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136: EREHPS EHT RAEF - Rameau's Nephew
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 136: EREHPS EHT RAEF - Rameau's Nephew
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Originally posted by Rameau's Nephew
'Twas indeed genuine praise. If our esteemed leadership has no objection to our more liberal interpretation of naming conventions in the final standard level, I dare say "EREHPS EHT REAF" would make a fine title indeed.


I don't see a problem with it since it is the final level, but thats up to S.N.N. to decide...

So....is this level done then?
Layout by LDA during C3.
I think I'd prefer to address some of the issues AxemJinx raises before submitting anything, to be honest, as he makes some valid points in his post. Now that I've returned from my travels, this hopefully should not take long.

Also, I've apparently discovered that the Grey Snifit does indeed turn around if one sets the extra bit (even though I was certain I had tried that before to no effect). On the other hand, perhaps I'm just a stupe (which the above revelation would seem to suggest), but editing the firing interval seems to be more complicated than I thought, as setting what I assumed to be the relevant variable below the current setting yet above 30 will cause it to be desynchronized with its jumps (which is probably even worse for timing purposes), yet setting it to 29 or lower will cause it to suddenly begin firing at far too great a speed. Perhaps I'll need to make that request after all, if not for the reason I had primarily expected.
Fear backwards is Raef, not Reaf.

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In my opinion, I think all CAPITAL letters is overdoing the name, don't you? It's like it's yelling out at you.

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Umm... isn't that the intention?

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Yeah, it is...

Seems kind of pointless to point out something as arbitrary as that.
Didn't know that, hehe... My bad. #w{=P}

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Aww, IPSes for dinner again? I'm tentatively calling ts the definitive version, but don't let that stop you from pointing out any problems if you spot any, because here in World 9, we're all about redefining things.

Same disclaimers as before apply, though the blue, fire-spitting whatever-they-ares should be functioning properly now. Hooray for the pitiless, unceasingly turning wheel of progress.
Looks completely good to me. My only stupid mini nitpick is that there are REALLY VERY SMALL (read: most smallest nitpick evar on SMWCP2) 1 pixel cutoff at the first part.

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I found this cutoff waterfall.



Other than the cutoff, I like your level.

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I'm sorry, but I'm not good at SMW hacking, so I gave up on it. That means I'm leaving SMWCentral. Bye!
This is the first time I've seen this level and I only looked at the description given at the very beginning and the level right now. For the most part I like it but I don't love it.

The first part is pretty good, nothing really wrong there. The second part is where I think I ran into some things that I didn't like.

1. Two rings of Flames = Sprite Disaster for everything else. Not sure how to fix this one because those ghost rings are so expensive sprite wise. This is a problem mainly when other sprites are on the screen at the same time as these flames.

2. Lots of slowdown at the loading of the words, ghosts, and flames next to "Luigi".

3. The section to the 2nd coin was just full of cheap hits and power-ups. I didn't like that, that much. The randomness of the appearing flames just always kept the average person off-guard being too close to them. Constantly taking hits and hoping to have spare energy is not that fun for me.

As for the climbing part (3rd part), I liked that the most. Just a few things here that I felt could be improved on.

1. There's a couple of places where Big Mario can squeeze into a small area, slide over and die.

2. The flames were very confusing to me. In the first 2 parts the blue flames hurt Mario but here they are part of the decoration. Maybe color them in a different way may make it part of the BG.

As for the talking and boss parts (Part 4), they were fine. The "Luigi" boss was incredibly easy - if hit correctly can only attack one time. The Nose boss was a one-hit kill.

As far as the SMW coins go, I think they were okay. The 1st and 3rd ones were a little bit too easy to find in general. As far as difficulty goes, this is probably appropriate for World 9. Overall, I like it. I like the level name too.
The sprite memory problems in the second section are indeed quite an inelegance, though they should be relieved when the Extended No Sprite Tile Limits patch is added. And though I don't seem to be able to get a significant amount of slowdown at the "scarper!" section myself (which always sort of surprised me, to be honest), if it's appearing on your end, that too should be relieved whenever the FastROM patch is applied.

Concerning the third section...

Originally posted by cstutor89
1. There's a couple of places where Big Mario can squeeze into a small area, slide over and die.


I just played through this section doing my darnedest to murder myself in every suspicious-looking nook and cranny, but alas, my efforts went unrewarded. Do you by ay chance recall precisely which of these niches were willing accomplices in your auto-homicidal hijinks?

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2. The flames were very confusing to me. In the first 2 parts the blue flames hurt Mario but here they are part of the decoration. Maybe color them in a different way may make it part of the BG.


Er, I, um, did do that...? Not only do we have the clear blue/green distinction, all of the "complete" flames ain the third section are of a decidedly dimmer and more desaturated color to denote their being harmless background objects. Unless of course you mean the "half" flames used to mark the will-o'-the-wisp shooters, but I assumed the fact that the flame is largely contained in the braziers made it clear that they were not in and of themselves harmful to the touch. I could always apply the desaturated palette there as well, of course, but I thought it better to use a brighter color (indeed, the same as the sprites they generate) to denote their status as "active" objects rather than background pieces, and above all to make them eye-catching, so the player can tell at a glance which braziers to exercise caution around.

But I suppose it's worth asking--was anyone else similarly confused by this?

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The "Luigi" boss was incredibly easy - if hit correctly can only attack one time. The Nose boss was a one-hit kill.


As noted earlier, if we have sufficient ROM space, sprite slots, etc. once the other bosses and the like are finished, should someone wish to code a proper Pionpi Luigi miniboss, I'd be all for that, though it lies a bit outside of my abilities to do this myself, hence what we have there now. The epic showdown with the Deedle-Ball, on the other hand, is exactly as it should be--were the battle to last any longer, I fear our players would start having heart attacks and cerebral shutdowns from the sheer dramatic intensity of the sequence.

Concerning the pixel cutoff in the first section cited in prior comments: I threw together a new plant piece to fix what struck me as one of the more distracting examples, and I think the redrawn versions of the pipes seen elsewhere, if/when inserted, should relieve a few more. The cutoff lightfall in the second section has been repaired as well.

Again, thanks for the feedback, and let me know if you folks spot anything else.
Originally posted by Rameau's Nephew
I just played through this section doing my darnedest to murder myself in every suspicious-looking nook and cranny, but alas, my efforts went unrewarded. Do you by ay chance recall precisely which of these niches were willing accomplices in your auto-homicidal hijinks?


Section 4/Bottom-Center, there's one hole next to the chain. It's the one hole below that.

I think that was the only one. I think my eyes were tired from working on Lvl 23 too much. They do look slightly different than the first half of the level and I get the boss being easy because the level is long and takes a lot of time to go through.

It's a good level though. :)

Extras



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

Advertising Space

Originally posted by Rameau's Nephew

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The "Luigi" boss was incredibly easy - if hit correctly can only attack one time. The Nose boss was a one-hit kill.


As noted earlier, if we have sufficient ROM space, sprite slots, etc. once the other bosses and the like are finished, should someone wish to code a proper Pionpi Luigi miniboss, I'd be all for that, though it lies a bit outside of my abilities to do this myself, hence what we have there now. The epic showdown with the Deedle-Ball, on the other hand, is exactly as it should be--were the battle to last any longer, I fear our players would start having heart attacks and cerebral shutdowns from the sheer dramatic intensity of the sequence.



Furthermore, both bosses are portrayed as a joke.

Here's an idea...since the level name is FEAR THE SPHERE backwards, how about having geometric solids for enemies? Like tetrahedrons and cubes and such, all thirsty for Mario's blood?

That's pretty abstract. Not to mention it invokes Sinister Geometry. (Yes, I'm a fairly dedicated TV Tropes lurker.)

EDIT: Level Up!

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"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Ah, well, the level's pretty much finished at this point (barring any additional bugs anyone may point out), so it's probably a bit late to add any new enemies at this point without them seeming tacked on and/or without completely redesigning the level. However, in keeping with the title, the majority of enemies in the level are indeed spheroid in shape, and a number of rhombuses, hexagons and other such forms join in the fun in the second section of the level, albeit as neutral landmasses and decorative objects rather than foes.

In any event here's another accursed IPS. It's pretty much identical to the previous one, albeit with the above cited errors fixed, and one or two other minor goofs I noticed. Bon appétit.
I just finished testing it, much better now. I don't think I have anything else to point out at this time. As long as SNN likes it, it's fine with me. Really good job with the level :).
Thumbs up from me as well. Whenever you've finished doing whatever else you need to do with this (is there even anything?), you're good to send it in.

Extras



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

Advertising Space

Yeah, for the most part it seems good to me.

Originally posted by Punk Sarcophagus



I don't know if this was intentional. The blue flames don't hurt Mario from the side, and Mario can walk through it. But, Mario gets hurt when he jumps while inside the flame.
Pages: « 1 2 3 4 5 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 136: EREHPS EHT RAEF - Rameau's Nephew

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