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129: Chilly Colors - TomPhanto


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Nice work overall. There are just a couple of things left for you to fix and then I can accept your resources.

-Decapitalize the "S" in "Some" in the first message box.
-Fix that one jump Bloop mentioned (simply raise the spike a bit at the first screen of F8).

You're stuck if you fall down here. Either lower one of the platforms above a bit, or put a blue block down here.
Just something I'm wondering, can "Chilly Colours" actually be considered an alliteration?
Yes sure, it both starts with C, but the way you pronounce it is vastly different, and I always thought alliterations went by how you pronounce it, and not the spelling.
Your layout has been removed.
It's ready.

As for the midpoint return location, I was hoping it would be at the start of the actual midpoint, but I'm not sure how I would go doing that. I know the Multiple Midway Points patch is needed, but it doesn't look like it's been inserted yet.

Also, If you perfer Colors without the u, that's fine.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Looks good now. Feel free to send in your level/resources and I'll go ahead and insert them into the next base ROM.

Let me know if you're interested in another level as well, if one opens up. You were rather prompt with this one, and your level design quality is above average. I can't make any promises as to what the theme will be, but I figured I'd make the option available.


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

Advertising Space

Actually, I'ma say no. There are a couple of nagging issues that get to me with the latest version. I'll try to throw up some screens shortly.

Surely you can improve how Palette 9 looks. It looks very blargh right now with the near lack of contrast.

Same with this pipe since it looks a little off for the same reason. Either that or use a different colored pipe.

These spikes are muncher replacements and that can only be used as an excuse if the graphics at least LOOKED like they could harm Mario from the sides. (Frostflow Freezer has the exact same issue.) Make the spikes behave like the directional hurt blocks.

Goomba (fell off) and Spiny pose no threat here.

(No Screenshot)
I'm not a fan of how it's not obvious that pressing X/Y makes Mario dig up the green blocks or how bothersome it is move off of the yellow ones.

...Honestly, the graphics aren't obvious enough to what does one. Tile 2AE (in the 8x8 Editor) can easily replace the red one and there's a ton of space left in Ripperon's set that could have some more incentive graphics be added into the files.

I can't say I entirely agree with MrDeePay's opinion. He's right about the spikes, maybe the ones in Frostflow Freezer could also be changed to those directional hurt blocks. And some of the palettes were changed a bit.

Still, even in some the other completed levels, there are issues that I have that others don't have. Every game has some issues with it, but in all honesty, if S.N.N. thinks a level's good enough, then I feel it's ready. Of course, everyone has their own opinions.

As for the background, I feel the background for Frostflow Freezer would work well with the multicolored stars I wanted to include. My intent was to give off a rainbow vibe across the snowy mountains from afar.

This is the most work I've ever done on any level. I'm not planning on taking a second level for now, but I am happy to be able to contribute a level for this project.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Originally posted by TomPhanto
Still, even in some the other completed levels, there are issues that I have that others don't have.

I don't know whether you've been posting to that effect, but if you see issues with levels, I'd recommend you speak up, as that kind of feedback is important.

Originally posted by TomPhanto
if S.N.N. thinks a level's good enough, then I feel it's ready.

Is that really fair to the other playtesters, though? I mean, don't get me wrong- S.N.N. is an excellent playtester- but we've got quite a few people giving good advice, and it's always possible that one tester will pick up on something another one missed.

Of course, if you disagree with feedback then that's fine, but I think that should lead to discussion. Just my opinion :b
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I can always go back and make any needed changes, even if the level is already labeled complete.

In all honesty, I just wanted to have everything finished. And normally, I'm prone to making every suggestion others make.


Just an update

Still, I think if the red and green blocks need to be changed, I could do that. I feel the yellow block should stay though.
I no longer have interest in SMW Hacking as I did when I first started several years ago.
I'll mark this thread as complete and close it. AxemJinx is right though - just because I clear something doesn't mean other things won't pop up afterwards (see: MrDeePay's post). It should also be noted that once the actual beta testing phase for the hack occurs, all of these levels will be judged once again several times. As it stands though, your level is virtually bug-free, fun, and ready to go.

(of course, as always, if anyone catches any bugs past this point, just drop them in the base ROM thread.)
Originally posted by Punk Sarcophagus

You can kick it around and it gives birth to Blue Koopas too!
Originally posted by Punk Sarcophagus

Badly placed Elite Goomba.

For some odd reason, the spin ice blocks don't switch when you spin jump pressing against a wall. I got this happening first by accident, the following videos are just (easy) recreations.

Case 1
Case 2
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