Cat?


I kinda like the pumpkins. Could use just one more shade of orange though...



"Hmm..."



"I wonder which ones I can break?"

edit: Better Pumpkins:

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Everything looks great as usual, I especially like the design of Toxic Terror, I think that's been the neatest level so far, although Fort Fuzzy is also pretty epic-looking, so I guess they're tied...:\

I think you could have done a LOT more with the ice segment of Chaos Castle, because we all know three screens are totally considered a segment. I bet you could think of a thousand more things to use for an ice segment.

Oh, and what did you do to Toxic Terror! Are you seriously replacing it for some regular old ghost house?! It was so awesome, the ideas and style of it was executed very well! ...Ah, whatever, your hack, not much I can do to stop you... #w{=(} (I'm probably just thinking too hard, and that it's a different ghost house..)

I'm getting kind of worried about your insane GFX consumption for every level, even with LM 1.8.1, at the rate you're going I can see the Map16 space filling up rather quickly. But that's just me...

Also, I might not be able to be a Beta Tester due to my loads of homework (and that Halloween is on the horizon), besides, I highly doubt this hack needs any Beta-Testers at this point, as I can't find any errors that aren't just matters of opinion...

Anyways, good luck with whatever you're doing next! #w{=D}
WOAH WOAH WOAH! Don't worry just yet, Yeah I did delete the FIRST section of toxic terror, but that can easily be replaced by something else (still using the same bowser staute+exanimating pallette gimick, just used better). ALL the other sections are still perfectly intact, and the Baby Boo Bros. Are things I'm planning to keep in all ghost houses. I also thought toxic terror was a bit too hard for world 1, so then theres that too.

Also, your worries are correct. Its only world 1 and I've already used *11 map 16 pages ><. However, ALOT of the pages are filled with me messin' around. So theres that too. Theres also 1 or 2 pages that I copy-pasted from the first 2 for sake of simplicity, so I can just get rid of those.

*Thats in hex and counting the first 2 original SMW map 16 pages.
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Ah, I see. I thought you had deleted the entire level and everything with it. The main reason it bugged me was because it seemed like it had taken a lot of time to make, so it just kind of felt stupid to redo something that took you a decent amount of time for some gimmick that (from what I can tell from the images currently provided), looks very childish and uninteresting.

Honestly, now that I'm comparing the numbers, I think you should be perfectly fine, as if 11 is in hex (17), and the max amount of Map16 you can have from 1.7.0 + is 7F (127), if you multiply 17 by 7 you get 119, or 77 in hex. 7F - 77 = 8, meaning that there will be eight Map16 pages left if you keep up this pattern of six levels per world, etc, etc, which is a decent amount of opportunities remaining.

tl:dr You'll be fine. #w{=D}
Good castle and boss,DeathBlade26!

Also,why the boss remind me the smb3 koopaling battle?
Hmm... nice...

Ever since GFX space was upgraded to FFF files, I don't think anybody has ever been able to use all of it. That's 2048 files right there. As far as I understand, each file is a half kilobit. That means you can easily squash that much into a one megabyte ROM. The real problem is Map16 space, but even Link'sPetYoshi's calculations are flawed; you are increasingly more likely to reuse past Map16 tiles as the game progresses. Thus, the amount of Map16 pages decreases at a linear rate as you come closer to finishing the game. I have no idea by how much it decreases, but your remaining calculation of 8 pages will turn out to be at least twice as much, if not more.

G'night.
What the hell is Pop Tart Cat?
I must agree with the map16 space because as LinksPetYoshi pointed out there are 7F pages of map16 data now with 3F (63 dec) of them exclusively for the FG and 40 (64) for BGs so you should have plenty of space. I am also assuming though you have 11 pages you are not combining pages making those 11 have plenty of empty space you could be filling with other graphics.
If that is the case I would suggest compressing map16 pages to use minimal space with deleting duplicate blocks so you can have even more space.

With hacking and using custom graphics it's all a matter of how can they be compressed the best way possible.
I like the idea od breakable wood and also the pumpkins look good, The pallette of the ghost house could be changed to make it more eerie....
1up (eggplant) has a good idea there with changing the ghost house colors maybe a little duller with more grey in it.
I'd also suggest a new BG for the ghost house as I've never been to found of the original BG myself.
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WELP. Apparently this was the start of me having better not lazy-ish level design, but it was also the start of me being lazy to actually do it #w{x(}
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