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00A: Lily Swamp Romp - Milk
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 00A: Lily Swamp Romp - Milk
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Pages: « 1 2 3 »
owner: Milk
World: 2
Exits: 1
Theme: Swamp
Music Options: 1, 2, 3, or compose your own.

Briefing: This is the first level of world 2, and as such it should introduce the concepts of the swamp and forest.
Since Moose already received a level, and Milk expressed interest in giving it a shot, I've put him (her? those pink names...) on it for now.
Requests:
-*Graphics: Either a 16x16 or 16x32 graphic of ExAnimated "boiling" bubbles. Meant to denote where swamp gases are escaping from the water. Larger swamp gas bubble sprites will emerge from here.
-*Graphics: Speaking of swamp gas bubbles, if someone can draw a swamp gas bubble (that ideally has a transparency effect, but not necessary). I had drawn one based on the Goomba Bubble, but I'm not sure it's the best. If you're curious, here's a link to the post where I show off one of these bubbles to get an idea what I mean.

-*Sprite: Don't necessarily need a new sprite here, but if someone could help me out with adding a "pop" routine to the YI Balloons (smkdan's sprite). I'm looking to add a routine that will cause the sprite to "pop" and disappear either after so many seconds/frames have passed and/or the sprite has reached a certain Y-position. And if the routine could show a "pop" graphic, perhaps using the spin jump flash.
-Sprite: Although not necessarily vital to the level at this point, if this sprite was made, I'd likely swap out some koopas for this sprite, so yea...
Originally posted by Resource Request Thread
Originally posted by TheGamer
Froggo

It jumps from time to time, and sometimes he throw some bubbles. Can be killed by fireball, spinjumpable, and damage mario if he jumps on it. Add anything you want.

I would be interested in seeing this made as I could potentially have a use for it. Although I'm not particularly keen on it damaging Mario if jumped on, but I see that it has some sort of spiked targe covering his back, so eh... I would like to find a way to replace some koopas and I think this could be a possible candidate (and rather fitting to my level theme).

Also, could the ability to blow bubbles be controlled by the extra bit. And maybe the bubble blowing version can use a different palette from the non-blowing version?




Ok, so I guess I can start putting down some of the ideas I've been kicking around. Overall, World 2 interested me the most, what with it's forest/swamp theme. However, the fact that it's in World 2 and knowing my tendency to make levels harder than they should be, I know I'm going to have to keep an extremely watchful eye on difficulty.

My goal is to make a level based around fundamental platforming over waterlogged areas (since this is a swamp area) while introducing a raft ride section. I'm aware of Hadron's similar idea regarding a raft/boat - though I wasn't when I first proposed the idea - and plan on keeping tabs with Hadron so that we are both able to create a fresh and creative take regarding this gimmick. I'm also aware of the general consensus that such a gimmick can slow a level down too much and will take this into great consideration with hopes to carefully balance out these areas along with fast-paced platforming areas.

Conceptually, I want to try and capture a sort of Louisiana bayou feeling. A couple ideas I've had that can help to create that:
-an alligator graphic swap for the blargg
-small swarms of lightning bugs/fireflies either through the use of ExAnimation or a decorative cluster sprite
-I was also thinking of maybe using the pirhangler, but would like to know if there's a way to disable its projectile (extra bit?). I think that might be a bit much for World 2 in combination with some of the other dangers I have planned.

Additionally, I've been trying to think of a way where the water would be dangerous, but not necessarily harmful or deadly - ie, I don't want the water to hurt/kill Mario on contact as I've always found that to be rather cheap when people do that (with the exception of poisoned water). One idea I had was to perhaps have a sprite that would appear whenever Mario accidentally fell into the water that would act similarly to a Boss Bass, but would move slower and would only sweep across the screen while Mario's in the water itself. Also, it would only harm, not insta-kill. And of course, it would be an alligator.

Also, cross-posting from the General Discussion thread:

Originally posted by Milk
My idea is basic platforming combined with sections consisting of a slow-river raft ride - this would be the main gimmick of the level. Obviously, the level would need to use Layer 2 Scrolling, thus forcing a layer 3 BG. I initially thought about reskinning and possibly tweaking Sprite 5E so I don't have to sacrifice a layer, but after drawing some prelim graphics I can pretty much say that's not going to happen, what with all the extra tiles.

So to go along with the idea, I drew a raft today:

Keep in mind that I consider myself a horrible pixel artist and that this is the first time I've ever drawn anything from scratch, nonetheless attempted (I've only ever ripped graphics in the past), so I'm expecting some pretty harsh criticism regarding style and shading - or that it just sucks. Also, for the moment, this is only using a single palette, so a couple of things aren't quite colored the way I've envisioned them (namely the fish).

To further spice up the rafting sections, I thought about including some sort of spotlight effect centered around the lantern - nothing that would hinder the level as in adding artificial difficulty, just something to give it a nice aesthetic in combination with the lantern - the darker areas would only be just that: darker, not blacked out. However, such a feature is far beyond my knowledge, so obviously I would need help if I decided to go with that route.

As far as graphics, I've been toying with LunarDrake's Swamp and Jungle tilesets as well as WYE's Forest tileset made specifically for SMWCP2 - just to try some things out.

And finally, a few names I thought of based on some of my ideas:
Queasy Quagmire
Dreary Drifting
Slow-boat Slough

of course, there's always the infamous Alligator Alley but I digress....

Anyways, I think that's all the preliminary stuff I have for the moment. I can't really detail anything further as of yet, at least not until I get some bare essentials working for the level.
I like your ideas for this level, they seem original.

I don't thik Hadron will have a problem about you using a raft like his on your level, actualy I think it's a good thing; these kind of stuff help the hack to look more consistent isntead of just being a random mix of levels. However, just as I told Hadron in his level thread, you should try not to make it too long, since the player may get borred after some time.

About the piranglers, well, I'm not sure if there's a variation of it, but you can allways request one in that sticky thread, or you can use one of those Cheep-Cheeps that bounce in the water surface instead.

As for the level name, Dreary Drifting, if the one I like the most.

Also, I'll be deleting the posts from Uhrix's level, since they have nothing to do with yours.
It's great to see you already have so many ideas, I really like them so far. I don't think using the same raft/boat gimmick would be a problem at all, quite the contrary, I think using the same mechanism in two merely different environments would be pretty interesting. But yeah, just as aj said, don't make it too long, since it could become boring (unless you can do a lot of variety during the raft part).
Using alligators as Blarggs sounds great, but wouldn't be using that "Boos Bass"-like enemy a bit too much? It's just a thought though, and it could work well, if it's executed well and doesn't make the level too hard.

As for the level name, Dreary Drifting is my favorite too, Queasy Quagmire is maybe a bit too...complex.

Anyways, good luck on building the level itself!
Ok, unless anyone else has some opinions regarding name, I think Dreary Drifting is fine.

I understand the concern with the "sprite," and knew there would be especially after comparing it to a Boss Bass. If used, it's X Speed would be slowed considerably. I'm not looking to add tacked on cheap difficulty but a way to create the feeling that maybe it's not all that good of an idea to linger in the water for too long. Also, I should probably mention that ideally, the sprite would only be used during the rafting section(s) themselves.

An alternative idea would be to have a countdown timer start whenever Mario's in the water and after so many seconds an open gator mouth would pop out of the water wherever Mario is/was when the countdown ends.

It's a tough balance, yes. Basically what I'm looking to do is to create an element that, not necessarily forces, but attempts to push the player to stay on the raft and not use the water as a method to cheat the whole gimmick. All the while, I'm trying to think of a way that can manage to do so while staying within the bounds of early game difficulty.
Just tossing some alternate names in here:

Dour Dour Drift
Dreary Droll Stroll
Bayou Bog Grog

I do that sometimes. Pay me no mind.


I hope you can get some of those ideas implemented, because they all sound good, and appropriate for World 2 difficulty.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Just a minor update. Unfortunately, for the past couple of weeks, I've been dealing with a "crash" on my music computer while simultaneously having to prepare some work for the the studio, so I've only now just found some free time to work on this. Anyways, I don't have anything significant to showoff as of yet, just some graphical stuff. Like I said, I planned on using LunarDrake's Swamp tileset as a base, but it bothered me that it didn't allow for slopes. So I decided to remedy that while staying true to the idea that it should merely be a graphical swap of GFX15 so I can use all of the original MAP16:



Note: this pic is to show off graphics only - this is not indicative of level design whatsoever. In fact, I just randomly slapped together various types of terrain so most everything that I had to draw/modify can be seen (slopes, slope ends and layerable slopes).

I still need to get some trees/limbs/knees/moss drawn. I know what I would like: something similar to the trees found in Demon's Crest's Forest Stage, but I haven't been happy with any of the tress I've drawn as of yet. I may just have to request these: trees with long walkable/sloped limbs.
Good grief, doublepost....

I guess I'll show off a little something something - well, a few pics at least. At the moment, the pics are incredibly bland and leave much to be desired. I'm still in the process of drawing graphics (I mostly just have decorations left, but I still need to draw my branch platforms and once those are made, a good number of land formations may change dramatically). I'm also troubleshooting a few sprite issues which may or may not cause me to rethink some ideas in the near future. So please, take these pics with a grain of salt.


This is where Mario begins. The focus here is that right from the start, you're introduced to the first gimmick, moving lilypads, although for the moment, it's only visual - interaction comes later. (Also, check out the massive WYE style trunk!!)


Mario has now come come to the first lilypad that he can ride. Although note: not all lilypads can move, as is the case with the two on the right. Additionally, although they are based on the Moving Castle Block, there's actually two different movement patterns, both of which are different from the original sprite. (Not only that, LunarDrake's broken tree graphics have now been applied to WYE's trees.)


Hmm, some kind of swamp monster lives here. Ok, here's the deal: I'd still like to have this graphic swapped for an alligator, but I've yet to have any takers willing to give it a shot (it's been requested in the resource request thread and I've mentioned it in my desired requests at the top of this thread). However, since I've been working on this, I have grown a little accustomed to this strange denizen of the swamp. Opinions? (Note: as is, he's unfortunately no longer shaded with his full 8 colors since I had to repoint his colors, but couldn't use colors 8-A due to other sprites still using them.) (And look, there's a thin WYE style tree - in all, three types!!)

Additional notes:

The above three pics are all from the first area. As mentioned in the W2 discussion thread, there will be three areas: two platforming sections bookending a rafting section. As of now, I've created about 0A screens of basic architecture for Area 1. However, some of it's a bit sloppy, and much may be changed based on additional graphics to be drawn and alleviated sprite issues, like I said. But in case you're curious, here's a couple more shots from Area 1 that are either "sloppy" or are currently suffering from sprite shenanigans.





Note: all the pipes will likely have their palette changed - just haven't gotten around to that yet.

One particular issue I'm fighting is Sprite Buoyancy. Because of the water, I need it on, but it is really killing my sprite usage. However, the only sprites that this is absolutely necessary for at the moment are the shelled Koopas that I'm using. As much as I'd hate to discriminate against Koopas, I'm beginning to think that it'll be in my best interest to scrap them and turn buoyancy off.

The other "major" sprite issue I'm trying to fix at the moment is forcing OAM priority for the lilypad, otherwise there's a lot of weird/ugly priority stuff going on - for those interested, a thread can be found here.

Also, I'm wanting to use the pirhangler, as I feel a swamp setting is perfect for it, however, in it's current state, it just sucks - no offense meant to whoever coded it. I did make a request in the resource request thread to see if it can be modified - I'll likely add it to my list of requests at the top of this thread as well. Otherwise, is it possible to get a copy of the asm and cfg file so I can mess around with it? (Again, I can't remember who coded it.)

Oh, and one last thing before I forget. Wasn't there a global graphic file that included the Venus Fire Trap? I don't want to have to make an ExGFX file if I don't need to.

Even with the new ideas being implemented into this level (lilypads etc), Dreary Drifting still sounds fitting. I've also grown to like Dour Dour Drift as suggested by Axem. Further opinions?
Could you please upload an IPS file? It's hard to judge on this by only the pictures and information given, although it looks pretty good from what I can see.

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Violators will be prosecutedt to the full extent of the jam.
Looks good but the lily pads are pseudo 3d which i was told that it's a no-no with this hack.
The swamp water looks weird to me.

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Ok, an early beta of Area 1.

Personal notes:
-More than anything, I want to know if the Blargg's work or if they just come across as too wonky in a water setting (thanks to their deceptive hitbox). Clearly the idea is to stay out of the water, but in the first area, the water will remain danger free, outside of the obvious Blargg's, essentially giving you a free pass for any mistake made. My plan is to implement a danger while in the water during the second and third area however.

-Speaking of Blargg's, I can't place them in a position where they have the possibility to overlap the lilypads due to an OAM/priority issue. If I could manage to force OAM priority for the lilypads (which I probably won't - I tried and failed), I could probably create some interesting sprite/platform setups.

-More stuff about sprites: I want to know if the level appears empty sprite-wise or not. I'm seriously at my limit regarding sprites - not necessarily to the point of slowdown, but to the point of massive sprite disappearance. I believe the lilypads themselves are at fault, but I can't figure out why. Because of this, in case you haven't noticed, I'm having to refrain from using any sprites that can be carryable (Shelled Koopas, Goombas) or anything that can walk off ledges (Green Koopas, Goombas) as I've had to turn off sprite buoyancy just to manage the sprites I have.

-Unfortunately, agie777's level is really the only level I can use to gauge comparative difficulty/length at the moment. Although the level seems incredibly easy to me, I fear that it's actually more difficult than it should be for World 2, especially what should be the introduction to World 2.

-There are a couple jumps that are longer than I plan them to be. This is something I hope to resolve once I get some branch platforms drawn.

-Disregard glitchy Venus Traps - I'm awaiting the global GFX file for them.

-Disregard the music choice - I was sick of hearing the Swamp theme and switched tracks and then just forgot to switch back before I made the ips.

Questions:
-Ok, obviously this level has nothing to do with rafting so far. As I've been working on this, I've begun to develop further ideas regarding different types of platforms based around the lilypad (stuff like disappearing lilypads, jumping lilypads etc). My question is should I just continue in this direction - making a level based around lilypads and completely forgo a rafting section as that would likely create too much of a confusion regarding the level theme? I'm leaning towards dumping the rafting bit myself, but I can go either way.

-As brought up by 2dareduck - the pseudo-3d of the lilypad. I was actually thinking about this myself a couple days ago. Personally, I see it falling more into a grey area regarding this rule and can slip by, but if it's majority rule that it's a no go, I'll look into have a 2d version made (I would need someone to do so however). Opinions?

-Also, on that subject, if the lilypads are indeed deemed pseudo-3d and unusable as drawn, would the broken tree tops also be considered pseudo-3d and unusable?

-Am I abusing layer priority too much with some of the trees? In my opinion there's only one (maybe two) questionable areas regarding this, but what are your thoughts? (Keep in mind that I have to have layer priority enabled on any trees located around a Blargg.)

Ok, pick it apart and criticize away.....


Originally posted by 2dareduck
The swamp water looks weird to me.

When I took the screenshots, I had the elevation of the water lowered by one tile to compensate for a landmass I've since removed. Because of that, I had to edit the graphics slightly which sort of ruined the overall effect of the water. I've since restored the proper elevation of the water for the ips and restored the graphics to their original form as drawn by Lunar Drake (minus a slight modification). However, if the water still looks weird, please elaborate, because I don't know what to do to it otherwise.
Level has been tested, and it's not that bad, but it has a few errors.


The combination of the steep slopes and the koopa on the platform create a situation that is a bit too hard for world 2 difficulty.


In my opinion this jump is kind of awkward, but if it's okay to others, don't mind it.


It's strange to make that loop for just those two coins. Also, the left tree has "nothing" blocks where there should be water.


Blarrg related issue.


Is that pipe up there going to be exit-enabled in the future? If not, this platform shouldn't be there, because it makes no sence to have it there.

Also, the shadows of the trees look kind of unnatural, and some of them should not have layer priority enabled.

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Violators will be prosecutedt to the full extent of the jam.
Originally posted by agie777

In my opinion this jump is kind of awkward, but if it's okay to others, don't mind it.

I had tested this level too, and I had made the same screenshot :P
Maybe move the platform 1 tile above, or just remove it.

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Your layout has been removed.
Originally posted by agie777
The combination of the steep slopes and the koopa on the platform create a situation that is a bit too hard for world 2 difficulty.

That was a last minute change before I made the ips. Originally, the question blocks were 1 tile higher but I had to lower them because they were creating mystery sparkles at the bottom of the screen. It seems I forgot to lower the ledge as well. If it's still considered hard, than I'll look into it.

Originally posted by agie777
In my opinion this jump is kind of awkward, but if it's okay to others, don't mind it.

I noticed that you used a duck jump to get through there. I'm going to admit that in my natural playing style, I use spin jumps - a lot - and that jump can be executed perfectly with a spin jump. But yea, seeing how you resorted to a duck jump, and knowing that will likely be the immediate course of action taken by 99.99% of players, I'll change it.

Originally posted by agie777
It's strange to make that loop for just those two coins. Also, the left tree has "nothing" blocks where there should be water.

I had a feeling I probably used some of the wrong tiles somewhere - thanks! Also, that's one of two or three areas that I'm still just completely dissatisfied with, so don't expect it to stay like that. (Additional decoration and such will really alter the placement of things in the future, especially coins.)

Originally posted by agie777
Blarrg related issue.

Like the broken tiles, I was bound to miss a Blargg issue. Again, thanks! (Honestly, I can't believe I missed this one during my own test runs.)

Originally posted by agie777
Is that pipe up there going to be exit-enabled in the future? If not, this platform shouldn't be there, because it makes no sence to have it there.

Yes. Or at least that's the plan. I probably should have mentioned it, but I assumed the platform would have given it away.

Originally posted by agie777
Also, the shadows of the trees look kind of unnatural, and some of them should not have layer priority enabled.

Hmm, thinking on this, I see a definite faux pas I made regarding them. As for keeping/not keeping the shadows themselves, I'll wait until I see further opinions. Personally, they look no more unnatural than trees that continue down in front of a cross-section of water.

As far as too many trees having layer priority - another thing I should mention is that once I get some branches drawn (I just can't seem to get away from this excuse), I'll likely remove a number of trees. Really, any number of things could change once I have branches.
Milk, this level looks quite good to me. Like the design and GFX. I also see that the blargg GFX is not changed yet, but what the heck?

I have a question for you, Milk.

Does the swamp water behave like Mud/lava? It's kind of bizzare how it's instant-kill.
Come help save Super Mario World Central Production 2 here!
3: Alternately, extending the koopa platform one tile and keeping the question block height would work. Of course, that would also make it considerably easy to access, so think about how hard you want it to be (considering there are only coins in those blocks right now).

6, bottom: I wonder if you should move the return-from-smwcoin platform a bit to the right to minimize backtracking.

9: Personally I don't have much of an issue with this jump. If it makes people think they have to crouch-jump, then it might not be the best idea, but...I'm not sure :b

As for the tree shadows, part of me thinks they should be angled from the trees instead of cutting vertically across the water. The lack of a bottom line (which you changed to black) also draws attention to them, I think. I'm not saying you should remove them outright, but somehow the perspective doesn't look quite right to me.

Other than that, I think agie777 addressed all of the micro-level things I was going to bring up. Let me try to answer your questions, then.

-I think the blargs work just fine in a swampy area, reskinned or not. I guess the only weird thing is that you can swim under them.

-Did you say the lily pads are based on the moving caste block disassembly? If so, how much off-screen processing is involved? Could that be limiting your sprite room?

-It sounds like you're treating this level as a breather from the World 1 Castle as well as an introduction to swamp mechanics, but even so, I didn't find it too hard. Actually, I thought parts of it might be too easy. Apart from the occasional blarg or venus fire trap, you mostly use shell-less koopas, so it'll be easy for players to jump over plenty of obstacles. Also, the water is safe to swim in, and there usually isn't a lot to dissuade players from doing so. So yeah, sometimes the level does feel a bit empty. On the other hand, this is only the first area, so it's not like you don't have room to liven things up later. If the lack of sprite room is really an issue for you, then you might want to consider lowering players' breathing room to compensate and keep everything close to the water and maybe even slightly cramped (this is a swamp, after all). As it stands, though, I don't think the difficulty is really an issue so much as what sprites you're using- I'm wondering if you should replace a few koopas with something else. Just my opinion, though.

-Personally I think the raft section could be used as a transitional vehicle, be it adding fog in the third section or having more complex lily usage or what have you, and it can also act as a breather from the main mechanics and give the level a bit of variety. It also comes down to how long the level will be with both lily pad progression and a raft section, but I don't see that as an issue for the time being.

-I forgot what rules we have on graphical style. Take my opinion with a grain of salt, but I like the lily pads and see them as little different than the logs from the original game.

-I didn't have a problem with the layer priority trees- it never felt like you were using them to encourage unfair dodging or anything. Oh, but I think one of the trees (screen A/B border?) overwrote the water tiles, so you can fall to your doom.

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Originally posted by AxemJinx
9: Personally I don't have much of an issue with this jump. If it makes people think they have to crouch-jump, then it might not be the best idea, but...I'm not sure :b

I didn't actually crouch-jump there, it was just what was cought on the screenshot.

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Violators will be prosecutedt to the full extent of the jam.
Originally posted by AxemJinx
3: Alternately, extending the koopa platform one tile and keeping the question block height would work. Of course, that would also make it considerably easy to access, so think about how hard you want it to be (considering there are only coins in those blocks right now).

I'll try both methods and see what works better. I suppose it will depend on how much I want the Koopa to play into the difficulty of that platform.

Originally posted by AxemJinx
6, bottom: I wonder if you should move the return-from-smwcoin platform a bit to the right to minimize backtracking.

Another last minute change before I made the ips. That ledge used to be a lot larger and contained a sliding Koopa, but I felt the danger was unwarranted. I'll likely reshape that bit of land altogether to give it more of an interesting look and deter from the suspicion of backtracking.

Originally posted by AxemJinx
9: Personally I don't have much of an issue with this jump. If it makes people think they have to crouch-jump, then it might not be the best idea, but...I'm not sure :b

As I said, I'm going to modify this jump, however, I may utilize this jump in the third section, perhaps for gaining the final SWMC coin(?) - that way it's at least optional for non-completionists and coupled with a worthy prize as opposed to being a necessity to complete the level.

Originally posted by AxemJinx
As for the tree shadows, part of me thinks they should be angled from the trees instead of cutting vertically across the water. The lack of a bottom line (which you changed to black) also draws attention to them, I think. I'm not saying you should remove them outright, but somehow the perspective doesn't look quite right to me.

I hadn't really noticed how funky the black looks before, but now that I see it, you're right. I'll toy around with it a bit and see if I can make anything work.

Originally posted by AxemJinx
-I think the blargs work just fine in a swampy area, reskinned or not. I guess the only weird thing is that you can swim under them.

When I had the entire level dropped a tile, that wasn't so much of an issue - and was the other reason why I had lowered the entire level to begin with. However, having only 1 tile height worth of water created a feeling of cheap danger (even with the additional bottom tile that we can't see).

Originally posted by AxemJinx
-Did you say the lily pads are based on the moving caste block disassembly? If so, how much off-screen processing is involved? Could that be limiting your sprite room?

To be honest, I don't understand the SubOffScreen code at all, so I couldn't say. But that was my initial thoughts as well, hence why I blamed them.

Originally posted by AxemJinx
stuff about difficulty/sprites

Yea, this is only the first area and I do have some ideas that will increase the difficulty a tad later on. Your idea about constricting the playing room a bit (without inducing claustrophobia) might help as well, so I'll look into that. I'll see what I can do with some of the Koopas as well. I just want to make sure that by level's end I'm not going overboard with the different variety of sprites used (since I still want to use a modified Pirhangler and Boss Bass variant as described in my original post).

Originally posted by AxemJinx
-Personally I think the raft section could be used as a transitional vehicle, be it adding fog in the third section or having more complex lily usage or what have you, and it can also act as a breather from the main mechanics and give the level a bit of variety. It also comes down to how long the level will be with both lily pad progression and a raft section, but I don't see that as an issue for the time being.

Yea, I guess I was just worried that I was beginning to add too much variety to the level. I just didn't want to end up making one of those levels that can't figure out what sort of level it wants to be (q.v. several levels in SMWCP - can't recall names right now). But looking back over my ideas and how you're viewing it as well, I guess I'm just over-thinking the issues that originally plagued the first game in regards to my own level.

Originally posted by AxemJinx
-I forgot what rules we have on graphical style. Take my opinion with a grain of salt, but I like the lily pads and see them as little different than the logs from the original game.

Pretty much what I thought.

Originally posted by AxemJinx
-I didn't have a problem with the layer priority trees- it never felt like you were using them to encourage unfair dodging or anything. Oh, but I think one of the trees (screen A/B border?) overwrote the water tiles, so you can fall to your doom.

Noted. And really, that was my main concern. Although I used them quite a bit, I really tried to pay attention to where I placed them and make sure they didn't add a sense of artificial difficulty.

Originally posted by agie777
I didn't actually crouch-jump there, it was just what was cought on the screenshot.

Noted. But yea, I'll adjust the jump.

Originally posted by falconpunch
Does the swamp water behave like Mud/lava? It's kind of bizzare how it's instant-kill.

No, it's water.


Anyways, thanks for all the feedback so far!
Oh, good, but won't they just keep swimming and cheat the level? Not a big deal, but still.
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