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117: Dynamic Disarray - Frost

Complete

^ That code isn't needed; I instead took out the Koopa and actually created and interesting situation with the Spara-Beetles. Thanks for the offer anyhow! I'll keep that code for safe-keeping in an event that I am making another Sky Pop level!

~

Anywho:

Dynamic Disarray

The last IPS I will ever post here. There isn't much changed other than the place where the Jumping Koopa used to be, the fact that I added a Mushroom box in the vertical room section because I added spikes to the side that any careless player can be flung to and die, took out some blue coins, and some Item Memory shenanigans.

Also, for anyone interested, here an IPS of the level before the overhaul. It WAS crappy.

~

It's been fun working on this project! I've learned so much by just working on this level! At first, I was unsure that I will finish the level - but I sucked it up and did what I had to do!

Also, yay! I beat the record for most pages used by a level!

So yeah. The only things missing from the level are the Ted graphics, which I will ask someone to do for me, and the midway.

Other than that; I guess this good-bye to this level! I'll send the files sometime tomorrow, as it is 2:00 in the morning right now and I'm multi-tasking.

...

Unless someone has objections or complaints.
Nice, everything looks good for the most part and the gradient works great. Probably wait until tomorrow to send in the stuff just in case someone else has something else they've found. That'll be 2 levels done in 2 days and only a few more left to go.
So, like, does anyone have any problems?

I'll send the files now if no one has any complaints.
Just wait a few (2) more hours and it should be fine GSG and then you can send it in. :) That'll be 3 levels done in one.

EDIT: If we catch something else with the level someone will fix it for you. :)
Well, I couldn't find anything wrong with this level.

Congratulations, GSG. I hope my (few) feedbacks helped you somehow.
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Just one concern:



I guess it feels a little unexpected to discover that this is the bottom of the level here, so soon after this mandatory drop. Maybe add a bit of a hint here as to the fact that any farther down means doom or that it's really quite imperative to jump at this spot might help? Otherwise, it looks good to me.
Originally posted by Rameau's Nephew
Just one concern:



I guess it feels a little unexpected to discover that this is the bottom of the level here, so soon after this mandatory drop. Maybe add a bit of a hint here as to the fact that any farther down means doom or that it's really quite imperative to jump at this spot might help? Otherwise, it looks good to me.


Wait, the coins and and the arrow isn't enough? D:

I already sent my files to SNN, and even so, I really can't think of another way to do that - I've always thought that with that square of coins and that arrow and that ledge, that the player would be enticed to jump there. D:
I don't know if I agree with RN here Giant Shy Guy mainly because I thought it was easy to see the sign and easy to tell that Mario has to go right.
Well if these purple death things are still in there somewhere graphically, you could put them down there to "hint" at this being quite a deadly drop, since their design is quite.. intuitive.

Make them act like 25 though.
Your layout has been removed.
Originally posted by leod
Well if these purple death things are still in there somewhere graphically, you could put them down there to "hint" at this being quite a deadly drop, since their design is quite.. intuitive.

Make them act like 25 though.


I don't remember which ExGFX I put it in, but I do recall deleting it...? Or maybe that was when I was porting...? Or maybe not.

I don't really remember.

But even if I did, I would have to change the palette of it to make it look like background; I can for-see players jumping up and down and the donut lifts frantically not knowing what to do because there are scary looking orbs on the bottom.

Well, I'll leave it as it is. There are donut lifts a few screens back - it was the one that had the mushroom - that teaches the player that they can jump from falling donuts. There's a platform that the player would be interested on jumping on. And if they fail, there's ground so nothing bad happens.

So by that screen, I expect the player to know that they can, and will, have to jump mid-fall of a Donut Lift.
I've received the files. If any further alterations need to made, they can be done in the alpha level testing phase (which should actually happen soon, given that there are now only about 4 levels left).
Hi. I updated C9 a bit.

Link

It's to avoid slowdown. It's not done. Obviously. It's in the hub.

Anyways, I would have worked on 117, but I still don't have the graphics to use.
LINK YAY!

Hi again. Finally finished killing the disgusting slowdown in C9 (Main level) and CA (Bonus rooms). CB on the other hand, is driving me insane. The slowdown in the upper parts are barely dented with anything I try.

In any case, soon I will start updating 117 for the new cloud FG, and to also kill the atrocious slowdown bringing the level down. ;/
Just some few bugs:



-Torpedo Teds are using the wrong palette.



-The P-switch music in this room still plays, even after the coin trail stops moving.
Disarray!

This level was greatly optimized and was seriously toned down. Previously, rotating lifts were just thrown away everywhere with little thought, and were very unfair in many cases. Not only this, but this is another of those levels that got a graphical overhaul. Here we have a brand new cloud background drawn by Magi, as well as the traditional fluffy clouds by Falconpunch, which also reworked on the blue metallic blocks and spikes as well.


MK2TDS

Complete