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Tip: Avoid "item babysitting". Do not force the player to drag P-Switches or springboards all around the level. This is not fun, nor does it make for interesting "puzzles".Not logged in.
[C] 2-6 - Boundary Between Life and Death
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 2-6 - Boundary Between Life and Death
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Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
And here is it.
Apply to a headered rom.
#unbanMB980
First section:
-Is there really a point to even having the Chomp Rock near the end? There are so few enemies on the hill that it almost seems unnecessary.


-I can easily break your puzzle by hitting one of the other arrow clouds.
-You start a few tiles above the door as opposed to at the door itself.


-When you leave the bonus room with the arrows, why do you end up here and not at the door you originally entered from?


I can break both of these simply by throwing an egg. If you're designing a puzzle/challenge, you need to make sure the player can't bypass it entirely.


I'm still not entirely sure why you enter into this yellow stuff. It looks really weird and Yoshi stutters around in it.


Half of the coins in the cloud above this door don't even spawn.


Now that you've placed platforms, you can entirely bypass this whole pinwheel part by fluttering. You can reach both the secret room this way and the goal area.


The lava doesn't animate.

NO PICTURE: There are 21 red coins in the level, with the last one being in the arrow lift maze.
NO PICTURE: Come to think of it, I'm not even sure how good of an idea an arrow lift maze really is. It wasn't particularly challenging/interesting to navigate through, and felt more like it was blatantly tacked on just to artificially extend the level.

Overall, I still think this needs a fair bit of work. What I'm really noticing in your level is a lack of a coherent theme as well - that is, it still feels like a collection of small, unrelated areas. The level's name is "Boundary Between Life and Death", but I'm not really seeing this at all. Sure, you've used a couple ghost enemies in the last two sections, but that's about it.

When I first read this thread, I almost expected something like you having two identical areas, but one was live and one was dead (world 6's tileset perhaps?) and you'd switch between them via doors, but alas.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Originally posted by S.N.N.
When I first read this thread, I almost expected something like you having two identical areas, but one was live and one was dead (world 6's tileset perhaps?) and you'd switch between them via doors, but alas.

Oh nice idea, since i already made many stuff on this stage, and now i have kind of a "better" knowledge about how to make a decent stage, i believe i can entirely chop this stage and start it again from scratch.
Thank you for giving me that idea (and nice to see the icon still fits, and fits even more ehh).

Just a small question (maybe a big i dunno), how you fix those door and ! switch "glitches"?
#unbanMB980
Which glitches are those? I'm not aware of a bug involving the ! switch in your level.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css


far as i know Yoshi Island V1.1 fix this stuff but not sure if is possible to apply V1.0 .ipses on V1.1
#unbanMB980
That's a ROM-specific bug, don't concern yourself with it. It worked fine when I patched your IPS to my main base ROM, so just ignore it for now - it'll sort itself out in the end.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Well time to screenshots:


The graphics will change between both sides. This is not the only thing that is going change:

PS: I already killed the enemies here...

Cement blocks transforms on passable blocks, red stairs become passable too (i'm using horizontal line guide for the passable stairs).
On the life side the game is more easy, but it isn't have coins or stars.
On the death side the game will be more hard(mainly because the skeleton goonies are greater than the normal ones), and your items will be disabled (obvious anti-cheat + difference), but it have hidden clouds etc.
You will need check many areas on both sides if you wan't complete 100% of this stage, i plan to make more SPASM changes to make both sides even more original.
Soo what you think? Any suggestion about how to make both sides more different will be nice.
#unbanMB980
This already looks a lot better than your previous version of the level. Remember, focus on making longer and more complex areas with spread-out secrets as opposed to a) cramming everything together, and b) having smaller rooms with multiple themes.

In terms of ideas .. there's a whole bunch of ghost enemies you could use on the "dead side" (the Boo Blahs, Big Boos, Blindfold Boos, Ghost Guys, Lantern Ghosts, that enemy who reverses your controls who I can't remember the name of, Jean de Fillet, etc). I'd just use them all in conjunction with their "live" counterparts and the level should play out nicely.
Well, shouldn't the life side of the area have a bigger purpose? It seems like you're gonna put more work into the death side instead of life. IMO, both of them should have upsides and downsides.

Other than that, the level sounds very interesting so far! I'd love to see what you got for future content.
R.I.P. eXcavator... You will always have a place in our hearts...
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Finally some screenshots



Normal goonies are rideable but skeleton goonies aren't, so, it's other areas that you should check out.
#unbanMB980
Looks good so far. Try to avoid using those one tile wide cement blocks in the second screenshot though. I'd heavily recommend using horizontal wooden platforms (or something akin to that) in their place.
Originally posted by S.N.N.
Looks good so far. Try to avoid using those one tile wide cement blocks in the second screenshot though. I'd heavily recommend using horizontal wooden platforms (or something akin to that) in their place.

To be fair, there's nothing at risk by falling, it's not exactly hard to land on them as Yoshi and the original game loved using cement blocks for all kinds of things like that, too.
It really doesn't look bad to me at all.

--------------------
Your layout has been removed.
I guess. It honestly looks a bit sloppy to me, but I'm glad other people are voicing their opinions as well (I've been the only one offering feedback in several threads).

If others think it's fine, then by all means keep it.
You could maybe have one of those wooden platforms coming out of the grass where the door is.
It's been about three weeks since your last update. Do you have something more major to show at this point (i.e. an IPS)?
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Here.
It's 50% done, btw i need help with something, the 2nd section will use of ghosts instead of Goonies but i don't know enemies that work good as life counterpart to the ghost enemies other than Shy Guy → Boo Guy.
I'm done with school so i finally can come back to this.
#unbanMB980
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Time to more screenshots.

Nothing of special on this one i guess...

There is a flower... but how to get it?
First section finished now for the 2nd one :

I would love if someone could make a new palette for this BG

Death side.

Normal screen

How to get this key? Good question.
And i still need help with which enemies could work as life counterpart for the ghost enemies, any suggestion will be nice.

Thanks for the feedback ~
#unbanMB980
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
After so much time, Here is the IPS. I hope everything is okay now, and you guys enjoy it...
#unbanMB980
This is a lot better than your old version of this level. I have a few suggestions, but nothing overly major.


You enter this area one tile too high. Also, a background here wouldn't hurt if you can find a decent one.


There's nothing up here. You could have put those ! switch coins as an outline or something to show that there are red coins in the "dead" area.


It's easy to get these without using the rolling Goonie (which is what I'm assuming you intended). Rework this so you absolutely must ride the Goonie.


No reason at all to go up here.


I respect the creativity, but the log looks/behaves very awkwardly outside of water and lava. Perhaps a rolling Goonie might be a more suitable alternative?


Surely there are other sprites you can use here besides Shy Guys? They're quite abundant and a bit dull in this area.


You can easily get the red coin to your left by shooting up through the trees from below. Also, you don't actually need to hit the highest ? cloud - it's easy enough to jump up from the second one.


It might be cool if there was a sort of "dead goal" here - as in, a ruined goal platform covered in stones/enemies with a red coin or ? cloud or some sort of collectively.


Hope that advice helps. Looking forward to playing your next version.
Suika Ibuki UserID: 25107 ~ loading: Hibiki_Kuze_Layout.css
Level 2-6 V5.
Finally got time to get back to it.
Hope everything is fine now.
#unbanMB980
Pages: « 1 2 3 »
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 2-6 - Boundary Between Life and Death

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