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[C] 4-3 - Goonie Riverside (IPS in last post)
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 4-3 - Goonie Riverside (IPS in last post)
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The title is tentative.



The level's basically based around Goonies and countdown platforms over water. I plan on using SPASM in the sublevels. It's probably a bit too easy for world 4 so far.
This is looking really nice so far. It almost feels like something out of the original game (minus the new palette of course). Keep it up!
Very nice screenshots. The level design looks great and I'm loving the palette. I also like how the spitting Piranha Plant is below the wooden bridge.

Looking forward to seeing more of the level! Keep up the great work! #smw{:TUP:}
This looks great. Very visually appealing.
update:



I'll hopefully be able to upload a demo of this by tomorrow.
You're good, even with Yoshi's Island ! The images seem to be very nice an appealing by the look of it. I can't wait to see more of your work, Wuthering!
Did you end up getting that demo ready by chance? I've noticed it's been quite some time since your last post, so I wanted to follow up on that.

Thanks.
What I have finished: ips - Apply to an already headered ROM.

I'm not going to be able to finish this level, so if anyone else is up to finish what I have done so far, it would be appreciated.
Although it's short, what you have so far is very nice and extremely polished. If nobody else wants to tackle it, I can give it a shot (I have a bit of experience designing levels in this style if my recent YI contest level is anything to go off of).
On that note...



Decided to use the stone tileset with something other than the submarine water for once.
One screen in and I'm already liking how it looks. Though it does seem like an abrupt change from the saturated, saccharine colors shown earlier, it's still looking quite good.

Would it be possible to do a precise flutter jump through the Wild Piranhas and avoid using an egg entirely?
I've actually finished off the section Wuthering already designed (half of the level) and made a pipe exit to this portion. I was looking for a brighter color set for the FG, but this is the only decent palette I could find that didn't cause glitchy colors on the log tiles.

Quote
Would it be possible to do a precise flutter jump through the Wild Piranhas and avoid using an egg entirely?


You'd have to be pretty spectacular to pull it off I think.
Finished. Apply it to a headered ROM. Note that the middle rings don't work yet, so just make a save state when you reach one.

Screenshots:



The first time I entered this room, the Goonie spawned too low, giving me little time to react before being attacked by it. Lowering the height of the pipe by one tile would fix this



I found this part very annoying to get through.

Also, I'm not sure if it's because I'm bad at YI, but I found the second-to-last room overly difficult compared to the rest of the level. It would benefit if you could add more places to rest in between all the Goonie riding.

The level's good otherwise.
Thanks for your suggestions. I hope I didn't stray too far from your original vision of the level (though if I did, I think it was probably inevitable).

Here is an updated IPS, and here is a video link for the lazy.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
I found a glitch.
If you chose to return from Midway Ring ~~~

You get on this room all of sudden

I will believe you forgot to change the midway points via Hex Edit.
#unbanMB980
Originally posted by S.N.N.
Note that the middle rings don't work yet, so just make a save state when you reach one.

Middle rings aren't gonna work in a lot of demos because nobody is going to even bother, since it'll be lost when SNN transfers the level anyway.

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Your layout has been removed.
Is it okay to still submit an update on this? I was playing through the level for the first time in a while, and while I think it's nice through the most part, there are a couple things I want to change. My biggest issue is with the room where you have to hop on Goonies across mass stretches of pits. I still stand by me saying that it is just way too hard, especially when compared to rest of the level. Not sure how I even beat it the first time.

I'll send S.N.N. a PM seeing if this okay with him, since he's the one who designed the segment.
Already replied to the PM, but yes, I'm okay with any sort of modification. I played it again as well and I agree that the last room could definitely be a bit more lenient.
Modifications are welcome, I'm cooking this entire ROM off of clean. I have a nice bash script going. Just post a new IPS here with changes and I'll incorporate 'em.

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