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[C] 6-6: This is How it Snows

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Welp, finally got the first room done.


The snowball sits on those blocks, but you have to find a switch first.






Now how do you get that flower?


The yellow coin down there tells you how.







And that leads to the next area.

I might add a secret on the last screen, and possibly more coins, but this is what I have so far.
Very nice so far. It's interesting to see a snow level in the final world, and I really like the FG/BG combination. The design is looking solid so far too - keep it up.
Lookie, I'm done.

And here are the screenies for the rest of the level:














The normal coins has been added after I took these screenies.

When you guys review, I'd like to see some screenshots so I can exactly know where the flaws are (I'm probably going to have a lot of flaws, as I am NOT a great level designer of any game. :P)

Also, I can't figure out how to get the coordinates for the second mid-ring in the level. S.N.N., if you're reading this, I would like the coordinates to be at 6E, 37 please.
That was a great level. I thought the difficulty was good for world 6 barring a few points that felt slightly unfair. A couple of those are listed below, as well as some other general bugs/concerns.


My first thought was not that this was an arrow cloud, but rather a place you could jump to warp somewhere. Sure, I guess it would make logical sense given that there an unreachable flower right before this, but surely there is some way you can make this a little more obvious and/or less likely that the player is going to jump down to their death?


Going left on this penguin is easy enough, but I found I got stuck on the bricks going back to the right. Perhaps you could make the column two tiles instead of three?


It's possible to bypass the switch entirely by jumping off the red platform while it's rising. See if you can move that line guide or stone box around a bit to ensure that the player absolutely HAS to use the switch to get the red coins.


I found this part a bit unfair. Naturally, the player is going to run along with the rock over the dirt, but this results in them falling to their death. Even as a veteran YI player/hacker, I forgot about this detail until I died. I think a good solution to "train" the player would be to put the Chomp Rock on a dirt ledge that you have to roll it off of so that they can see how the mechanics actually work.


The other melons were slightly visible at the top of their respective trees, but this one was completely obscured. I had to guess by randomly licking to stumble upon it.


It's actually possible to jump up here and get stuck. Try raising the platform by a tile.


Overall, this is a strong level with many alternate pathways and an interesting theme. I missed a flower and two red coins, so I'm curious to know where those may have been. Otherwise, it was a lot of fun and I hope you'll show interest in designing another level as well (one happens to be open right now! it literally filled while I was making this post, but if you ARE in fact interested, I'll send a message your way when another one opens up.)
Originally posted by S.N.N.
IMAGE
I found this part a bit unfair. Naturally, the player is going to run along with the rock over the dirt, but this results in them falling to their death. Even as a veteran YI player/hacker, I forgot about this detail until I died. I think a good solution to "train" the player would be to put the Chomp Rock on a dirt ledge that you have to roll it off of so that they can see how the mechanics actually work.


I changed it to this. Would this work?



Also, I can't figure out how to fix the first issue you pointed. The arrow cloud is glitched, so that's why I hid it. The directional arrows are also glitched.

All other issues you pointed out are fixed.
Originally posted by Mippish
Also, I can't figure out how to fix the first issue you pointed. The arrow cloud is glitched, so that's why I hid it. The directional arrows are also glitched.

They're "glitched" because the spriteset you're using doesn't contain the tiles for them. You either need to change the spriteset to one that's compatible with them, but is INcompatible with other sprites you're using, or not use the arrow clouds and directional arrows at all.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Mippish: Yep, that's suitable. It teaches the player the mechanics just fine.

As for the arrow cloud issue .. what if you put it off-screen upwards instead of downwards, and then put the coin at the top of the screen? That's honestly the best solution I can think of. I mean, you can keep it as it is now, but I think it's going to frustrate a lot of people who are expecting that to be a warp.
Originally posted by S.N.N.
As for the arrow cloud issue .. what if you put it off-screen upwards instead of downwards, and then put the coin at the top of the screen? That's honestly the best solution I can think of.


Why didn't I think of that before? XP Thanks for your help!

Also, woohoo for the improved version.

I had fun participating in this collab. I'll think about doing another level when it's avaliable, but for now, I think I'm done with this collab.

EDIT: I almost forgot. I suck at drawing level icons, so I am hiring someone to do it for me. PM me for the details.
Thanks for producing a great level so quickly and efficiently. This turned out nicely - I'll clear it for insertion and if anyone else has any comments/concerns, you can update it based on those.
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