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[XXX] Throw Block Heaven - Submitted!
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [XXX] Throw Block Heaven - Submitted!
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Welcome! This is my and Mirann's level thread. As you could pretty much guess, the main gimmick here revolves around throw blocks and it's also a sky-themed level. We've been working on it for some time already and now that we finished the first part, we have enough to show, so here goes (EDIT: OUTDATED PICS. Play level instead, if possible.):



As you can see, the first part of the level features the unused big orange platform (that goes on forever). The player should avoid losing it, or else they won't be able to proceed. There are also layer 2 + priority clouds that scroll up and down that not only decorate the level, but may also hide stuff. ;D

In case you're wondering how we made the fake HDMA get "behind" the layer 3 BG: basically, we copy-pasted the BG cloud tiles in a layer 3 ExGFX file and recolored them so the lightest color became the transparent color and vice-versa (which I've read it's actually allowed). We then changed the BG color in LM to the lightest color, so it'd be the new color for filling the clouds, while having a spare, non-transparent color for the cloud border tiles. Then we just used these tiles in several layer 3 palettes, and created said HDMA effect with no cutoff's. So yeah, it's part of the layer 3 BG, and yeah, we wasted all of palette rows 0 and 1 to do it. :^D

Anyway, feedback, comments, suggestions, would be MUCH appreciated. Also, if you think we broke any rules, please let us know ASAP! Thanks for your time. ~

EDIT: level is done! Try the BPS here! Btw, pics are a bit outdated, so try the level instead, if possible.

EDIT 2: update here. Btw, level had a secret exit and forgot to mention it. ^^;

EDIT 3: level was updated and submitted: submission (bps inside).
Wow I got to say I really like the level. What makes it great is the platform will keep the player always on his/her toes. Everything looks really nice, great job!

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To be honest, I was really skeptical about this one because of the title. But now looking at your description and screenshots, I can say I'm really liking your work. The palettes are beautiful. The idea of keeping up with the platform is kind of neat. Especially because no one else in the competition is doing that kind of thing right now (as far as I know).

Nice work, Gloomier! #w{=)}
Thanks for the comments, guys!

Originally posted by Jonny
Nice work, Gloomier and Mirann! #w{=)}

FIFY. ;)

Minor update:



Made the darker lozenges a bit lighter to look smoother.
also i thought this was a porn level

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The power of the switch you have pressed will turn ◻ into ◼. Your progress will also be saved.
The "don't lose that platform" concept is a really interesting and challenging thing. Combining that with the layer 2 + priority is a really good idea for me! #w{:>}
The pallets are good, but did you modified sprites' ones yet? If not, you should think about that.

Other than that, I like it, good luck to you two!
Originally posted by Chill Pingu
also i thought this was a porn level

And you fell for it. ;)


Originally posted by Eminus
The pallets are good, but did you modified sprites' ones yet? If not, you should think about that.

We did, but only a bit. The green sprite palette was more modified than the others, though, so maybe we could tweak the others to balance things. Thanks for the suggestion!
Well, what criticism can I give?


This level looks really nice! This is actually the first time in which I have seen a concept like this. Honestly, I have nothing to complain here, so keep up the good work, you two! #w{=3}
Sponsored by your local carniceria
Level is done! Download the BPS here.

Testing and all sorts of feedback/criticism will be much appreciated. :>
It was okay. The level was overall designed inoffensively, but never really did anything incredibly neat with throw blocks or the moving platforms. I would have liked to see you do a lot more with the throw blocks besides just giving the player throw blocks to kill enemies with.

That said, mechakooopas are weird when you take them through pipes. You may want to add some precaution to keep the player from taking one through to the second section.
There are many instances in the first segment where you're stuck waiting for the platform to catch up, it doesn't seem to move fast enough (I guess that can't be helped).

The second segment was pretty intense. I like the use of Magikoopa magic there, as well as the layer 2 effect with throw blocks that go up and down. Also, the palettes look great in this level.
Originally posted by MercuryPenny
I would have liked to see you do a lot more with the throw blocks besides just giving the player throw blocks to kill enemies with.

Like when they're used as obstacles in the first part? Or when you use them to hit unreachable blocks? Or making them scroll along with layer 2? Or when you can use one to get a powerup on the goal tape? Dunno, I think I've already done enough with them. ;)

Originally posted by MercuryPenny
That said, mechakooopas are weird when you take them through pipes. You may want to add some precaution to keep the player from taking one through to the second section.

Thanks for reporting this bug. Fixed by using doors instead of pipes in the sublevels they appear.

Originally posted by Snowshoe
There are many instances in the first segment where you're stuck waiting for the platform to catch up, it doesn't seem to move fast enough (I guess that can't be helped).

Well, I added some stuff to keep the player busier in said parts, let's see if it helped. Also, thanks for the comment. :>



UPDATE: fixed most issues pointed out, and also a bug that ocurred with a ninji (ceiling was too low). Using the lighter version of bps file as well. Download.

Also forgot to mention this level had a secret exit! Sorry. :P
Originally posted by Gloomier
Like when they're used as obstacles in the first part? Or when you use them to hit unreachable blocks? Or making them scroll along with layer 2? Or when you can use one to get a powerup on the goal tape? Dunno, I think I've already done enough with them. ;)

You don't do a lot with the things you do though. You could have used them as an obstacle later on in tandem with some enemies, and then requiring that you carry one to get a powerup. You could have used them as an obstacle on layer 2 in the cloud section (which would be incredibly neat, by the way).
Originally posted by MercuryPenny
I would have liked to see you do a lot more with the throw blocks besides just giving the player throw blocks to kill enemies with.

The whole level has many applications that play around them actually. #tb{TwT}

I did play the level, I must say I really liked it, a great use of the throw blocks, especially in the part after the checkpoint. The aesthetics is also very very nice, I particularly loved how you made the layer2 scroll. Very original, good job Gloomier and Mirann~
Oops, forgot to update thread. Anyway, level was updated and submitted: submission (bps inside). I'm particularly happy with the result. We hope you guys enjoy it as well.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 8th Annual Vanilla Level Design Contest - [XXX] Throw Block Heaven - Submitted!

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