I totally remembered that I was planning to post these, as I still see some interest from others towards the project.
The last two screenshots bring back the concept of the ruby and the blocks that kill you if you are carrying it, so you have to toss the ruby around the level, except now there's moving Layer 2 ground.
The very last screenshot here- consists of ruby juggling (essentially keeping it in the air). The objects I drew green boxes around are on layer 2, and slowly move up and down. Not to mention there are a few enemies to navigate around as well. During testing, this particular segment was so hard that it was just turned into an optional challenge for a kudos moon.
Over the course of 4 and a half months, I can boldly say
I have made this much progress.
Having used this before to keep track of how many levels are done, I've completed 30 levels, started 3, but have not started 14 or 16. A bunch of these not started levels are hidden in the secret world, which I haven't yet decided if I wanted to do 3x2 or 4x2 levels.
Also, with many of the new additions I hadn't used in older hacks, I'm also going to apply a few more fixes, such as making this a one player game, because of some of the ASM code that was used.
After having seen LX5's powerups be used in World-e Adventure (the current featured project) and seeing how superior those are to what I had inserted before, I decided to give them a try.
Considering how many changes LX5's powerup patch makes, this ended up being a huge update, even if the powerups will only appear in a few levels, much like the older Hammer and Boomerang powerups from earlier.
I had to figure out what I wanted to remap and change, and make sure all the graphics would still look as intended, considering how many changes were made to the hack already. In the end, Mario's in-game sprite ended up being changed back to how it was in Super Mario World.
I decided to go and restart the first level in the sky world (the top-right region of the overworld map) and Strike through Skype gave me the idea of an abyssal desert, which I decided to go and incorporate a crystal theme.
Following some criticism, I then tried to make it look more like a desert, though I hadn't exactly explained that this takes place in the sky/ice world.
Just a quick question: Which of the above two should I use?
Outside the Special World, there's 7 levels left to finish.
Once I have all the levels done outside the special world, I do plan to release something that can be played by anyone (the main 5 worlds), for the sake of getting it tested.
The special world will only be accessible if you complete the main worlds 100% (this means just finding every exit), so I've decided on holding a beta testing stage based on that. Hopefully the overworld/exit counts won't change and the exits gotten in the beta version can be transferred over to the official release.
Since there are 5 levels left to make before the first testing stage,
I decided to release the level list. This is something I made halfway through the development of Bits and Pieces so I could make sure most levels would have a gimmick. the few that don't are closer to the beginning, so they're more introductory. Everything written in red is a gimmick already explored in a previous level.
And speaking of Crystal Void:
In the end, I decided to go for a crystal background reconstructed out of GFX 19 (the mountains in SMW).
Super industrial annex level on its way. Similar but not identical to Fever Swamp, you pick your path, but you only take one to get to the midpoint.
I had the idea of redoing the gimmick from Anikiti's Luigi's Adventure with the water currents and Venus Firetraps for a while now, which the water gimmick fits with the blue color. I don't know how much of this will need to be redone design-wise.
I'll be back tomorrow with a sort of user poll, for more add-on content that would mean extending the time it takes to get to a 5 world release, if added.
Post below if you want me to make Bits and Pieces a tutorial area.
For a few days, I was considering building a tutorial area that uses and teaches you how all of the new custom blocks work, along with the symbols associated with them. It will get its own submap, but it won't unlock any events, so it won't count as an exit.
For example, here are just some of the things that will be introduced, all in a safe environment:
- ON/OFF blocks
- time depleting blocks / water
- wall jump blocks
- sticky ground
- water currents
- GHB's bomb blocks (Kirby series)
If majority doesn't oppose the tutorial, I'll probably begin introducing a few of the blocks above, and I may need to use words/pictures to explain what they do.
I approve and like the idea of having a Tutorial submap. I've always seen tutorial levels of some sorts in a few hacks, but never saw a dedicated submap, actually. So I think this would be a nice touch.
Looks like the tutorial is showing you through visual guides rather than a Message Box expositioning information. I like and I think it should be kept, though I do wonder about the things showcased: Will they be frequently recurring in the hack? If so, then make no changes.
-------------------- On Pixel Art Requests: I generally do not accept work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that.
-I also do not accept speculative work as I do have various art I made on-hand with me.
-I am more receptive to equivalent exchange of resources in which case, you can DM me wherever I have an active presence on for the details.
-Other times I'm availible for your project is C3 request threads I may run.
After a lot of work, I've finally got the first 5 worlds of Bits and Pieces DONE!
Essentially, this is a huge sampler of a huge variety of level themes and gimmicks, which is pretty free in terms of game flow. There are 5 worlds consisting of 48 exits, and the special world, which will be built later, that requires 100% completion of the first 5 worlds (this just means getting every exit).