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Choconilla Rise C3
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Choconilla Rise C3
Pages: « 1 2 »
Originally posted by Neidave
Well I just played through the Demo and I must say: Every Level looks extremely well designed and I really hope you will be able to finish up this one!

Everyone above this post already said what I wanted to say. Honestly dude, great work!


But I've also noticed some bugs and I hope you can fix them.

You should put the block somewhere else.

Not really a bug, but in my oppinion there should be outlines.

That's the sign at castle 1.

Look's weird...


I hope you can fix everything. #w{=D}



Originally posted by YourJayer
You should put the block somewhere else.

Thanks, fixed.

Originally posted by YourJayer
Not really a bug, but in my oppinion there should be

I might change that, but it's original graphics, so I'm not sure.

Originally posted by YourJayer
That's the sign at castle 1.

I spent an hour trying to fix the priority of the yoshi coin counter (it also happens with the random clouds flying by), but it didn't work. I'll look into it again later on.

Originally posted by YourJayer
Look's weird...

As I said before, this is hard to fix. And I don't necessarily agree with everyone who states that it looks awful because of those one or two frames which are off. I'll try fixing it though.
This project is simply astounding and breathtaking. You've done a marvelous job merging the aesthetic realm of hacking with the cunning of level design. While the difficulty curve is jagged, this sets a new standard on what Lunar Magic can withstand when confronted with creativity. Only a few other projects can match this level of creativity and beauty. Absolutely amazing!

On a side note, there is one part in the first level that is a small oversight. This is hardly noticeable unless traversing the level backwards. No sprites seem to even interact with this area, so I can see how this could be overlooked. The simple solution is just to change how that pseudo-corner tile acts to match that of a regular corner tile.
No idea why I animated this.

Quest on Full Moon Island 2 Pandora's Box
Oh, thanks for pointing that out! I actually found that before, but I forgot to fix it, but it sure is fixed now.
I was worried about this hack because of my focus on level design, but the hack is surprisingly well formed and interesting. I will agree that the secret exit in The Late Lake is difficult (because I have severe trouble getting the P-Switch out as Big Mario), but the other levels were very comfortable to me. I'm very happy with this and will be following it!
Thanks, Egadd. I was hoping that this could kinda show people that they should not assume that levels with good aesthetics automatically have bad level design.
Also about the problem with the P-Switch and the turn blocks, I put a reset door behind the turn blocks as well, so it's impossible to get stuck now. Re-download for the fix.
I can't stress enough how much I love your art style. The level design is also top quality, keep up the good work.
Working on Quest on Full Moon Island 2.
Update: May 5, 2016
Oh good god the colors...

Man, you are the new Lynnes

Btw, Actually very good level design too!

This is looking extremely good so far and can't wait to play the full version.
Layout by LDA during C3.
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2013 - Choconilla Rise C3

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