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00B: Blazing Brush - Magi/MrDeePay

Complete

Originally posted by Lightvayne
I'm gonna place Fierce Deity on this for now, since he has a bit of ASM knowledge and this level needs a bit of it for one of the final sections.


That's fine, just PM me or comment in the Kojeco thread if there's anything else I can do to help. thanks.


Okay, thanks, Lightvayne.
For now, I saw Magiluigi's work and I have to say: Aside from the overuse of sprites and some nasty jumps for World 2, his level is fine, so all I need is some ideas from sublevel 6D (already burnt forest).

EDIT: Correcting overuse of sprites and set level sprite memory to 7 at first sublevel so Sumo's Fire won't glitch (this was the issue there, I know Sumo's Fire isn't compatible with sprite memory 10).
Now I need something. When I will send the IPS, I'll need two or three things, like to set up the second midway point of the level, as it isn't working. And, cstutor, you can help me if you want.





Dream team (feed them, please):






The second midway point is going to be inserted by S.N.N. himself. Don't worry about it.
Your layout has been removed.
Originally posted by Fierce Deity Manuz OW Hacker
Okay, thanks, Lightvayne.
For now, I saw Magiluigi's work and I have to say: Aside from the overuse of sprites and some nasty jumps for World 2, his level is fine, so all I need is some ideas from sublevel 6D (already burnt forest).

EDIT: Correcting overuse of sprites and set level sprite memory to 7 at first sublevel so Sumo's Fire won't glitch (this was the issue there, I know Sumo's Fire isn't compatible with sprite memory 10).
Now I need something. When I will send the IPS, I'll need two or three things, like to set up the second midway point of the level, as it isn't working. And, cstutor, you can help me if you want.


Nice, sounds like a good start.

Just let me know what you need help with and I can help out as long as it's not drawing waterfalls/geysers/fountains (which I don't think this level has any - Phew!) But yeah, just let me know if there's something I can do to help speed up the process or whatnot.


IPS Updated

Basically, what I did: I put in this all I could correct viewing the former posts about this level. Please comment about.
Uh, and I did an experiment at grand tree. Just look at it. Any ideas in there?





Dream team (feed them, please):






I'm always excited to test new things.

... TESTING ...

As far as this level is concerned, it still needs a lit bit of work. There are some attributes that are really well thought out and there are others where I'm scratching my head and wonder why it doesn't work...

As far as Level B:
- Screen 1: Mario stumbles at the end of this rope bridge for some reason...?
- Screen 2: Either remove the floating Goombas coming down or lower them, they won't harm Mario unless he waits there.
- Screen 5: Too many enemies near a message block (as pointed out by MrDeePay). The text as a capitalization is a little bit too loud I think, maybe use lowercase except for key words like BURNT and NORVEG. Eliminate the "(" and ")"
- Screen 6: This SMW Coin annoyed me for some reason. I think it's because you can't just simply walk off the edge of the slanted hill and expect to land on it and the floor of the tree platform is just too low to really jump accurately. It would be nicer to have a short backtrack and grab that coin that way than this short hop that is too much harder than it looks.

As far as Level 6F:
- In general: I'm not sure this gimmick was correct? To me it looks like the fire is coming out of the ground. Hence the thought process might be a volcano is going to explode soon or someone planted fire geysers into the ground. It makes less sense on the tree platforms. As an alternative, I would have thought Koopas throwing fire and kerosene should create the fire that is needed here. Just a thought to other people. Either that or don't animate it fluctuating between in and out.
- As far the sprites go, I thought enemies would die in fires, but yet they're still alive ... oh okay.
- Firebars (are iffy to me) they don't 100% fit with this environment.
- Screen 8: 1-Up is too easy to me.
- Screen F: I don't like the digging factor here. I don't think it's appeared in other stages up to this point and at this point, you may not know what to do here.
- Screen 10: This just looks awkward. Probably needs to be opened up with a walkable platform on top. Also move the jumping fire a bit to the right, it gets kind of annoying if Mario waits too long.
- Screen 13: Never found this fire/koopa to be a threat if I just wait. Also, you die instantly if you touch the fire but if you fall in the area of the trees, then you just fall and die because of a pit. A little bit inconsistent. Probably needs ExAnim tiles to fix that.

As far as 70 is concerned.
- There was inconsistencies in the background, I think you manually have to change the graphics for these tiles that are missing to get that effect to work. The tree moves incorrectly (and can be seen with the tiles when they reach the fire.
- I don't know why but the ExAnim for the fire looks strange ...?
- A little bit slowdown in parts, not sure (it might be me though)
- Screen 0: There's a problem if Mario jumps too high then he lands in Level 0. Ugh.
- Screen 4: Spiny still falls without being harmful, change to blue Koopa.

As far as 6E is concerned:
- It's fine

As far as 6D is concerned:
- It needs a level goal, but that can be inserted later (2 for Custom Sprites)

On a whole the sprites were corrected from oversaturation a bit but it's still a bit too challenging and on the edge of long. What do you plan to do for the Special Secret Exit? That's an issue as well for this 2 exit level.


Well, I was planning a collect-coins-then-teleport gimmick without erasing your stuff. I will (re-)write the levelASM code (this will go for level 6E) and then tell me if this is the best thing to do (already burnt forest). I'll use a NPC sprite here, because Magiluigi used all the message boxes. So, the secret won't pose as a threat.

And sorry, because I took an already-made level. I'm doing all I can to fix it. That Layer 2 inside-tree in sublevel 70 is just a placeholder.





Dream team (feed them, please):






Adding on to cstutor89's comments, the vertical burning tree section didn't have as much tension as I thought it would. Maybe it's just me, but it scrolls a tad slowly and the sprites used aren't very...climactic? And yes, I definitely noticed a hefty amount of slowdown in that section as well.

Overall the level does seem a bit long and I'm wondering if it should be trimmed around the edges somewhat, especially if that last part with the fog is going to become any longer.


I personally kind of liked that first smwcoin because it wasn't immediately obvious that jumping from the right diagonal platform was the safer approach, but I guess I can understand if this one irritates people.

Oh, also, the transitions: since the screen stopped scrolling, I didn't realize there were teleport blocks at the end of the first section. Maybe it's just me, but I think extending the tiles there so the screen continues to scroll will eliminate any chance of that happening to other players.
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Originally posted by Fierce Deity Manuz OW Hacker
Well, I was planning a collect-coins-then-teleport gimmick without erasing your stuff. I will (re-)write the levelASM code (this will go for level 6E) and then tell me if this is the best thing to do (already burnt forest). I'll use a NPC sprite here, because Magiluigi used all the message boxes. So, the secret won't pose as a threat.

And sorry, because I took an already-made level. I'm doing all I can to fix it. That Layer 2 inside-tree in sublevel 70 is just a placeholder.


Hmm ... How are you going to notify the players of this idea? I know that there is a patch or something that allows people to change the message blocks within a certain level if they go to a certain level, but I'm not sure...

I understand about the level because it wasn't yours originally. Ugh, these problems should have been fixed with Magiluigi. But that's done, if you want I can take what I've said so far and fix up the rest of this stuff and you can work on the secret exit up to this point. Now that I'm done with Kojeco's level that's not too much of a problem for me.

I did forget to mention that there needs to be more decorations like coins and coin blocks.

Extras



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

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For the secret exit, I would just go for a hidden route that's found somewhere in the first firey area and work from there. A collect-a-thon just feels too arbitrary.

About the end of the burning tree section:

If you touch the teleport blocks too early, while they're still around the top of the screen, it takes you to Level 0; don't exactly know why. But that should be an easy fix. Just set Screen 01 to go to Level 6E as it planned up top.
I no longer have interest in SMW Hacking as I did when I first started several years ago.


I'm posting this because it's necessary: I'll travel. This means inactivity for the rest of February.
cstutor, if you want, you can complete the level. Unfortunately, this was not planned.





Dream team (feed them, please):






Fierce Deity Manuz OW Hacker, it's fine don't worry too much about it. At least you were responsible and told us ASAP (unlike other people). As far as the level is concerned, I don't know Lightvayne/SNN what should happen here?

I'm gonna offer it to MrDeepay first since he first expressed interest in it. If he doesn't want it, go ahead and grab it up, you shouldn't have to do much...with the exception of the secret exit.
Layout by LDA during C3.
Doesn't matter who takes it in my eyes. If MrDeePay wants it, he can finish it, otherwise it's yours. A level this close to completion needs to stop hanging in limbo though.

Extras



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

Advertising Space

I'm posting here saying that I'll need to think about it. I can plausibly finish up the level, but my design philosophy with red levels try to prevent them from feeling arbitrarily tacked on. Thusly meaning that some parts of the level would need to be reworked to feasibly allow a route for it. Plus I would need time to work out a good idea for the secret exit route that would make sense in the confines of the level.


That auto-scroll section? The fire would most likely need to be placed on Layer 3 because I can't think of any other option that would work, and I can't even work out Layer 3 ExGFX on my own!

I'll need a day, tops.

Good luck designing the secret exit. So far it looks good from the screenshots. :)

Edit: This is to help MrDeePay repost on this topic since he did that for me on Kojeco's thread.

Extras



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

Advertising Space

*cheers*




Proof of concept of something for Blazing Brush's secret exit. Combining both of WYE's treetop sets while maintaining BB's firey theme. I'll post a sample IPS in the 00B topic after someone posts behind me in that topic or 24 hours pass, whichever comes first.

http://bin.smwcentral.net/u/1365/Blazing%2BBrush%2B-%2B%2BProof%2Bof%2BConcept.ips
Suggestions are nice, but they don't mean that I'll implement them.

I think the ninja firebar hiding amongst the flaming underbrush may be a touch too sneaky, but otherwise, it seems a solid start. In other news, that forest sure is on fire, eh?
I'm pretty much with RN on this one plus the cutoff, but I think you already know about that. Nice start so far.

Complete