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[C] 1-3 - Flippin' Sky Platforms
Forum Index - Events - Collaboration Projects - SMWC Island - [C] 1-3 - Flippin' Sky Platforms
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Well here is my start on level 1-3.

Only the first 2 rooms are done, so any exits will lead to the 1-1 deathtrap area.
The setting you have for the BG Scrolling in the first room is way too fast. It's almost vertigo inducing. Generally, the vertical scrolling rates for most Layer 2 backgrounds should be around 25-50%.
There also doesn't seem to be a Layer 3 image.

So far what you have seems intriguing. I'd post some more detailed feedback, but it's late and I don't really have the time.
So I've tried to fix the problem about the vertical scroll rate in the first room. No matter what I change the vertical scrolling rate, it always looks the same (yes I properly saved the rom).

I am looking in the right place hopefully, at HeaderEditor->BG Scrolling Rate. The vertical values for the BG2 I've tried have been 0%, 25%, 50%, constant.

No idea why it always scrolls at the same rate. Oh well, I won't worry about it for now and just do some designing. Same for BG layer 3, will try add later as I couldn't find out a way to get it to work when I started the level.
It seems .. okay, so far. There isn't too much to go off of, and what IS there seems a little on the empty side, especially compared to the original game's 1-3. I like that you're planning on incorporating the saw swap switches/platforms, but I think your usage of them so far leaves a bit more to be desired. For instance, the two lower ones (the one below the flower and the one near the locked door) have no real purpose.
So after a bit of testing and thinking, I've decided to scrap my current progress with this level. Probably going to keep the same theme but execute it differently.

After a while, I felt what I did so far didn't flow well or feel that great.

So yeah, please wait for the next update and hopefully it'll be much better.
New update on the level recreation.

2 Flowers and 4 Red coins to collect. Complete up to the 1st midpoint.

Hopefully it is much better in terms of design now. The background stuff is still the same though.
It's definitely much better. Nice work so far.

Few issues:

I like the idea of re-flipping the green platform and then jumping up some ledges to get the flower. As it stands, it's easy enough to just shoot it and get it from here.

Although I found it really obvious, this could still be classified as a bit of a blind jump (especially for a level this early in the game).

This torpedo really only proves to be a threat if you're coming back from the right.

You should just connect these dirt tiles. It looks awkward otherwise.

I'd lower the green platform on the right by one tile.

Keep up the good work.
Big update finally.

All of level complete except for 1 bonus room.

The door to bonus won't lead anywhere. It is where there is 1 enter-able door, 1 closed door and 1 pipe.

18 Red Coins and 4 Flowers to collect.
This was a lot of fun! I'm glad to see that the flower garden tileset was used, and the way you integrated the helicopter into the main design of the second area was cool. I have a few complaints:

You can easily jump over this platform and bypass it entirely.

As much as I like the FG palette, I think the BG palette is a bit ugly and needs work.

Also, you have a few spots like this one throughout this area. It's not entirely obvious that you can stomp down and land safely on a wooden platform. Perhaps you could have a couple of coins indicating this?

Same as the first screenshot, you can easily jump over this platform and bypass hitting the red switch entirely.

I'm not sure why you didn't just finish the last bonus room before putting up an IPS, but either way, I really like this level. Nice work, and I'll give it one last playthrough once you have the final version up.
Well finally finished the last bonus room and made other fixes.

I couldn't really find any palette that makes the moon look good. I don't remember if this moon BG was in the original game but if so, then perhaps it could be changed to the original look before inserting?

Also for the level name, not exactly sure what to call it. It's about an athletic sky + the spiky switch platforms + sand blocks, so perhaps something about those. If anyone has ideas feel free to post them here.
"Flips High in the Sky"
Looks good overall, and I like the new bonus room. There are two minor issues that I can fix after the level is inserted (namely, moving the graphical arrow near the helicopter opening up one tile, and moving a couple of stones in the last bonus room up a bit to prevent the player from being able to bypass most of the puzzle). I'll mark this as complete.

Did you want to go with ZeNewDragon's name? If so, I'll mark it down.
"Flippin' Platforms!"
I think I'll go with "Flippin' Sky Platforms". A combination of both suggestions, thanks guys.
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