I admit I was a bit skeptical about the rotating SMB3 platforms at first, as these sprites tend to be somewhat difficult to use in a non-annoying manner, but I must say you've managed to employ them in a surprisingly entertaining way thus far
Thanks!
Originally posted by Rameau's Nephew
(though I agree with cstutor's comments on the seesaw platforms around the pipes)
Changed it an hour ago; one seesaw is pretty annoying in it own way, actually.
Originally posted by Rameau's Nephew
I'd say my largest concern at present is that the level feels a little easy for World 6. Admittedly, two or three other levels in World 6 strike me as somewhat two hard for this point in the late midgame, but this one goes a little too far in the opposite direction. Obviously this is just a portion of the level, and will likely have a different effect in the context of a larger stage, but I think you could probably still use jut a few instances of a slightly more menacing sprite here.
Oooh...I'll see what I can do.
I was worried that I am making things hard, actually...
I'll replace somethings....
But, things do get hard after Screen 6...
Originally posted by Rameau's Nephew
Also, how exactly are you intending to use Yoshi in the first part of the level, if this section is intended to be Sky Pop-based?
Oh; that those blocks are for testing purposes during certain powerups; but I took it out and plan to have a No Yoshi Block
Ignore:
- 117; I plan to replace the copter with a teleport block; kinda like a throwback to the Sizzling Spires level by Lyness in SMWCP.
- ceilings and FGs
- slowdown in the last part
- the last two pipes
Note:
- almost all pipes are connected; it's only the last two that you should avoid
- don't fly over 117...you'll get stuck in an auto-scroll thingymajig
- messiness in the first SMWCP coin room and Screen 7 and 8
- for some reason, I can't collect SMWCP coins
Have you inserted any blocks recently and used the Reinsert All command on BTSD? I think the coin block disappeared for that reason. For now, you don't have to worry about this situation. Just put a 2x2 stack of blue coins where you want to place the coin and someone later on will put that in for you.
So far, this level looks like it's coming along nicely.
Have you inserted any blocks recently and used the Reinsert All command on BTSD? I think the coin block disappeared for that reason. For now, you don't have to worry about this situation. Just put a 2x2 stack of blue coins where you want to place the coin and someone later on will put that in for you.
So far, this level looks like it's coming along nicely.
There were some blocks that didn't insert...
But okay then.
~
Just a little note, I most likely can't post my daily IPS today =P
Super-Bowl and Homework at the same time =P
~
But I will say that I fixed up the sprites, and started on the Sky Pop section a bit without the updated sprite.
Hey, which do you think is a better obstacle for the Sky Pop section:
The Heavy Para-Beetle and the Para-Beetle(See Tropopause Trail)
Or the Sparabuzzy?
It isn't possible (without taking up another sprite slot with remapped graphics) to have both "species" at the same time.
FAKEDIT:
I'll go with the normal para-beetles...
EDIT:
SOO....
the para-beetles won't work in this level. It doesn't die from torpedoes....
Oh okay. Um, maybe you can use para-beetles as enemies to dodge than killable enemies. Some variety would be nice for this level since the torpedoes literally kill almost everything.
BTW, were you able to get the scrolling to work correctly with the code?
How about some gates; barriers that only open if the player hits a switch? Maybe you can get an ON/OFF switch that opens or closes some gates and make some challenging tasks and stuff that way?
How about some gates; barriers that only open if the player hits a switch? Maybe you can get an ON/OFF switch that opens or closes some gates and make some challenging tasks and stuff that way?
Well, it is a gateway...
and the On/Off switch's bounce would be remapped...
I like the idea, in all actuality (my head is flooding with ideas with on and off), but at this point of the game, and what comes afterwards, the On/Off switches are overused...
like item babysitting in SWMCP (although, the switches are definitely well handled here)
I will think of somehow creating a "gate"
My current level does have a cement block gate, but it isn't as ceremonious as opening one...
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