Weeeell, guess who's back
Thanks for all the comments guys, as I promised I'll be responding to them now.
Thanks for the help, dude! Didn't think it would work out as nicely as it did (I was sure I would have forgotten to put something in the post xD)
Thanks ;) I actually finished in the last minute I had (literally, I only had one minute of my day left when I uploaded the demo)
Thanks for the feedback. I'm wondering if you could elaborate further on the P-Switch problem, because I'm not exactly sure what you mean. There's a reset door and if you got stuck when you went through the turn blocks you'd still be able to kick out with the P-Switch.
I'm sorry about the problem with the exit, I'll fix that and update the link right away! Also may I ask which level(s) you are talking about when it comes to the problem with the sprites blending in too much? (my first idea would be the water level)
Firstly, I'm thinking about removing that gradient in the water level, because it might really be a bit too much. I just thought I'd look good, but if that destroys the playability for that level, I guess it's too much.
Thanks! I hoped I'd be able to show that focusing on visuals doesn't necessarily mean that the level design is garbage. Also regarding deko, I can't tone it down. I just don't want to and if I did I'd most likely not want to make this hack anymore, but I can see where you're coming from.
Thanks ;) Nice to see you around once again!
Thanks and have fun playing ;)
(lol just change A to U and it's Undy roflkkk):
Thanks! The creativity is the thing I love most about choconilla hacking. It's kinda like vanilla, only that you can use the original resources in a more creative and interesting way.
Thanks and yeah, the difficulty in the last level might be a bit too high. I'll either tone it down a little or move it to world 2 or 3 (as the hack will only have 3 or 4 worlds).
Thanks, I try sticking with one style if I can.
Thanks and have fun playing the demo ;)
Thanks for giving it a chance ;)
Also about the floating water animation, I've heard a lot of complaint about this, but the problem is that I'm not setting them up the wrong way or anything, they are just that
out of sync. However, I'm gonna do my best and try fixing that if it's possible!
I've already covered the difficulty problem, but yeah, the sprite memory issues are terrible. Sad fact is that I tried for two hours straight to fix them (removed cluster sprite, switched through all the sprite headers, removed other sprites, changed the level to make up for the lack of sprites,...), but I still couldn't get them out of the way entirely (although I noticed them more during the first part of that level and didn't see anything in the second part, but I'll look into it!)
Thanks! As I said before I hope this showed that good visuals don't equal bad gameplay (don't kill me for saying that, I can only rely on other people's opinions here)
Thanks for LPing this! It always gives me a feel of accomplishment when I see someone playing my hacks.
The secret exit was made to be hard, as I'm going to implement a feature that allows you to only enter the level after you got all the yoshi coins in one world and as those are hard to get, I thought it would be okay to make it a bit more challenging.
Also the timing on the keyhole is a bit hard to get right. The most important part is the setup. Everything (aka shell and P-Switch) has to be in the perfect spot and you need to be pretty fast (there's always the reset door if you can't get it done the first time).
Well, I hope I got everything covered so far.
For a version of the demo with fixes that I could get done now (mostly small stuff) just re-download the file from the download link in the first post!