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Tip: The music in SMW's default castle/ghost house intros and boss battles can be changed by hex editing. See $0584DB and $0584E2 in the ROM map.
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[11F] btw this now has a name (ips in last post)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [11F] btw this now has a name (ips in last post)
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Yes, I also think it does look fine until it doesn't have the animated yellow colour. If it does, you can still disable palette animation in this level, but it would also affect the Yoshi Coins.
I think the ropes are a neat idea, stick with it!

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That gradient particularly makes me very hissy fitty. Something about it doesn't seem right to my eyes and it pisses me off. If you could try changing it to a color that a sky would actually have, it might look less weird? Idk mang. The violet just doesn't do it.
The gradient looks 100% fine to me.

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Keep Up The God Work
Looking great! Really gives off a Yoshi's Island sort of vibe from how you did the graphics. From the shots, it does look like the level could use some more enemies, but I'll wait for more shots to determine that. Good job!

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Click here to enter the world of mediocre!
Originally posted by Little Critter
Keep Up The God Work

amen

Anyway, I managed to get the level done last minute. Here's a playable demo. It's not 100% complete though; I still need to come up with a new name for the level, find fitting music, and somehow find a way to conceal those broken Torpedo Ted hands.
Nice level. Linear, but I usually don't have a big problem with that. It's well-designed enough to be fun, and it looks pretty sweet as well.
The conveyor corners of the ropes act kind of confusingly; are they supposed to act as standard land, or to go to the same direction as the ropes? It's a rather minor issue, but for the sake of consistency, you could easily make them all do the same thing (also there's one instance where it goes the opposite direction as the rope).
That's really all I can complain about :P

For a name, I have Happy Rope Hopping for a quick, lame and brainstormed suggestion.

Do you know what exactly's going on with the torpedo hands? Is it NMSTL or something similar, or just plain graphical issues? Actually, I'm not sure if they also should be even going behind layer 2 (as well as the powerups). I reckon that would only happen if you're using CGADSUB on layer 3, but that doesn't seem to be the case (happens on level modes 0E/0F or if you set it yourself in the layer 3 settings).
The rope ends aren't supposed to act like the conveyors, but like regular ledges. There should only be one that's an exception to that, which is used to allow the springboard to drop down. I probably used that one accidentally in one more places where I shouldn't have. Opps.

The torpedo ted hands are like that since they share 2 8x8 tiles with those moving platforms. It's ugly but I doubt it's really that noticeable. And yeah, I'm using level mode 0E, which is why everything appears behind the layer 2. It was the only vanilla way I could get the layer 3 HUD to stay on top of layer 1, but since that patch lui provided is going to be used anyways, I was going to fix it (I'm assuming it's gonna fix it).
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [11F] btw this now has a name (ips in last post)

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