Banner
Views: 853,482,477
Time:
20 users online: ageVerrly, brickblock369, CalHal, Captain Domas, chickaDEE Magazine, Counterfeit, crispy_plays, Dan Drigues, Eduard, eskayelle, Ice Man, Kentakiman,  KevinM, kiki79250, Mrmightymouse, Narcologer, RetroJunky.T, Sariel, viniciuskombat,  xHF01x - Guests: 59 - Bots: 57 Users: 47,081 (2,498 active)
Latest: mooselampa
Tip: Stay up-to-date with new tool and resource releases on the SMW hacking scene by viewing this forum.Not logged in.
13B: awakening (Phase 3: Confusion) - TomPhanto
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 3: Confusion) - TomPhanto
Tags:
Pages: « 1 2 3 4 »
To be honest, I really don't need any help right now. I just need to post my next update: Right here.

It has the maze fully beatable. The door at the end leads back to the main level; it's the end for now; I guess they will be something that will be included later.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
As far as the level goes, it does what it's supposed to do without it being too hard. I have only two things with this Phase. The first, and biggest problem is that it's slowdown central right now, particularly in Screens 3-6.

As far as that final jump is concerned, having the ceiling lowered with the Blue P-Switch, it doesn't seem like you can bounce on the switch itself as normal P-Switches don't allow Mario to spin jump off it. Though with this one it is possible to do so without much hint that you can until you test it out. That element of surprise might be a bit too much for the final jump seeing it'll be this jump that finishes off this phase and then they fail and have to redo the entire puzzle again. Maybe the ceiling can be raised a square to make this jump a little bit more feasible.

Other than that, it's a pretty good phase.
I agree it's looking pretty good for the most part. Just a few things:

- Depending on how the pencil and Thwimps are coincidentally timed with respect to one another, the first obstacle after the ON/OFF gate can potentially be a bit irksome. Removing the ceiling Muncher could help mitigate this.

- Similarly, even though it didn't give me half the annoyance of the former, the jump to and from the blue platform with the Kooper on screen 04 to get the key strikes me as just a little too fancy a bit of footwork for what is primarily a puzzle section. Again, removing the Muncher would be a simple solution.

- Some of the slowdown on 03 could probably be removed by getting rid of the flame statue on screen 02, especially considering that though it looks rather menacingly positioned, in practice it's not really that serious a threat at all, so its removal (or replacement) would not be so serious a loss.

- I agree that the final bit with the P-switch seems a bit questionable since a) allowing Mario to bounce is not a normal characteristic of P-switches, b) it is not really an intentional quality even of this brand of P-switch, and d) there is no way to tell that this particular P-switch even possesses the bounciness in question unless the player actuates it once beforehand (and considering the sort of P-switch care and handling that has been engraved into most players brains by this point, and especially considering that this is a puzzle level, many players will not hit the switch before they need to). As such, I would recommend avoiding basing this obstacle on what is a fairly a non-obvious characteristic of this sprite.
Well, I'm due for an update: 6/15/12

So what I've done is take the suggestions I was given and I have the thunder bell inserted. However, when I tried to insert the LevelASM, the game crashed (don't worry, this version should be functional). Though that might be because I was using the LevelASM from a different base rom from the base rom I'm using for this level.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
I like the puzzle for the most part. A little bit of slowdown on Screens 3 and 6; and maybe a slighty too bright yellow FG but other than that the puzzle is done really well and about the right length.
That's great to hear. I'll have to figure out what to do about the slowdown, since I want it to still be challenging without going overboard.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
It's been two weeks, so I should update.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Other than the bell not fulfilling the teleport function (LevelASM code still acting up, I presume?), I don't see any problems. On the whole, I'd say it all looks good from my end.
Here it is again.

Just an update to let you know I finally got the LevelASM working. I am using a new base ROM for this too.

However, I feel it needs a background.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.

Overall I think the level flows pretty well. The whole puzzle portion of it was put together really well. I do think the walk-behind-hidden-walls thing could have been introduced a bit better, but this is world 9 we are talking about here; if you can't figure out something by this point then that's too bad imo.

Great job. Anyone else want to add anything to this?
Layout by LDA during C3.
On the subject of backgrounds, Dinomar made one which was initially intended for Phase 2, but which would probably work much better here instead.
Originally posted by Rameau's Nephew
On the subject of backgrounds, Dinomar made one which was initially intended for Phase 2, but which would probably work much better here instead.


Agree 100%. On closer inspection, it reminds me a lot of neurons firing in the darkness. Presumably that's what it actually represents? Fits a brain-busting area perfectly.

--------------------
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip

Well Tom, no one has mentioned anything else about this being an issue. So go ahead and fire-off your files to SNN and make sure you have reserved all the sublevels, gfx, sprites, etc. that you may have used.
Layout by LDA during C3.

Apparently I don't have the level asm for this. I don't suppose you still have it TP?
Layout by LDA during C3.
Here.

I thought I sent it when I was sending the files after this was marked complete. But I'll resend the Level ASM. Levelcode.asm and Levelinitcode.asm (It's Level 144), don't know why I included the other two as well. Let me know if I'm still missing anything.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Pages: « 1 2 3 4 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 3: Confusion) - TomPhanto

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy