But anyway, do you guys have any idea for the last section? I mean, the one that you just need to walk forward and get the Goal Roullete prize? I was thinking on something like this:
On the very ending of the burning tree, there's a little "hole" on the wall where you jump out of it. Then there will be a small section showing Mario falling down, and finally, a little silhouette section representing what was once a happy forest, wich now is just a bunch of smoke and ashes... so... is it good, or does anyone have a better idea?
There is one error I found in your level, Magiluigi.
According to this screenshot, the green Paratroopa does not land on the tree ledge. Instead, he lands on the question-block containing the mushroom/fire flower and falls down in the pit. Either place the Paratroopa somewhere else or remove it.
You are forgetting where this level is on the map and oversaturating the level with sprites. Many of these screenshots can easily be handled by simply removing some enemies:
The Green Koopa and Spiny are unnecessary, especially near two message boxes.
Minor palette mismatch.
Oversaturation #1. This is a very difficult area to deal with for early world 2. I'd remove the hopping flame and make the Piranha a regular jumping one. Better yet, remove that pointless kicking Koopa.
The Sumo Bros. Lightning causes glitched tiles. I'd either remove the sprite entirely or remove any sprites around it to prevent interference.
Oversaturation #2. Removing either the hopping flame or the Super Koopa would fix it here.
I'd remove the hopping flame.
You're kidding, right? That's an extremely obnoxious jump by world 2's standards.
Oversaturation #3. I'd remove one or two of these.
Pointless Spiny. It just walks off the edge before the screen even really gets that high.
This part is annoying. If you shift the Spiny a bit more to the left and remove the Super Koopa (which doesn't pose much of a threat anyway), you'd fix this.
That jump is too annoying for this point in the game.
-No screenshot, but don't make the final "burnt" area longer than a couple of screens. The level itself is already long enough.
It's a good level, barring the vast amount of sprites. You need to keep in mind that we're trying to have a steady difficulty curve, and this is overdoing it a bit. Like I said though, most of these issues can be easily fixed.
The Green Koopa and Spiny are unnecessary, especially near two message boxes.
They're supposed to represent Norveg's minions getting away...
Originally posted by S.N.N.
Minor palette mismatch.
Originally posted by myself
Not my fault, if I change it, I'll have to change the global GFX... if I'm allowed to, I'll fix this.
Originally posted by S.N.N.
Oversaturation #1. This is a very difficult area to deal with for early world 2. I'd remove the hopping flame and make the Piranha a regular jumping one. Better yet, remove that pointless kicking Koopa.
Fixed.
Originally posted by S.N.N.
The Sumo Bros. Lightning causes glitched tiles. I'd either remove the sprite entirely or remove any sprites around it to prevent interference.
Originally posted by myself
[...]I think that the glitched sprite thingy will be fixed... you know, S.N.N. could apply the patch Roy made that fixes this.
Oversaturation #2. Removing either the hopping flame or the Super Koopa would fix it here.
I removed the Super Koopa
Originally posted by S.N.N.
I'd remove the hopping flame.
Yep.
Originally posted by S.N.N.
You're kidding, right? That's an extremely obnoxious jump by world 2's standards.
Blame the Hopping Flame. I removed it by the way.
Originally posted by S.N.N.
Oversaturation #3. I'd remove one or two of these.
Yep.
Originally posted by S.N.N.
Pointless Spiny. It just walks off the edge before the screen even really gets that high.
I fixed it right after I submitted the IPS.
Originally posted by S.N.N.
This part is annoying. If you shift the Spiny a bit more to the left and remove the Super Koopa (which doesn't pose much of a threat anyway), you'd fix this.
Fixed.
Originally posted by S.N.N.
That jump is too annoying for this point in the game.
OK, then. Fixed.
Originally posted by S,N,N,
-No screenshot, but don't make the final "burnt" area longer than a couple of screens. The level itself is already long enough.
I should have something witty to put here (even if it's just to update dated info), shouldn't I?
Advertising Space
So, where's the secret exit in this level, or did you not add it yet? I hope you're not like what several people do with secret exits (and even Nintendo in some cases) and just throw one into the level, treating it like an afterthought.
By the way, you have a poor sprite memory setting- sprites disappear and garble up all over the first firey section which leads to a bunch of BS moments. Additionally, you're doing what Jerry did with SMWCP (read: cram as much content, in your case music, into the level) which hilariously does the level more harm than good. As far as I'm concerned, SNN's fire level track can extend all the way into the burning autoscroll segement instead of the boss music. The burnt section I suppose could keep its music.
The secret exit isn't designed yet, I'm trying to find a way to hide it (I'm not very good at this).
Originally posted by MrDeePay
sprites disappear and garble up all over the first firey section which leads to a bunch of BS moments.
Originally posted by myself (again)
[...]I think that the glitched sprite thingy will be fixed... you know, S.N.N. could apply the patch Roy made that fixes this.
About the music, I only chose the boss music because I thought it'd fit the "Burning Tree" area (it lives up the action on said area in my opinion). But I'll change it anyway... :/
Umm... did anyone here wonder how I'll fix the cutoff on the burning tree?
Oh my! Sorry for posting no updates these days, I've been busy, and also, even when my status on SMWC is "online" most of the time, sometimes I'm not even in the PC (for example, the last 2 hours or so).
Well, anyway, on the burning tree area, I was thinking on using Layer 3 ExGFX for the fire, and some levelASM code that makes you die when you hit like... the last "block" of the screen.
Like this:
(the blue line is where the player should die)
I thought of using levelASM to economize sprite slots, also, the same HDMA code from the burning part could be used on the tree part.
That's all for now... I think...
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Kurt91 Kisume
Posts: 179/261
Since:
Location: On a computer
Is all of the cutoff on that tree intentional, to show holes in the tree, or accidental for not enough layers? I'm not sure because I would have thought somebody would have brought it up, but it just seems to bug me when I see it.
-------------------- Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
I see this level is using hdma in the background color, but would it be possible to make it brighter at the bottom and darker at the top, to simulate better fire/smoke?
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HI!! I couldn't log in on the past 3 days, but guess what? HERE I AM!
Well, after I ported the level to a newer base ROM, I realized that I had a even newer one, so I'll have to do it all over again :/
Though I have a question: the fire "blocks" used in my level are the same as the ones in "Incineration Station", but they appear/disappear too quickly for a world 2 level, so... could I claim two blocks that are actually edits of the original ones, but they take more seconds to reappear? Let's say they only disappear for 1 second, the edit could add 2 more.
Obviously, I'd have to request them on the request thread. But, can I?
*deep breath* ahhh, it feels so good to be back...
EDIT: *regarding xlk's post* yep, it'll have fancy HDMA effects.
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