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[DEAD] 6-3 - Currently Unnamed
Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 6-3 - Currently Unnamed
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I've made some progress with my level. It's built around the idea of traversing the top, interior cavern and bottom of a large mountain whilst all sorts of spiky enemies attempt to ruin Yoshi's fun.


Showing off the background of the first area. (It's supposed to be fading to night)


Many secrets are abound.


Tap tap tap tap tap tap.


Whatever could be in here?


It's a lovely car!


What's up there?


A flower!


Beep beep

The aesthetics are incredible and among my favorites out of any screenshots I've seen for this hack so far. My only concern is that it looks really, really easy for such a late-game level, but I'll wait until you post a sample IPS to judge for sure (and if need be, I can always shift it to an earlier world).

Looking forward to seeing more.
At the very least, these screenshots don't really show much of an enemy population--a couple Tap-Taps and Spear Guys certainly won't be enough for a World 6 level. To my knowledge, there are a LOT of sprites you can work with using Spear Guys, it just comes down to how you want to define a difficult enemy setup.

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My Let's Play channel (Current LP: Final Fantasy VI, MegaMari)
Sorry for not posting about this for a long, long time. Rest assured I've been working on this level in my spare time. I've made some progress too. Sample IPS will be coming soon.


A bit further in the main level this time.


Trying out some of the different mechanics with these guys. (I wish they were slightly less desctructable though)


This car area is more of a side path rather than the main area.


As such an area I opted for it being more on the difficult side.


It's not extrodinarily long however.


This is back out to the main area, (although you can return if you wish).


End of Main Area 1.


Mid point after the main area commences. You also can't backtrack at this point of course.

Originally posted by GeminiRage
At the very least, these screenshots don't really show much of an enemy population--a couple Tap-Taps and Spear Guys certainly won't be enough for a World 6 level. To my knowledge, there are a LOT of sprites you can work with using Spear Guys, it just comes down to how you want to define a difficult enemy setup.


There's quite a bit of them, I'm not too well versed in taking screenshots here. Rest assured though anything from clawdadies, grinders, blowhards, and others will be present, not simply just tap-taps and spear guys.

Thanks for the update.

I'm really digging the car part. I'm a rather firm believer that mixing and matching sprites/tilesets in unique ways is the formula to making some very creative levels, and seeing the car being used in a jungle-themed area is intriguing. I'm looking forward to playing that sample IPS.
This should include up until the midring (though I didn't actually edit the position the midring will respawn the player) of the stage. Note that the starting small area is due to a transparency issue with the moon background in the main level and is subject to being altered somehow. I've honestly never really played (or designed for) YI before so I'm not quite sure what level design it should really have outside exploration so thank you for your criticism, it will really help.

It should contain, by my count, 3 Flowers, 10 Red Coins and Stars of course.

I am aware that the chomp rock disappears if off screened, although I believe it may be better in the case that the player wants to explore with it, I'd like an opinion on this outside my own (or if needed how to make the chomp rock not disappear).

In addition I'll likely have a lot more to show in the coming days as my finals end on Wednesday and I got a long flight back home to design my level on.

Considering you've never really played YI before, you seem to have a good idea of what makes a level fun. The exploration is rather top-notch here, and you've crammed quite a bit into a small amount of screens without making stuff feel overwhelming. There's a couple spots that need work (mostly tweaks to increase the difficulty a bit), but I think the level is rather nice fundamentally.

Pics:


Might be worth sticking a Piranha or Green Toadie up there.


This part is iffy. It's really easy to get stuck here unless you're going full speed (and even then, I only managed to get through about a third of the time). The easiest solution would probably be to remove the rock to the left of the car and extend the mud wall over so that it touches the red bridge.


This is a bit of a pointless enemy considering you can just jump up to the right. Perhaps you could rework this part a bit to make it a bit more challenging and/or make that Tap-Tap have a bit more of a purpose?


Minor issue, but you should drag the ledge/wall to the right down into the ground so it connects properly and doesn't leave that weird cut-off dirt.


These were pretty easy to get. There were no enemies/obstacles leading up to them at all.


The slope doesn't connect here, meaning you can walk through it underneath. Just shorten the ledge the door is on by one tile and then extend the slope right one tile.


Overall, it's quite good, especially for your first level. Aside from a few spots where the difficulty could be increased, there isn't much I would consider "wrong" with it at all. Keep it up!
Alright I've addressed the above issues as best as I believe I can at this current point and time and have a new ips.

This ips contains the above fixes along with some modifications to up the difficulty in some areas, fix graphical errors, and a new area. This should include 16 Red Coins and 4 Flowers. I may end up modifying the locked door as I'm not entirely sure if the prizes are too much/little. I'll be sure to address any new problems as quickly as I can, however at this time I'm currently working on a VLDC entry, after which all my focus can and will be redirected to this level. Thank you for your understanding.


This sprite addition is nice and adds a challenge - however, now I'm thinking you might want to raise the cloud ledge by a couple of tiles so the player has to take the full route up.


This particular tree chunk just looks odd.


Minor graphical bug: I'd just drag the stones all the way down to the bottom of the screen rather than connecting them to the ground like that. It looks quite weird in this case.


Was there supposed to be something here? I came onto the screen and nothing spawned.


This key seems quite easy to get. At the very least, I would have totally obscured it behind one of the tree coverings .. but in reality, I'd just hide it more and/or make it harder to find.


Strangely enough, these two Gusties only spawned when I came back from the right, but not while I was going to the left. They seem a bit out of place anyway - perhaps you could replace them with another set of swinging monkeys somewhere around here?


Graphically, this looks a bit odd. I'd connect the ledges so there is no crack in between them.


You can hover to the left of the Chomp Rock and reach the top of the very first area. I suppose this could be taken as either a bug or a potential hidden area where you could hide a flower or a couple 1-UPs or something. Definitely might be worth taking advantage of.


If you re-enter the other side of the locked door, you end up here (one tile to the right of the closed door). Was it even supposed to be closed in the first place?


It's actually very easy to get this flower without using the Chomp Rock or the rolling Goonie. In fact, you might need to rework this room a bit in general because it's pretty easy to break.


Aside from these, the new additions are nice. I missed 4 red coins and a flower .. not sure where they could have been.

I'm looking forward to playing a finished version!
Alright time for an update:

Fixes applied:
1: The cloud platform has been altered so the player can't reach the cloud from the second highest platform.
2 (visual oddities): I believe most if not all have been erased, correct me if I'm wrong in the current IPS.
3: Key path has been hidden far better. (previously was easy to access to access the locked door quicker)
4: Removed the Gusties (though I have no idea why they only spawned from the left in the first place)
5: Changed the puzzle behind the locked door to be less breakable.
6: Added a hidden area in said room.
7: Fixed any door misalignments from entry or exit.

To do:
1: Complete the second sub-level (currently nearing completion).
2: Double check the number of collectables.
3: Begin work on the final sublevel
4: Create an IPS with the above bug fixes (soon).
5: Find a potential level name.

Originally posted by S.N.N.
Aside from these, the new additions are nice. I missed 4 red coins and a flower .. not sure where they could have been.
Huh really? I'm sure that I numbered the right amount of red coins and flowers. I doubt one of them despawned but can you only find the same amount of coins/flowers each time?

Originally posted by S.N.N.
Was there supposed to be something here? I came onto the screen and nothing spawned.
Actually no, nothing is supposed to spawn there, that's the current "end" until that area is complete.

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Forum Index - Events - Collaboration Projects - SMWC Island - [DEAD] 6-3 - Currently Unnamed

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