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110: Carnival Caper - 2dareduck
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 6 - 110: Carnival Caper - 2dareduck
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I played your level with the original SNES controller, and it was pretty fun design-wise. There were only a few issues or disagreements here and there but it was pretty good overall. Now for some screenshots!


This little oddity only happens with the flying turn blocks that could push Mario through the ground, raising it a tile or 2 should fix this.


I mainly took this screenshot to talk about the level's graphical set, as they tripped me up at a few points. In actual gameplay, it was the bullet bill shooters and the floaty rings that surprised me with solid interaction. I can't really explain why but they look passable to me, my suggestion to fix this would be to make the rings act like tile 100 and to make the body of the B.B. Shooter to be a bit more thicker. Aesthetically, I enjoyed the main graphics (the boardwark and fences) but the decorations cold be polished more. Firstly, you need to lighten the shading of the balloons as it stand out too much to look passable, and could you remove the black outline around the bright spot of the third balloon as it doesn't fit. Another thing that could use some lighter shading is the big tops in the background (and the floaty ring), the white and red should have a smooth transition (Example of what I mean).

For the enemy graphics, I'm not fond of the pie and Ice Cream Cone + Droplet graphics. The pie has the shape of a pie, but it doesn't really look like a pie (this could be due to palette and I'm sure there won't be an easy fix for that). For the Cone, maybe make the texture larger because I was trying to figure out what it was the first time I saw it. For the droplets I'd suggest using sharp broken pieces of the cone or sharp looking condiments.

Final Oddity posed to sprite designers instead of the level designer:

This guy after dropping a sprite floats to space then comes back down and goes again in an odd bobbing motion. Is it supposed to do that?

Highlights of the level: I had to use my brain to figure a standard platforming level out without frustration. (I was stuck at the first screen with the rotating platform and the invisible blocks, which I thought was switch palace required blocks, I still was able to make the jump without the blocks though.)

Qualms (curse you Hey Arnold for teaching me this word): Sprites tend to disappear more often than usual, disappearing like not appear instead of their graphics going blank.

@ AxemJinx: You need to spin-jump off of the shark torpedo-guys, which is possible to get as small Mario.

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I wonder what a HFD opcode would do in ASM...
Originally posted by TLMB
it was the bullet bill shooters and the floaty rings that surprised me with solid interaction. I can't really
explain why but they look passable to me

The Bullet bill shooters do have a slender figure. Giving them some thickness won't be that difficult. As for
the life preservers (rings) i'll go with making them act as 100 or 106.

Originally posted by TLMB
Firstly, you need to lighten the shading of the balloons as it stand out too much to look passable,
and could you remove the black outline around the bright spot of the third balloon as it doesn't fit.

To be honest i was to lazy to change it's palette. Right now it uses the same as the
back ground tents so that's why they look a bit out of place in the foreground.
I'll see what i'll do with those tents.

The ice cream cone graphics are very difficult to make realistic since i'm dealing with such a
small place that i can't make the cone part as pointed.
Quote
This guy after dropping a sprite floats to space then comes back down and goes again in an
odd bobbing motion. Is it supposed to do that?

Yup it's supposed to do that. I think it's kinda cool.
Thanks for feed back!

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Since i can't post this in the Level testing thread because some 24 hour rule i'll show my update level here.

My level-version#?

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I think it's completely finished now (waiting until AxemJinx found the little ones)

But what's this with all those always turning turn blocks? Forgot to replace them with normal?

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Your layout has been removed.
I'm not sure I've ever seen the always-turning blocks in a level before, but they somehow seem fitting for a carnival-themed area- just my opinion.

Anyway, I like the little changes you've made, from the new outline block graphics to that stationary hammer bro in the second area. I just came across a couple of fairly minor things I'd like to point out, but other than that I don't think this level will have problems getting cleared overall.

In the underwater section, if players take their time getting around the first rip van fish, then those blurp fish will have already passed by the time players get up there.

In the sky section, if players miss the exit pipe on the first jump for whatever reason, I'm not sure if they'll have a second chance. That's fine, so long as you don't make players die. What if you have exit blocks lining the bottom and have Mario return to the second main section by falling from the top of the screen? To make things proportional, you could move the return pipe (in main area 90) back a screen and have Mario fall between the two pipes. Just my take on things, though. Alternately, you could just put a safer platform underneath the pipe. Or just see what others say about it :b


Edit: Good call, Bloop- I didn't catch that. Also:

screen 4/5, level 110- Wasn't there a bouncing koopa or something here before? Hmm, maybe a kicking koopa would work, too? I'm not sure, but I feel like something should be here.

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Oh, and...

If I fall into that pit, I'm stuck without a way out.

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Your layout has been removed.
Originally posted by AxemJinx
In the sky section, if players miss the exit pipe on the first jump for whatever reason, I'm not sure if they'll have a second chance. That's fine, so long as you don't make players die. What if you have exit blocks lining the bottom and have Mario return to the second main section by falling from the top of the screen?

I actually had teleport blocks under the exit pipe but after constant thinking i decided to remove them. What i think i'll do is remove the pipe and making the player fall down to the teleport blocks as the main exit route and return the player falling down next to the pipe need to go to the sky part.

Originally posted by Bloop
But what's this with all those always turning turn blocks? Forgot to replace them with normal?

I thought they would suit the level nicely. Got to make use of all resources.
I'll fixed that pit. It's a easy fix really.
Thanks Guys.
Originally posted by Punk Sarcophagus

Uhhhh (Carnival)

Extras



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

Advertising Space

Where's the problem, gorgeous?

Oh, although it's already been talked about, it's the invisible floor I am on.

Just needs to be either lifted one tile up or taken out entirely.
Originally posted by Punk Sarcophagus

Just needs to be either lifted one tile up...

this could work. Some one, get to it.

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Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 6 - 110: Carnival Caper - 2dareduck

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