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10F: Terrifying Timbers - Masashi27

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Actually, I changed my mind. I'm not going to be putting rip van fish in my level. They don't seem to fit in haunted levels.

Sorry about that.
You could change the graphics so they look more haunted, but otherwise:

Your layout has been removed.
Change the graphics of what? If you were referring to underwater sprites, I think I won't be altering the graphics of them.

If you have any ideas for haunted graphics, I will be more than happy to hear them :>

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1 new screenshot:


Hmm.. which way should I go..?
Well, guys, I'm almost done designing the level.

Have a look at this video first: Click

Those are blocks that I've finished coding yesterday. One of them acts like tile 12F (the muncher block) when the on/off switch is ON, and the other one acts like tile 25 (the blank tile) when it's ON.
I used level ASM to make it so the on/off activates and deactivates when the player jumps.

Comments and criticisms are appreciated.
I suggest making those areas a bit less "Tight Squeeze". Give the player a bit more room to jump up.
Other then that it look good.#w{=P}

Not bad, but it looks like there is a little glitch there near the end when trying to walk off the spikes, causing the current set of invisible spikes to appear when Mario is falling. You may want to fix that because I see it getting very frustrating on certain setups.
Layout by LDA during C3.
It actually looks like the code activates by falling, not jumping per se. That might be a little counter-intuitive...

...and yeah, as a demonstration this is fine, but in terms of implementation, a bunch of straightforward cramped jumps lined up one after another with no sprites won't cut it, so make sure you think carefully about how you'll put the mechanic to good use.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
@2dareduck: Yeah, I think I should make more space for Mario to jump.

@Lightvayne and AxemJinx: Well, I am aware of that problem (The on/off switch activates when the player falls down). I tried activating the code by checking if Mario is in the air. However, that really didn't work well. The block switches to act like tile 12F (the muncher block) right after the player jumps. That causes the player to get stuck in the block, and die.

Ah well, I will look into the asm file again. I should be able to fix this issue so...
If possible, you might want those spikes to act like one of the directional hurt blocks currently in the base ROM. Considering that is how many level designers are using spikes, you should probably do the same so as to keep them consistent with the rest of the hack.
Cool, I will definitely try that, then.
Thanks!
I finished coding the hammer throwing raven sprite.
If you guys are interested in how the sprite acts like, check this video. No, this sprite wasn't that hard to code. I hope you enjoy watching the video!

What I will do now is I will start designing level AC (Also known as the Green Switch Route) ....(Also known as the alternative path..)
Anyway, level AC will be the last level to design. I just want to bring the level design to an end first, so.. :/
Just like the gravestone sprite, I'm having a hard time imagining how the ravens will pose much of a threat to players, but I suppose I'll wait until you have something playable.
Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Um, is that timer/beeping necessary for the sprite? I mean, does it serve a purpose as in perhaps the puff of smoke can harm you or is it just a tacked on annoyance? It seems odd that this sprite would have that when no other sprite in the game carries that function unless there is an ulterior purpose we're not seeing here.

Extras



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

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Originally posted by AxemJinx
Just like the gravestone sprite, I'm having a hard time imagining how the ravens will pose much of a threat to players, but I suppose I'll wait until you have something playable.


Place it lower to the ground, but that runs the risk of making the enemy be more annoying than pose a legit challenge. I really don't like the sound it makes for the hammers (like Milk said) and the fact that it attacks a little too fast for my liking.

@AxemJinx: Hammers are actually easily-avoidable if you know where all the ravens appear. Yeah, I think you should test my level and judge whether the sprite can be avoided easily or not. Wait for another week or so.

@Milk:
Originally posted by Milk
Um, is that timer/beeping necessary for the sprite?

No, it really isn't necessary. I just thought I would add the beeping noise just to notify the player that the sprite is going to disappear in a few seconds. That is all.

Originally posted by Milk
I mean, does it serve a purpose as in perhaps the puff of smoke can harm you or is it just a tacked on annoyance?

Why, what is wrong with the puff of smoke? No, it won't harm the player. I don't see how the puff of smoke can be annoying. It's just an effect :P

Originally posted by Milk
It seems odd that this sprite would have that when no other sprite in the game carries that function unless there is an ulterior purpose we're not seeing here.

Is the death sequence seriously a big problem? This is how the sprite behaves like when it disappears from the level.

@MrDeePay: I can actually try putting some of the ravens on lower Y positions. This sprite can only be killed with a shell, so. Maybe the ADSR effect is messing up the throwing sound effect? (I used the fireworks SFX) I'm not really sure about that, but oh well.. What sound effect should I use, then?
Originally posted by Masashi27
Why, what is wrong with the puff of smoke? No, it won't harm the player. I don't see how the puff of smoke can be annoying. It's just an effect :P

You misunderstood what I meant. I wasn't implying that the puff of smoke was annoying; rather I was curious if the puff of smoke meant anything since there's a countdown timer prior to it for some reason, which obviously there isn't which answers my question. Maybe it's just me, but I would naturally assume that a beeping countdown would lead to some sort of danger, like an explosion, which is why I find it serves no purpose in this particular sprite. It's more of a continuity issue in my eyes, but if no one else is bothered by it, than pay me no mind.

Originally posted by Masashi27
Is the death sequence seriously a big problem?

No, it's not. It's rather interesting actually. It's the beeping, given the circumstances, that I find to be a rather odd design choice. But like I said, if no one else is bothered by it, so be it.
@Milk: Yeah, I think you're right. A beeping countdown does actually make us think that there is going to be an explosion. Countdown indicates the disappearance of the sprite. I can get rid of the beeping if that really bothers you. We will see.. :/
Click to test my level.

- The HDMA brightness gradient in level A9 gets messed up when the player activates the secret exit. This bug should be fixed by hex editing.

- Multi-midway in my level is not working yet.

- The hammer throwing raven sprite is not making the beeping noise anymore.

If you notice any bugs, please let me know.

Have fun!

Edit: Oh I forgot to mention this, but my level leads to 2dareduck's level.
Your level also leads to LunarYoshi's level. I'm editing this post if I'm done testing.
Your layout has been removed.
Originally posted by Masashi27
- The hammer throwing raven sprite is not making the beeping noise anymore.


This is an issue that has to do with Lunar Wurmple's Ghost House track. For some reason, it actually affects other sounds, such as gaining/losing a powerup, etc.. I suppose we'd have to let Lunar Wurmple know about these oddities so he can look into them and possibly fix up his track.

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