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[C] 6-8 - Prince Bowser's Castle

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Originally posted by Falconpunch
Alright, so SNN playtested my level before I went on vacation. I acknowledged what he said from our IRC conversation, which starts here.

Now that I've got some inspiration and such, I shall get started oitn finishing this as soon as I can. Hopefully I can create an ending to this story. In the meantime, can someone else possibly playtest the level for any complaints they have?


I can playtest it later on when I get home from work and give you some feedback.

Edit: I played some of it, but I don't know if it's just me being a bad player or if you meant it to be intentional. I know it's 6-8, but it feels like you're trying to play Dr. Kaizo Mario in the first section. I mean the original game wasn't that hard, but I thought it would like build up kind of progressively.

For example:



It seems impossible to eat the eggs sometimes, but in the second screenshot, if I go on the left ledge, I can eat the eggs really easy, but then why does the flower turn green again after I hit and and go back on the ledge? Maybe, make the log that the flower is standing on one tile smaller, but that's just a suggestion.
I just keep on getting hit when I try to eat the eggs, and it's really hard w/the bandits chasing you.


I don't know if you knew about this, but when I get a game over, the text just glitches. Could that be the game getting stuck in its own ASM and did you use Y.I.P.E.S. to edit it? That happens to me when I try to edit the text messages.



You have some really good ideas. I will try to play more later and give you more feedback. The farthest I could get was to the part where you have to hit the ? spike thing. You do a good job of changing from the flower tileset to the castle tileset, but in between, there is a section where there are a lot of cement blocks. Maybe, take away the cement blocks, and it will be fine.
Since you said you're going to redo the doors, I won't comment on anything after them. I feel your build up to the castle proper is too long, and doesn't set the mood for the level very well. There's a lot of coins on the way, but surprisingly few red coins. This gets worse when you finally reach the castle- there are no red coins leading up to the roulette doors at all, only a single flower. In fact, your split path is pointless- the left path has spikes that will instakill you and as such is far more dangerous, while the right path is plain sailing. Neither offers any reward but coins, and they both meet up at the same place allowing you to reach the Flower, so there's absolutely no point in taking the longer, more dangerous path of going towards the spikes.

Personally, I feel you should redesign the starting area to be a bit shorter, and focus more on the castle itself instead of the flower garden.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
What if you had the arrow wheel section in the flower garden, which then moved up into the castle, with the roulette doors right there? It'd be shorter and it'd probably feel more unique.
Originally posted by Nimono
Since you said you're going to redo the doors, I won't comment on anything after them.


Not all doors, just door 3. I haven't done the other ones yet.

Quote
I feel your build up to the castle proper is too long, and doesn't set the mood for the level very well. There's a lot of coins on the way, but surprisingly few red coins. This gets worse when you finally reach the castle- there are no red coins leading up to the roulette doors at all, only a single flower. In fact, your split path is pointless- the left path has spikes that will instakill you and as such is far more dangerous, while the right path is plain sailing. Neither offers any reward but coins, and they both meet up at the same place allowing you to reach the Flower, so there's absolutely no point in taking the longer, more dangerous path of going towards the spikes.


Well, there was actually a red coin in the more dangerous path. Didn't really think that through before...

Quote
Personally, I feel you should redesign the starting area to be a bit shorter, and focus more on the castle itself instead of the flower garden.


Done. Better?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Huh, I actually expected a reply from the post above...

But anyways, I'm still working on this level. I've just been doing other things, such as C3 stuff, and working on my hacks. But here's some screenshots that I have to show for the level so far:


As per request by Nimono, I have shortened the "garden" part of the level and made the area based more on the startup and the castle part. I also made the build-up to the castle more "epic" with long staircases you build. The castle part is not yet complete, but I can finish it within a few hours or so. I also edited a sprite set a little to fix the error with the doors, if you don't mind that, SNN.


And here's what I got so far dor Door #1. It involves Yoshi having to break blocks that can be broken to move on or even find the door, but I'll add in a few regular areas and try not to make the area too boring or repetitive. There are a few areas that could be worked on to make it not too frustrating, boring, or weird.

So anyways, any opinions so far?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Here are some things that are underused
Large Blargg
Large Chain Chomp
Lunge Fish
Fuzzies
Skiing
Two-way Spiked Switch and platforms
Harry the Hedgehog etc

I suggest you to use some of these elements in your other doors in order to balance the appearance of certain enemies in this collab hack.
Use clouds instead of the cement blocks. It'll look better.

Also, why not stick with the grey palette you had for the garden? It works perfectly fine with the stone castle tileset and looks more distinct as well.
Originally posted by Y for yoshi
Here are some things that are underused
Large Blargg
Large Chain Chomp
Lunge Fish
Fuzzies
Skiing
Two-way Spiked Switch and platforms
Harry the Hedgehog etc

I suggest you to use some of these elements in your other doors in order to balance the appearance of certain enemies in this collab hack.


I won't use the skiing, unfortunately. I already put in fuzzies in a previous level, and you're pretty limited when you use them, too. I might not add Lunge fishes because of how much graphic space they take. There's also more than one Chomp, which one exactly? The rest I could possibly do.

Originally posted by ZeNewDragon
Use clouds instead of the cement blocks. It'll look better.

Also, why not stick with the grey palette you had for the garden? It works perfectly fine with the stone castle tileset and looks more distinct as well.


I used these two for a reason:

-There are colorful cement blocks because of the red stairs that are generated. A stair up to the clouds would be weird, and if there's nothing solid to stop the stairs generated by winged clouds, they just keep going.

-I cannot use the grey palette for the garden anymore because of the Graphic/Palette changer. I made it so you couldn't turn back in the original, and because of the fact that you can turn back, I have to use a different palette that can be used by the palette changer, in this case it is this one.

I hope this answers your question. Anyways, I'd show some more screenshots, but I'm not really satisfied with what I done for finishing the first section; It seems kind of crappy. Perhaps I could post an IPS of what I've done so far and you guys can judge it a little?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Stairs will get stopped by any object occupying tiles they try to pass through. It doesn't need to be solid. Clouds look less hacked-together than a big slab of cement blocks, and they're universal tiles.

The graphics/palette changer only changes either graphics or palette. You could easily do without the palette change. The castle tilesets work with almost every palette, and grey would look cooler than the default stone castle colours, imho.
Yes, still working on this. No inspiration, stumped. That's all.

I may require some assistance from someone who is ACTUALLY RELIABLE for help.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Hm, let me try helping you on some sections.
Alright HealthyMario, what section do you want to do? Door 2 or 4? Those are completely open.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
I'll take door 2 then, thanks
Alright then, your sublevel is C6. Good luck, and I hope we can get this done so I can never come back to this place again.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
MONTHLY(?) UPDATE!


Yes, I am still working on this level. But like I said before, I'm a bit burnt out on ideas, and haven't gotten stuff done lately. Not only that, SMWC Island's activity has dropped lately. We might need a more reliable leader.

Speaking of reliable, HealthyMario signed up for a door, but he never responded to me for any progress. See, this is why I don't trust him. Yes, he did get a level done, kudos to him, but ever since he offered help to me a while ago, he's made no progress.

Troopa's gave me a bit of help on ideas for this level, also kudos to him, but I've been a bit busy/lazy on other things, mostly my hack. I might need some more help from him to get this huge level done.

Overall, I am still working on this level, and like I said a while ago, this is on "When it's done" status, meaning I'm trying to get it done, but I've been kind of burnt out on YI hacking. However, if I want to get this done, I gotta put time and dedication into this project. I would like someone to give me a hand on 2 or 3 of the sublevels so I have less work to do on this.

Progress report:

Area 1 - Entrance (34) - Done!
Area 2A - Door 1 (B8) - In Progress
Area 2B - Door 2 (C6) - Not Started
Area 2C - Door 3 (CD) - In Progress
Area 2D - Door 4 (D3) - Not Started
Area 3 - "Neutral" area (97) - Not Started
Area 4 - Kamek's Room (6B) - Done!

P.S: If this level were to have custom music, what kind of song do you think would fit the best for this level? They're the same game and area, but still, I think they fit a lot.

Song A
Song B
Song C

Thank you, that is all.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Yeah, sorry for not responding much here since I'm busy in August, but hopefully I can get this door done by the end of this month.
Actually, HealthyMario, I already got started on Door 2 by now, as I got a sudden strike of inspiration and motivation to get working on these doors.

I may not require help anymore (or at least your help, no offense, nothing personal), as I've got the motivation to continue this thing.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
WHOOPS

That's right, I got a sudden burst of inspiration to finish this level, and I've gotta do it all. So far, here's some screenshots of the first room, and Door 3.






This is of the first room, the entrance to the castle, and the gardens. There's several traps awaiting your arrival, so be careful!






Next, this is Door 3, which, as i've said a thousand times already, is the path with all 5 of Yoshi's transformations. They are short but rather challenging trials. Good luck!

Progress report:

Area 1 - Entrance (34) - Done!
Area 2A - Door 1 (B8) - In Progress
Area 2B - Door 2 (C6) - In Progress
Area 2C - Door 3 (CD) - Done!
Area 2D - Door 4 (D3) - In Progress
Area 3 - "Neutral" area (97) - Not Started
Area 4 - Kamek's Room (6B) - Done!

What awaits inside the doors, you ask? Well, I've got it all figured out, so I'm glad you asked.

Door 1: This is the area where you come across LOADS of breakable blocks, all by eggs, spit-out enemies, or other methods. Some parts have a puzzle...

Door 2: Going into this door takes you to a rickety, wooden area. Here, you come across many layer 3 objects, most of them are underused, and shall be used now.

Door 3: I hope you mastered all of Yoshi's transformations, because you'll need it in this 5-room trial! There's a prize for you at the end...

Door 4: On the balcony of the castle, you come across many Koopas, Goombas, and other Koopa Troop members. But WAIT! You'll also come across the funniest enemy...FUZZIES! =D

That should be everything to show off for now. I'll release an IPS when I finish the level. Any comments?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Looks great, look forward to testing it.
Doors 3 and 4 are all done, and are ready for you audience to test and judge. I feel I did a half-assed job at some parts and don't feel very well made, but it's probably because I am completely burnt out involving SMWCI levels, or just want to finish this goddamn level and get it out of my system so I won't have to come back to this project!

Anyways, here's the 2nd annual IPS for 6-8: Click!

It goes up to the beginning of the third area right after the 4 doors with the second middle ring. Remember, Doors 1 and 2 don't work, so just use savestates until they are done.

tfw 2lazy2postscreenshots

Opinions, anyone?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
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