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Luigi lost in Telinc's World - Demo 3 C3 Edition (Video up!)

I, Telinc1, am here to show...
Luigi lost in Telinc's World, Demo 3!

Here is the download link!

AND, here are some screenies!


The title screen.


World 1A: Kahani Island


Part of the Barrel Volcano.


Part of Wendy's Fortress.


What happens if you're not careful anough with the bonus games.


Omnomnom vine!


Telinc1


thenextdoor


Part of Sunshine Ruins.


Tell me where's Luigi.
Hint: In a bottomless pit.

That's the screenies and the download! Please comment.

-Telinc1

EDIT: I just uploaded a video!
SPOILER WARNING! The video below shows a level and may completely ruin your enjoyability. Please don't watch the video below if you do not want to see the level before playing it.

Watch at: YouTube
Not bad. Try to fill your levels with more obstacles and details to make them more interesting.
Originally posted by Storm Kyleis
Not bad. Try to fill your levels with more obstacles and details to make them more interesting.

Thanks for the feedback! I have a lot of ideas for decorations and obstacles aren't a problem for me, so I will add both things you mentioned in!
This hack certainly has potential. However, I had to point out these things. You should fix them, in my opinion.



The backdrop looks a little off here. First it's a solid blue, then it's a blue gradient and when you go to the File Menu screen it turns black. Why?



You can actually die in the intro screen. While this doesn't mean you're stuck in it (you can still go back), the life counter is still messed up. Not good.



I'm not a nitpick when it comes to cutoff-ness and perspective errors, but there's something about the palettes (in specific the player palette) that I don't like. This also applies to a couple of levels, by the way. Some palettes are very bland and/or not fitting, like the black/gray Koopas in the game.



I think you're not supposed to get there. Then again, I may be wrong? It could be a trap. What did you intend this to be?



Priority errors here. Things like a powerup (when it comes out of the box), Torpedo Teds (when generated) and even the player (when going down a pipe) go behind Layer 2. This can be a little bit confusing to the player and it certainly doesn't look polished.



I'm not sure why that Rip van Fish is even able to get there, but that doesn't really matter. However, the priority is off. One part of Rip van Fish is hidden and the other is not, but he's touching the "same" wall. This doesn't look good. I'd say you should just put the priority low for the leftmost tile.



Spelling error.



You can die here when you're not small. Just get stuck there when you come from the right and there you have it.



Same issue as with the Rip van Fish earlier. Weird priority settings. Either hide him completely or don't hide him at all.



Aw come on, that Lakitu has an unfair advantage. I didn't even know he was there. :(



This Koopa is cool. He can change colours all of a sudden like a chameleon would. Although that sure is funky, it's definitely a bug.



Broken slope is broken. Don't worry, I hate when that happens in my hack too.



Spelling error.

Yep, as I said, this hack has potential. But before that potential to actually get anywhere, you should polish the hack first and start fixing these things. In general, your level design is alright but it feels a little bland and linear. I might be off here, though, but I just get the hunch there isn't much to the levels.
(I did not check the exits in Lunar Magic, so for all I know there might be hundreds of secret pipes leading somewhere.)
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Originally posted by Roy
*Removed 3 images*

The backdrop looks a little off here. First it's a solid blue, then it's a blue gradient and when you go to the File Menu screen it turns black. Why?

That's becasue of the title screen's limitations. I'm planning to make this fake.

Originally posted by Roy


You can actually die in the intro screen. While this doesn't mean you're stuck in it (you can still go back), the life counter is still messed up. Not good.

I know this little trick. I will do something about this.

Originally posted by Roy


I'm not a nitpick when it comes to cutoff-ness and perspective errors, but there's something about the palettes (in specific the player palette) that I don't like. This also applies to a couple of levels, by the way. Some palettes are very bland and/or not fitting, like the black/gray Koopas in the game.

Hmmm... The Luigi pallete is wrong. I see. I will change it back to the original and edit a ROM address.

Originally posted by Roy


I think you're not supposed to get there. Then again, I may be wrong? It could be a trap. What did you intend this to be?

TODO: Look at what are the tiles set to act like before placing them.

Originally posted by Roy


Priority errors here. Things like a powerup (when it comes out of the box), Torpedo Teds (when generated) and even the player (when going down a pipe) go behind Layer 2. This can be a little bit confusing to the player and it certainly doesn't look polished.

The priority errors are caused by the HDMA. Also, what emulator did you use? I might have to really re-convert the gradient's code.

Originally posted by Roy


I'm not sure why that Rip van Fish is even able to get there, but that doesn't really matter. However, the priority is off. One part of Rip van Fish is hidden and the other is not, but he's touching the "same" wall. This doesn't look good. I'd say you should just put the priority low for the leftmost tile.

This is actually a priority error. Fix time!

Originally posted by Roy


Spelling error.

Barrel Volacno. lol

Originally posted by Roy


You can die here when you're not small. Just get stuck there when you come from the right and there you have it.

Will move this bone.

Originally posted by Roy


Same issue as with the Rip van Fish earlier. Weird priority settings. Either hide him completely or don't hide him at all.

TODO: No longer listen to random Youtubers who don't even know what's SMW hacking.

Originally posted by Roy


Aw come on, that Lakitu has an unfair advantage. I didn't even know he was there. :(

I will either a)remove the Lakitu or b)change the bush into a pipe.

Originally posted by Roy


This Koopa is cool. He can change colours all of a sudden like a chameleon would. Although that sure is funky, it's definitely a bug.

What in the?
*insert "What is this sorcery?" image in here*

Originally posted by Roy


Broken slope is broken. Don't worry, I hate when that happens in my hack too.

Never noticed that. What a hack leader am I...?

Originally posted by Roy


Spelling error.

Hi non-responding keyboard.

Thanks for the advice! All of these will be fixed in Demo 4.
Originally posted by telinc1
That's becasue of the title screen's limitations. I'm planning to make this fake.


Oh, but it actually is possible to keep the HDMA on. You just need a few ASM hacks for that. I could assist you in this, if you want to.

Originally posted by telinc1
The priority errors are caused by the HDMA. Also, what emulator did you use? I might have to really re-convert the gradient's code.


ZSNES, but I don't think that really matters much. While I'm not sure what kind of HDMA you used (and whether you used a kit or not), it is most definitely possible to fix the priority settings there.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
Originally posted by Roy
Oh, but it actually is possible to keep the HDMA on. You just need a few ASM hacks for that. I could assist you in this, if you want to.

Really? I will be very happy if you could. And credits are sure.

Originally posted by Roy
ZSNES, but I don't think that really matters much. While I'm not sure what kind of HDMA you used (and whether you used a kit or not), it is most definitely possible to fix the priority settings there.

Well, it is supposed to be blue. Maybe you hit the 1% chance it will bug up?
I used Ice Man's HDMA pack for it, but becasue I don't want to waste freespace, I converted it to LevelASM. But now I know another easier way to convert gradients, and it will maybe work. We will see.