Tip: Press F2 on the level editor to see subscreen boundaries. This will help you avoid glitching dragon coins by putting them on the subscreen boundaries.
You probably know this world 3 designers, but for those who aren't completionists, this is only the 2nd world in the hack, and as such should only have around a world 2 difficulty (taking this into consideration the hack as a whole only has 7 levels of difficulty).
Also, to Hadron and Supertails, the two of you might want to work together on changing one of your levels' names, considering they both have the second word being "Temple". Might not be a problem considering both are temples, but it might appear redundant. Maybe one could change it to "Shrine" if you can find another word that goes with it?
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Supertails Former Administrator
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Location: La Grande, Oregon
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Yeah, I'll probably change my level's name around as it progresses.
Really, I think what makes or breaks this world is whether or not it it's distinct or just feels like a standard grass-ish world. Aesthetics help, but it's also about having some unique ideas, which I'm seeing quite a bit of.
A minor point, but since it seems we already have cherry blossoms and bamboo covered, I'm wondering whether anyone is considering working the Japanese Maple into the look of their level, since it looks like we have a variety of landscapes anyway.
A minor point, but since it seems we already have cherry blossoms and bamboo covered, I'm wondering whether anyone is considering working the Japanese Maple into the look of their level, since it looks like we have a variety of landscapes anyway.
I would kind of enjoy seeing japanese maple, as it is rather iconic next to sakura. I might actually consider it for my level, with it being set on a mountain, perhaps maple leaves might be a tad more fitting. (also I'm totally not imagining Youkai Mountain right now)
I've been thinking, how about using 2dareducks's Ninja Chuck graphics (that I requested for my castle level) globally in World 3?
Here's how they basically look:
I think it would be a nice touch. If you agree, I'll post the graphics here (I use them as 1E5-1E6 currently).
(Teyla also started (?) drawing Ninja Chucks, IIRC)
And also, if somebody would draw some oriental-styled Sumo Bros (or any other enemies), we could also use them globally.
I use only the Sumo Bros graphics from the files so far, we can change the other parts of the files, so we don't have to use more files just for smaller differences.
I think it'd be interesting to do for all worlds, but a global look for enemies in this world would be nice either way.
...I can't seem to think of a platforming gimmick for a vertical scrolling mountain level, I was thinking perhaps just rising platforms supported by girders, but I don't know. I've been neglecting doing much more than planning my level, but before I can really design I need an idea of how I'm going to make climbing a mountain less... dull.
Zephyr: maybe some waterfalls? Or perhaps some kind of falling rocks like FPI did in the first TSRP3 preview video.
Those ideas seem good. Water springs would be nice, and I'm thinking of a way I could make the level switch between inside and outside (with the inside being mined by Norveg's minions). Inspiration! Guess I'll look for that rock generator thing...
Also, if another designer for this world would like to use sakura trees, I think I'll go for the maple leaves since they might look better on a mountain level than sakura.
Also, if another designer for this world would like to use sakura trees, I think I'll go for the maple leaves since they might look better on a mountain level than sakura.
I could use them. They'd look nice around the coast I figure.
And yeah, I'll get to finishing those head frames.
I also still can't think of a name for my level (Which I should be working on but I have exams right now).
Say, has anyone else used Pionpi in their levels yet? If not, I'd like to remap his graphics (or at least his stomped pose) to be compatible with the Porcu-Puffer, but I'd prefer not to cause annoyances to anyone else in the process.
I have some sprite concepts revolving around "mini-porcupuffers" in my level description as well; I wonder if those would be of any use to you? (Of course, to my knowledge nobody has coded them yet- I should get around to officially requesting them :b)
Hmm, possibly. I'd have to see what the finished sprite is like, and how it works in my particular level and in conjunction with my other sprites, but I can certainly see one or two of the surface-hopping versions being useful to make things more dangerous in the water path of the first half of my level (though my major problem there is less lack of suitable sprites than trying to avoid slowdown in the Pom-Pom-heavy areas), and the circling one might also be useful for adding some variety in the underwater portion (though the normal-sized Porcu-Puffer is a remarkably effective addition as well, hence my above post). In any case, I'd certainly be willing to give them a try if someone makes them.
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