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Level Testing
Forum Index - Events - Super Mario World Central Production 2 - SMWCP2 Archive - Level Testing
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Originally posted by Lightvayne
Cross Posting action GO!
Originally posted by Lightvayne
Concept IPS
For this section I plan on going with SNN's fun house idea where nothing is what it seems.
I plan on having more stuff, re-skinning some enemies, other blocks, etc for more fun-ness (I was planning on using floating munchers that act as coins, but I figured it may be going too far :P )

Also, ignore the palettes of course as this is just a concept level for now. And yes, I know about the issue with the "fragile blocks" I got to set it to shatter from all sides which is currently a base rom issue, though fixing this problem "shouldn't" throw any other levels out of whack. >_>



I like the concept, but I'm not pretty how well this could be pulled off.

The only thing I could say about this right now are safe introductions to each confused item.

And throw in some mirrors. A fun house ain't a fun house without fun house mirrors.
Cross-posting from the level thread itself:

Version 5

I've completely remade the second area but haven't really changed the first much at all.

I haven't created a re-skin for the mini-puffers yet. Would it be okay to use the regular puffer graphics even though the level isn't an underwater one? I re-shaded the background for the second area to hopefully give it some watery undertones. I was thinking that since this is World 9, some odd sorts of atmospheres such as this may be acceptable. If not, does anyone have any suggestions?

tatanga
Originally posted by tatanga
Cross-posting from the level thread itself:

Version 5

I've completely remade the second area but haven't really changed the first much at all.

I haven't created a re-skin for the mini-puffers yet. Would it be okay to use the regular puffer graphics even though the level isn't an underwater one? I re-shaded the background for the second area to hopefully give it some watery undertones. I was thinking that since this is World 9, some odd sorts of atmospheres such as this may be acceptable. If not, does anyone have any suggestions?

-At the end of the first section with spikes underneath, the coin path is a little too high, I always seem to miss the 2nd-4th coins.
-There seem to be parabuzys(?) that are using the fish GFX, but you mostlikely know that already.
-After going in the pipe and geting through a bunch of used blocks and firebars, theres a coinpath leading betwen some spikes.This one is also to high.
-The last part(cloud part), on top of having no real conection the the prvious areas was really confusing, as it wasn't very clear where the player had to go to.

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Your layout has been removed.
@xlk
Thanks for the notes, I changed a couple things about the first area but didn't see your post about the coin trail until later. I will adjust it. The second area has been completely redone with a different focus as well. Also, I will be replacing the incorrect Mini-puffer graphics, I just haven't gotten around to it yet.

Sorry for the wait, I just got a massive ear infection, and General Microbiology along with my other science classes have certainly made life busy. Hopefully this level will be wrapping up soon.

Here is version 7 of the level. It features a couple minor changes to the first area, and a complete revamp of the second. The level ends outside the castle. What sprite is it we insert for the goal again?

To-do list:
- Give mini-puffers proper graphics (just haven't gotten around to it recently)
- Convert grey block sprites to objects
EDIT: - Forgot to change the music in the final outer area to same track used by the rest of the level

Enjoy!

tatanga
Vic Rattlehead's level is nearly done. If someone could test it and let me know what is wrong with it (if anything) then we would have another level finished and be down to 11.

IPS for 111: IPS v1.5
I found nothing to critical in the mini games. I do want to nitpick that some areas don't have the corner tiles.this.Everything else seems fine.


Guess my 4 in ap calculus was no match for that math game. I'ma go practice my times tables now.....

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Originally posted by 2dareduck
I found nothing to critical in the mini games. I do want to nitpick that some areas don't have the corner tiles.this.Everything else seems fine.


Guess my 4 in ap calculus was no match for that math game. I'ma go practice my times tables now.....


I can see what I can do about that.
Check Level 117 of W6 please.

I got currently got the wrong link and I am too lazy to open up a new tab to get the right link.
Originally posted by tatanga
Ugh, just finished a two-hour General Microbiology mid-term exam!

Version 8

Anyway, sorry for the huge wait. This version uses correct mini-puffer graphics and hopefully uses the gray disappearing blocks in an interesting way to wrap the level up. The level exit sprite will be placed at the grab block at the end of the level (I looked around the site for about 1 minute to see what sprite to insert then just decided to use a symbol instead).


tatanga
Quadruple Post

My level is /complete/; I NEED your feedback.

Unless your feedback sucks or everyone else already poitned out what has to be pointed out.


~~~~


Technically pent-uple post
The following levels need some testing to be finished up:

117 (GSG): Dynamic Disarray

131 (only the Upper-Right Path - Slash_Man): Perilous Paths

135 (Pikerchu): Monotone Monochrome

These are all nearly done and should be almost ready for insertion.

EDIT: Please post any feedback in their appropriate threads.
http://www.smwcentral.net/?p=viewthread&pid=904538

PLEASE. It's like, only a few feed backs or thumb ups from being finished!
If possible, could I get some feedback from a few people who've never played my level before (or anyone, really)?

Link

It's fully built, so I'm also curious to know whether the secrets are hidden fairly.

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