I'm sorry for the lag, but I became really inactive those days, and I'll probably keep like this. I don't really know when I'll be totally back, but this may or may not take more than the time we have got to show updates regularly; I didn't want to drop my level, but if it's needed, I'll understand.
Anyway, if I come back early enough perhaps I could make that special retro level you said once I might do. I would enjoy doing something that fits with my usual level design and probably give you better results.
I've got a few screenshots of my jungle level to show so far, mainly from the beginning though =). I'm going to be making a sunset jungle level, i'm not too sure if it is going to be very gimmicky at this stage but i'm thinking of making it quite long to hide the secret exit in.
Anyway, here's some screenshots of what I have so far =).
Here's the very start of the level. I will add more decoration to the ground by the time I show more screenshots next time.
A somewhat dangerous pirahna plant or however its spelled =P.
@Mr Esc: Lovely screenies, bro. The Vanilla-colored FG fits incredibly well with the custom colored BG. The gradient is pretty smooth and yay. Awesome!
Can't stop imagining about the decoration you're about to add.
@Mr Esc: I'm really liking the design for this level so far, real interesting use of those trees I must say. The palettes here are also pretty neat really bring out the level more.
From what I can see, maybe the level can use a bit more enemies, maybe more of a variety but other then that, it's looking neat so far.
Here are the first two Screenshots of the Level, i am currently making:
I don't think, it suits the actual theme yet, but I am going to try to make it more icy in future... And the mushroom in the bottom tiles will be changed if you don't like it... And I guess you won't! ;) Any opinions on this start so far?
You're still banned from the collaboration (Your ban is pernament).
So, ypu can not make a level for this.
@Neidave: The palette is looking good so far to me. The dirt could do with being slightly more desaturated and/or brighter. Other than that, it;s good. I'm looking forward as to what you have planned enemy wise.
I just tried out something a bit new for (half of) the pallette... So here is it:
What do you think of it? Should it stay like this or should I refer to the old pallette? After this is done, I will concentrate on the Leveldesign and such...
And uhm... Is it ok to use those edited wall-running-tiles or shall I use the standard-triangle-things?
Just before an exact 2 weeks strike, I'll just give out a little 6 screen demo of the level. I'm thinking that the next half of the level should involve a Boo invasion (if aloud).
I'm trying to keep it simple so cutoff is shown, and every 2 screens I make will have another IPS.
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I just tried to redraw a Pokey to let it look like a Snowman... And what turned out... Let´s say I don´t really like it but I still wanted to show it to you:
Any suggestions on how to make this enemy acceptable to insert it to the Hack?
ExGFX isn't aloud in the collab unless it is to make minor changes. Sorry. =(
Also, my level is waiting to be tested =/
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@Daizo: Your level is looking good now. =) The only major quibble I have is with the jump at the start with the volcano lotus. It's a bit of a tricky jump for a dragon coin. I'd extend that platform (which the lotus is on) by one or two tiles. =) In addition, there is also a bit of minor slowdown, but nothing major. As for a boo invasion, that wouldn't fit the theme required for the level, unfortunately. Unless the level as a whole had a haunted theme to it, in which case it would fit, yes.
@Neidave: The palkette's not quite there yet. If you look on the left of your screenshot to the other palette. If you use that one, but with a slightly lighter blue for the top bit, it'd be great. =)
As for the snowman, the general consensus is yes, no ExGFX is allowed unless it is a minor change. That said, though, the snowman isn't that big of a major change. You could keep it in if you wanted, but if not, that is fine.
@Me: I'm getting a video uploaded for my jungle level so far. I'm planning to cut back on bubbles a little so Daizo's level stands out a bit more (though his is slightly different with layer 2 on) and introduce lakitu in the second half of the level.
@Daizo: I gave your level a test too, I quite like how it looks so far too, the layer 2 gimmick works rather well =). I agree with what JDC has said about the level so far, in addition I found the invisible coin block at the start a little annoyingly placed, its nothing major but moving it might be better =).
Sorry for not showing progress on Lava Mountains but just thought I should inform you that it's defiantly been in progress and that it's half way finished. I plan on having a full working IPS later on today.
(It will probably be the next day in your time though.)
Feedback:
Everywhere:
-There is 1-pixel cutoff with the Forest ground tiles. Try using ExGFX to fix this.
-(Nitpick) Salad isn't good for you if its Chocolate Island =P Maybe some choco-plants would be better.
-The tops of the tree trunks that connect to the tree leafs have light on both sides that don't make sense. If that's your own Map-16, I suggest you fix that. If its not then I'll look at JDC =P
-(Nitpick) Why is there coins in the choco-water? It may confuse the player that there is teleport blocks under them.
1:26
-(Nitpick) I don't really see a lighting on that pipe, could you add some sort of lighting (maybe grey). Unless it is attended that its a clay pipe.
Other then that, your all right =)
-------------------- Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.
Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.
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