Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
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RISE feat. Other Projects (still dead as always, but somehow posts all of a sudden)
Hey, great stuff you got there! Excellent level design, and awesome decorations. The ambient of the level is also looking superb in my opinion. Overall you're off to a great start.
Waiting for more on this :3
It's shaping up to be pretty great already, but I'll do what I can to help you improve. Everything looks pretty clean and nice here - though it's still not perfect.
You should change the water's color to be a more orangeish color, so it suits its surroundings more, and I think the animation would look much more smooth and nice-looking if it was about half its current speed.
Also, the way the Layer 3 clouds scroll vertically when the screen scrolls looks pretty weird. If you're not able to change that, I'd recommend just removing the vertical screen scrolling entirely. I'm not sure if you'd have to sacrifice some of your personal plans for that, though, but do as you please.
Incredible. My jaw dropped, as it usually does when I see your graphical work. I like both the blue and orange water, but the latter looks very eye-pleasing, and gives me a major Kirby vibe. Nicely done.
on the goddamn ball son! you finally swayed me. here you still have a redonkulous amount of decoration but it is all used so right. instead of juss being there to be there. it all works and flows so nicely together. you finally got your structure game perfect. really really diggin on this. though, i'm not likin the name. i dunno hacks that usually have a self aware name like that, with words like choconilla, vanilla, or hack actually in the title don't flatter me. think of something different to call it and i'll be 100% on board. looking forward to more progress, dude! :)
On OW design, I find that the best way is, as you've planned, complete the first level, then design part of the OW.
I'd recommend: For the OW, use your intital vision of what the land should be like (Suggested: At least the World 1 Map, but you can go as far as you can conceive). Then, once a workable tract of land has been created...
...PLOP the 1st level entrance anywhere you'd like, and dont change coordinates. From that 1st level point, design the surrounding textures as according to how you see it should look like.
You've got a grip on the direction. Foundation for World 1 is crucial.
Looking forward to more screenies. PM me if anything. Aesthetic is my strong suit.
Woah, Underway, you're truly becoming a great hacker, man! At first I was a little sad to see CP was cancelled, but looking at this just maked me happy. The aesthetics are simply incredible: I've never seen anything like this before! Every single part of the level is really well decorated, giving the level a very complete feeling. The level design is also looking really neat. And man, you really gotta teach me how to use those layer 3 backgrounds, because this is looking stunning!
Yeah, please keep up the amazing work here!
e: oh, you're in Greece? Neato! I'm going there too in a few weeks.
Wow, layer 3 BGs, just what I started to use XD
I really like youre style Underway, and love those mole holes :>
HOpe you get this finished, if not, you could just merge it with Choconilla paradox...
Also, the orange water is... too orange, make it orangey blue(disaturated with some green in it maybe? Not precisely shure how to pull-off such a tone as orangey blue ¬_¬)
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I'm currently about 75% done with the first level and already started working on the second level in order to give you something to look at while I finish the first level up :3 So here are some screenshots.