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010: Arboreal Ascent - WhiteYoshiEgg
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 010: Arboreal Ascent - WhiteYoshiEgg
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Yeah, I'm kind of... sorry about the Grinder blocks. Even if they did work fine, I don't think I'd have been able to use them too well though - in the last version I introduced them in the second-to-last screen or so, which I don't think justifies their existence really. Oh well.

As for the length, I'm afraid it just takes that much space to build a level with proper progression, "gimmick" introduction and whatnot. I hope adding the falling section won't cause the midway point to be placed too early in the level though.

Speaking of the falling section - do you guys think it should involve genuine platforming, or would some harmless falling (think... that one SMW level with the star and the falling enemies) be enough?

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I found the falling part in the Sunken Ghost Ship in SMW quite fun to play, so I'd say go ahead and do it like that really.
Tiny progress report: I'll most likely have some kind of "release candidate" ready tomorrow.

Also, wow, making falling levels à la Sunken Ghost Ship is surprisingly challenging.

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Originally posted by WhiteYoshiEgg
Also, wow, making falling levels à la Sunken Ghost Ship is surprisingly challenging.

In case you are interested, I think I still have some levelASM code from my winter contest entry that makes the screen lower relative to Mario than it normally is, allowing the player more time to react to obstacles.

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My YouTube channel
Get the official ASMT resource pack here!

Thanks for the offer, but I don't think that'd be necessary - it's not so much an "avoid the enemies" level (thanks to star power) but a "grab stuff and knock out enemies while falling" one. The challenge lies in actually building something like that, since sprite placement in such a situation is trickier than one might think.



In other news, I think the level's... done? Chances are I'll be moving one or two things around after getting feedback from you guys, but it's fully playable at least. I suppose I'll forward it to SNN tomorrow - in the meantime, here's an IPS.

Link

Improvements:
  • Finished, duh. :P Added the last two sublevels (falling section + andy_k_250-styled ending part).

Bugs to ignore for now:
  • That second SMWC Coin still refuses to work.
  • The Diggin' Chuck still has one wrong tile, which I already provided a fix patch for. It'll be applied eventually if we don't forget about it.

Feedback most appreciated on:
  • As always, the level design in general. Is everything alright - visuals, progression, flow, difficulty?
  • Is it obvious enough that you're supposed to get the star?
  • The falling section is kind of rushed because I was somewhat low on time today but still wanted to get it done. I suppose it doesn't actually feel too rushed, and I don't think I could do much better than that either, but yeah.
    As mentioned, making a star "run" like that feel interesting is quite the task. If you feel it's too boring I can fully understand that, but again, I'm afraid it's the best I can do.


Yep.
Feedback greatly appreciated.

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Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space


Not really a fan of how simple it is to get the 1st SMWCoin here. I'd add a risk to it like a simple Koopa jump or a wider gap.



The amount of room you have to get past this part, even if this Chuck just throws two balls at a time, is a little too pesky. I would extend the platform Mario has to jump from a tile or two.


This area is just a little too empty. Coins should do the trick here in living it up.


I must commend you for making the sublevel scrolling stop here to make it seem like its own section instead of having to use a wall like so many people have to.

When I entered the next room, though, the music randomly mucked up on me and killed all the sound. Needless the say, dying froze the game.
(It must've been the ROM I used to patch or something, I've been suggested that a couple times before, but the CRV says that it's fine. Oh well, this isn't a problem on you.)

I reloaded from a savestate and things were back to normal, oddly enough.

I got the third SMWCoin and uh... this happened. To make sure that it wasn't an error on my end, I reloaded from a state and it happened again. I don't have any idea how this happened.

Other than those, it was some very smooth sailing from start to finish.

Thanks for the feedback.

Originally posted by MrDeePay
Not really a fan of how simple it is to get the 1st SMWCoin here. I'd add a risk to it like a simple Koopa jump or a wider gap.

Alright, widened the gap by two tiles in total. I didn't want to overdo it though.

Originally posted by MrDeePay
The amount of room you have to get past this part, even if this Chuck just throws two balls at a time, is a little too pesky. I would extend the platform Mario has to jump from a tile or two.

Done.

Originally posted by MrDeePay
This area is just a little too empty. Coins should do the trick here in living it up.

Also done.

Originally posted by MrDeePay
When I entered the next room, though, the music randomly mucked up on me and killed all the sound. Needless the say, dying froze the game.
(It must've been the ROM I used to patch or something, I've been suggested that a couple times before, but the CRV says that it's fine. Oh well, this isn't a problem on you.)

Yeah, I wasn't able to reprocude that one. I doubt it's my scrolling code that's causing it, since literally all it does is store a value to an address and let the game handle the rest.
Unless someone else runs into that problem, for now I'll just hope it can be ignored.

Originally posted by MrDeePay
I got the third SMWCoin and uh... this happened. To make sure that it wasn't an error on my end, I reloaded from a state and it happened again. I don't have any idea how this happened.

You're right about this one actually. It does happen to me too, yet only on bsnes.
That's quite frustrating... I guess I'll look into the SMWC Coins' code then. I'm pretty sure they're the root of that problem, since they haven't exactly proven to work like a charm in vertical levels.
If all else fails, I suppose I'll have to replace the last two with doors leading to (horizontal) bonus rooms, but I really don't feel like doing that. We'll see.

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Why not upload another version.

Link

Not much, just minor adjustments based on MrDeePay's suggestions.

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I think this level is very nicely made, however there are a few things I'd like to bring up.


First off, the digging chuck's animation is using some glitched format. Also, I personally think the pitching chuck should be moved back a little bit.


And I would remove those brown blocks sealing off the chucks, because I really don't feel they're that necessary.

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I no longer have interest in SMW Hacking as I did when I first started several years ago.
Thanks for the feedback; guess I'll be removing the brown blocks. Moving the Chuck, however, will affect the number of balls he throws... I'll see.

The Diggin' Chuck will be fixed later - I've made a patch for that, it just hasn't been applied yet.

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Am I the only one who thinks that the fact that the diggin' chuck is digging wood balls since the chuck itself is inside a TREE isn't THAT weird?

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I never found it weird either, so I really don't know what the complaints are about.

Also, I'll give this level a try after I update the base ROM in a bit. Expect some feedback and such.

EDIT: ..I always hate posting with no real feedback, but this is one of those cases where I think everything has been addressed. It's a smooth, fun level, and once the lag is dealt with in the falling part (base ROM issue again, I'm sure), it'll be perfect. If no one else has any other complaints, you're welcome to send me your resources whenever.
Originally posted by Punk Sarcophagus

I love the fact that Koopas exists in this level - they're really helpful in this stage, especially with those Chucks. Not really a big problem, but a bug is a bug, and the shell "kicked" over there.
Originally posted by Punk Sarcophagus

Unintended block duplication.
That's a glitch in the game engine itself, not the level.

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aran - Graces of Heaven
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - 010: Arboreal Ascent - WhiteYoshiEgg

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