I'm actually more worried about how does the idea fit in the level's context. Like, it's just a phase, and the idea makes it look something entirely different (like another level in a completely different situation).
BTW, punk sarcophagus, you take complaining too dramatically, seriously, it's unnecesary -_-', and puts more atention on the arguing than into the actual problem's solving.
I digress, I was being extremely adamant. But whatever. I'm still doubtful of this gimmick and this non-melancholic theme. If you can make something out if it, then good; you have skills that can make a flimsy gimmick actually fun. But, I'm still largely expecting a disaster (no matter who the level designers are).
Maybe if you made it so that the sprites would "turn the other cheek" (indeed, their entire walking direction) every time Mario jumped in front of them.
It would keep with your original idea of this being an alternate dimension where Mario can't be seen, without necessarily relying on a gimmick everyone present would find cheap and gimmicky in the worst sense.
Of course, it doesn't solve the problem of what happens if Mario tries to JUMP on an enemy, but you two appear to be smarter about this level than I ever was, so I'm not worried...
Because of another recent inactivity with OHN, I and him haven't done anything yet. I'm currently waiting for him to start before I do just so I get a proper idea on how to work with his style.
You don't really understand why this level is causing so much trouble until you're the one making it.
Daizo, your idea is pretty great, but I feel it's too complicated to let me do a part that I do not understand nearly as good as you do. I think, for a 1.5/2.5 minute level, we are a better off with just one designer instead of two who are depending on eachothers activity and having slow conversations. Therefore, as you are the one who came up with the idea, this means I'm handing this over to you, Daizo. I hope you guys are okay with this, as this is the second time I tried making something that is too difficult for my experience with SMW. Good luck.
I'm going to leave this level as well, but for a different reason. My inspiration for the sadness theme has gotten really low compared to my other work (My own SMW Hacks) and real life stuff. I'm terribly sorry for leaving this level, but when I reserved it, I was fully ready for the level, but when I got it, I was unready and had a really poor idea in the end.
I think its for the good, I would of failed this level anyway. I'm not a bad designer, but this theme is hard to accomplish without messing it up. I did fail SMWCP2 two times already, and I feel that my nervousness will fail me again.
Sorry, but I don't have the time to deal with this collaboration when my birthday is coming up (22nd of May) and having C3 come in.
The level is free to claim. I will only test this level for now on, if I have the time.
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At the way things are going, this level's curse puts the oasis level's to shame. Maybe we could do a little callback to the curse in the level aesthetic. Just a subtle one.
In fact, this could be a good place to reuse the looping paths gimmick: it fits the mood of being trapped in a cycle of depression and loneliness. But right after the Perplex phase, I'm not sure about such a puzzly mechanic...
Any who i will be done with finals next Wednesday. But for now i shall give you my concept. It will be based on the theme of sadnessobviously loneliness and abandonment and helping a friend in need. There will be no enemies in this segment only friends...who can hurt you if you touch them...if that makes sense. Since you don't want to kill your friends the main focus will be platforming and avoid coming in contact with them in hopes of escaping from the cave they are all trapped in. In the end they sacrifice themselves to help only Mario escape.
They'll be fairies or something that resembles navi.