Wow! Honestly, I really didn't expect that kind of response. Thanks!!
Now to answer some questions/concerns:
Originally posted by S.N.N.This is the first tree you encounter in the level if I recall, and it seems a little misleading. I jumped into it, and thought I was literally in it, but I ended up sinking to the bottom. I guess there isn't really much you can do about this though
I guess I can turn this tree into a low priority tree. Looking at it again in LM, I guess I can see how it
could be misleading since it is the first broken double-wide stump.
Originally posted by S.N.N.Those serve no other purpose besides acting as decorations, right?
Right.
Originally posted by S.N.N.stuff about bubbles
Yea, the whole ceiling interaction hasn't quite sat right with me either. Ideally, I would like them to pop, but the ceilings could still cause some havoc. I wonder if I could get them modified to pop after a certain amount of time or once they reached a certain Y-position. And yes, ideally, the ceiling would be replaced with the ceiling generator in most of these areas. (Oh, and color me impressed - I haven't even managed to stuff Mario
into the ceiling yet, even though I've tried just to see how bad the bugginess is.)
As far as the warp bug, it seems the one you had an issue with is one that lies directly on a screen boundary. That bubble is actually one of two that I've had this issue with. I'm going to slide some stuff over and see if I can fix it, if it is the boundary causing the problem.
Originally posted by S.N.N.I wish I had read these questions before playing the level
I just wanted to see what your natural reaction was to these questions before going into the level with them sitting in the back of your mind. I'm just glad to see that these worries are for naught.
Originally posted by S.N.N. & Axemstuff about the raft
Trust me, I've been thinking the same thing for a while now. It's funny how I initially went into this level with one idea, had another secondary idea hit me, and managed to take this level in a whole other direction. Honestly, I don't mind if I have to drop the raft area. If we'd still like to see it somewhere else as a sublevel, fantastic, but I'm not going to push for that. But, I may still build it anyways just in case a decision is made to use it
somewhere.
Oh, and just to throw out a fourth alternative, I could use it as a short off-the-beaten-path sublevel for the third SMWC coin, since I don't actually have that inserted yet - something that's just a few screens in length. There is a group of pipes near the end of level 00A where I originally intended to place a bonus room but in the end decided against it. And don't take this as me trying to keep the area, like I said, I've been contemplating dropping it for a while now myself - I think I might have even made mention of it when I uploaded the first version of the level.
And yes, I guess a new name would be in order now, hmm..... Ideas?
Originally posted by AxemJinxraven
Yea, that's because the Swooper seems to animate at a quicker pace than most sprites. My thoughts, it's not perfect, but it's nothing to whine about either. I think it's ok.
Originally posted by AxemJinx...it feels like two/three of them spawn too close together, and then none spawn for a bit because you have to wait for the existing two/three to escape off the top of the screen. On the other hand, the wait never seemed more than a couple of seconds.
I assuming that's down to available sprite slots and I can't really do much about that, at least with my extremely limited asm knowledge. Causing them to "pop" would probably help. As long as the "waiting" for the next bubble/set of bubbles doesn't feel like an eternity, I'm good. And really, for me, there's only two spots where I ever feel like I'm "waiting" which would be screens B & C.
Originally posted by AxemJinxMinor note: goal point sphere didn't appear until I reached the very end, then backtracked a screen.
I caught that too when I was testing the ips. I didn't have that problem with the original goal sphere (the one that's in the Base ROM), but I'll look into it. I noticed the last Koopa in level 00A had the same problem when I tested the ips. I meant to note those in the original post, but forgot while trying to remember all the other little issues I wanted to point out as well.
Originally posted by AxemJinxOne minor issue is that sometimes swoopers will activate too early/late when Mario's ascending on the bubbles, but I don't think it's anything you can do much about or even really a big deal.
I've found that to be true as well and have been moving them around nearly every time I test the level. Just haven't found that sweet spot for all of them yet.
Anyways, thanks for all the suggestions/concerns and (whelp) praise!
And don't forget, I'm still looking for someone to draw up some animated bubbles to serve as a spawning point for the large bubbles. Also looking for a possible redraw of the large bubbles themselves.