Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with around 100s left on the timer, others might run out of time on their first try.
Choose file 1, as it starts in the world 6 submap.
There are notable changes, such as:
Sublevel 38 has been completely done away with.
The first SMWCoin is now in 118.
The palette in 37 now corresponds to the Blue Switch Palace, giving sort of a hint. I tried to get the BG palette just right but I still don't like it.
You can edit the level in LM to get to the two pipes, since they no longer can be reached without at least ONE of the two switch palaces that can be pressed earlier in the game.
SDY1: I'm going to hold off on testing this level simply because I've received a Jeptak Generator sprite from Kipernal. When I update the base ROM tomorrow, I would suggest reposting this IPS, as it fixes several thing about the Jeptak (that is, it'll respawn now, and I've fixed the slide-killing Bloop mentioned).
Yep, this should be (hopefully) the final version, so hold on for the ride, and play it!
Link is at the top of the post in case you're blind. Or, if you want to do it the harder way, search for the level in my files. It should be Aerotastic_assault_v%2B1.5.3.ips if you want to be the opposite of lazy. Anyways, I'm open to all sorts of bugs that are found, so play away!
Meant to post feedback yesterday, but I was tired, so...
It seems like you've addressed most things, which is good. I just have a couple of other nitpicks:
I just don't like this part. The cloud/note block combo leading up makes it really easy to get hit by the venus plant.
Bad Spiny placement on the upper left since it'll just walk off.
I'm pretty pleased that you decided to make the secret exit require the green and yellow switch blocks (well, ultimately you only need one of the two, but still). It'll at least show some sense of progression between the switches. Despite what AxemJinx thinks about the Jeptaks, I'm also pretty satisfied with your usage of them. They're a tough sprite to incorporate, honestly, and it's very easy to use them in a way which is downright stupid and terrible, but they work well here.
Fix those up and we'll see what others have to say.
Yeah, the probably final version of Aerotastic Assault, and I hope it pleases. It fixed the few errors presented by SNN.
I should've gotten it done faster. I had it for ~2 months.
If you're going to use a flat long girder along the roof to stop people from passing over the level, at least vary up the architecture a bit (i.e. have some other girders sticking out of it).
Spot the issue here and win a new car.
This is kind of a blind jump. I'd throw a trail of coins down there or something.
Don't put the P-Switch over top of the directional coin block.
This jump is actually extremely hard, not to mention you can bypass it by running off the ledge above.
Sprite overload here, causing the Piranha's body to poof.
Well, I hope this is it.
I've submitted a lot of versions, and some were changed due to oversight, others were changed due to lame mistakes.
I think that-
"Just post the IPS!"
Fine, fine,
1.7, I hope, is the final version. Play-testing my own levels is usually hard, since I usually can't see my own mistakes.
That's what bug testing is about. Fixing others' mistakes.
So, 1.7 is here. Download it, play it, enjoy it, and maybe think it's finally good enough for putting in the base rom, hopefully.
Bland area. Perhaps you could throw a Pitchin' Chuck on the same ledge as the P-Switch.
Those Super Koopas pose no threat at all. Move them up a bit so they actually cross Mario's path.
Again with the cutoff sprites. I'm not sure why it only occurs in this area, but you really gotta find a work-around for it .. not to mention the green bouncing Koopa falls from above and to the left anyway. Perhaps removing the jumping Piranha Plant entirely would fix it.
(IMG)
Those Super Koopas pose no threat at all. Move them up a bit so they actually cross Mario's path.
That's actually a Super Koopa generator. It's random, so they'll definitely cause trouble at least a few times over there.
Originally posted by S.N.N.
(IMG)
(IMG)
Again with the cutoff sprites. I'm not sure why it only occurs in this area, but you really gotta find a work-around for it .. not to mention the green bouncing Koopa falls from above and to the left anyway. Perhaps removing the jumping Piranha Plant entirely would fix it.
I find that extremely weird.
None of the sprites get cutoff on my end, no matter how many times I play it.
Originally posted by S.N.N.
(IMG) Completely blind drop here.
....No it isn't?
There are supposed to be 5 coins leading downward right there.
Anyway I thought I'd feel ARG when there was a reply and I definitely feel ARG right now. I'll fix it up.
Alright, I'd say you're good to go now. Send me any ExGFX files you used (unless you used ones already in the base ROM), your .MWLs, your message box text, and your Map16 (if you made any).
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
Advertising Space
I've never really been a fan of this jump- it just screams Big Mario Discrimination. Obviously ignore that this is small Mario here.
Glitched graphic. Side effect of me adding the sky BG (which still really needs to be smoothed out with its pixels, Helios), but an easy fix.
A coin trail here leading to one of the ledges would be nice. Not only to eliminate the blind drop, but to give this specific spot a little more activity.
Both of these pipes lead straight to Stratus Skyworks, which is clearly not meant to happen. Someone must've overwrote SDY1's secondary exits!
This jump is pretty pesky especially as Big Mario.
This may have been a stroke of luck on my part.
Needs to be replaced with a key/keyhole since the Goal Roulette does not (and will not) work that way.
This one had minor design changes, mostly to remove the useless bonus room full of coins only accessible if the green switch was pressed, and even a looping useless pipe that sent you practically to the same location.
Aside from that, it's got big changes in GFX department, featuring the new cloud FG by Falconpunch, and a new BG drawn by me. What's more, Jeptaks were nerfed at last. They're a bit slower now, and you've also got more time to dodge the sprite after the alert ding before they come into you.
Follow Us On