Thanks for the feedback. Most of it was really helpful.
Originally posted by AxemJinx
Not sure how I feel about the two question blocks set into the facade (makes it hard to get what's inside them), and for me, the switch palace tileset really stands out (I kind of wonder if the white should be toned down outdoors, as if the coloration has been weathered down by the elements).
Yeah, I think I will get rid of the coin blocks that are too hard to reach even for the cape and just have a few of them 2-3 at most. Now that I think about that, the white does stand out a bit. I'll look to see if there's another slightly darker white to match the night level.
Originally posted by ZMann
- I don't see the point of having so many ? Blocks in the walls when it doesn't seem possible to hit them. This is minor, though, and if it's more like receiving more prizes for having a cape, that's fine.
- I'm not too fond of the arrows making a sound effect when they hit a wall. You said you made the arrow sprite, so I think you should make it so they don't make a sound when they hit walls.
I'll keep the ? Blocks in the walls to a minimal but make it simple for a cape to get. I think I'm going to make the sound only occur when it hits Mario or another sprite only.
Originally posted by MrDeePay
- Disable the level palette animation (Palette 6 Shenanigans) by pressing the coin icon in the tool bar and unticking the necessary box.
- I suggest using track 30 (Desert/Ruins Level 1) for the desert segments, since it seems to fit the best out of all of the current songs.
Okay, I'll take a look at those things and fix those up.
Originally posted by S.N.N.
My only main gripe which hasn't been noted by others yet is that the arrow blocks are difficult to see given their palette. That is, they blend in with the normal tileset a little too well.
It does look very close to something that is hard to see. I might make the shooter part a darker red color or something to distinguish this block as an arrow shooter.