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13B: awakening (Phase 5: Anger) - Frost
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 5: Anger) - Frost
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Punk talked to me about this in IRC. He won't have time to work on this for another week. I don't think there was much left to this, so hopefully he can find time within the next week to take a few minuets to wrap this up.
Layout by LDA during C3.

*Slaps Punk around a bit with a 2-ton hammer*
Layout by LDA during C3.
More than words

Fakedit:

I'm done.

Minus:
- 32x32 Chomp GFX
- Background
- Ending

And if someone is nice enough to exanimate the stationary fire for that's ACTUALLY efficient, please help >:

/me accepts lightvayne's 2 ton hammer with grace and nobility.

Well deserved.

Works well for me, its just the right amount of difficulty and frustration I was kinda looking for honestly:P

I do believe there are a few spots toward the end that could far well with spacing out the enemies a bit more and make it a bit more fair to the player.
Layout by LDA during C3.
I like it for the last section of the last level of the game. It's hard and intense that conveys the feeling of anger and frustration (more the latter but still both).

It still has the funny action where the 32x32 blocks only breaks one tile in a column (maybe only allow 16x16 blocks to fall instead of 32x32 and 16x16). Also don't forget to add the bell thing at the end of the sublevel to warp you to the next area.
Overall fine, nice job. It fits the anger theme rather well without going too far with frustration. I do find some spots might need some spacing out though, as Lightvayne pointed out, mainly around screens 07-08 I think, although that one does seem harder than it actually is maybe. It is pretty tough at a first approach, atleast for me.

Another complaint would be the big chomp's hitbox, which is a bit misplaced to the top:



That makes passing through the chomps in screen 07 (not pictured) harder than it needs to be, atleast for super mario.

Also nitpick time, but this guy's fireballs are a bit too misplaced to the left:



I know that's horrendously minor but whatever V:
It's easy to fix if you want to, just have someone shift the spawning point of the flames a couple of pixels to the right (I can probably do that if you want). Also is that burning guy used anywhere else? I don't think we need the fireballs to shoot upwards in case it isn't, just to cut on the amount of extended sprite slots used at the same time. Some of the fireballs are sometimes not spawned due to lack of free slots too.
Originally posted by cstutor89
It still has the funny action where the 32x32 blocks only breaks one tile in a column (maybe only allow 16x16 blocks to fall instead of 32x32 and 16x16). Also don't forget to add the bell thing at the end of the sublevel to warp you to the next area.


Hmm, I'll see what I can do. I'll probably keep it the way it is though. Also I'll add the bells after I transfer bases.

Originally posted by Lui37
Another complaint would be the big chomp's hitbox, which is a bit misplaced to the top


I'll contact WYE about it.

Originally posted by Lui37
Also nitpick time, but this guy's fireballs are a bit too misplaced to the left.

Also is that burning guy used anywhere else?


It's the Crystal Sprite in Crystal Conception.

Just so you are aware I extended that deadline to this Sunday, the 30th.

I know you don't have much left to do, so just sent the files my way when you are done.

I know I already told you this in IRC, but posting it here for general purposes.
Layout by LDA during C3.
Pages: « 1 2 3 4 5 6 7 8 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 10 - 13B: awakening (Phase 5: Anger) - Frost

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