Language…
14 users online:  Alex, drake-68, Dry4Smash,  E-man38, kellykelster,  Kevin, Shiki_Makiro, Sixcorby, TheRealCatsup, TheSpreee333, TonyversoTV, unknownperson123, X11Gbyte,  YouFailMe - Guests: 135 - Bots: 87
Users: 68,383 (2,257 active)
Latest user: chocolate

Dead Man's Quest- Vagabond to Phantlore Island!

Standard

!!!
Looks like nice. You have talent to be a great hacker! You improved too much since you last jobs. Now you need a tester, before submiting it.

But... the 'smugglers cavern' need a little fix in the foreground(it seems with cutoff). Good luck.
----
Hacks and GFXs
----
My instagram profile, if you are interesting to see my drawings.
----
MyAnimeList profile.
-
I was not planning make hacks for a while, so the third episode of the "o ninja negro" series will take a long time to make, and "Mario in neb's land 2" is cancelled.
I would bring up the whole language thing but quite frankly it's probably pointless to even bother. Anyway, about the screenshots:



I'm not sure what's causing that koopa's head to disappear partially, but I'm guessing it has something to do with sprite tile limits. Or perhaps the berry has priority set on it? Don't know. Also, the top of that pillar looks kinda weird with the munchers placed on top of it—not a big issue, though. Level design-wise it looks fine.



Not gonna lie, the green palette on those castle blocks looks kinda...bad. And while I appreciate the change of the munchers' palette to go along with the vines, it makes the coins look off. The "used" block, too. I'm not sure what the difficulty for this hack is—you might want to mention that, by the way—but when looking at Topiary Chateau in comparison to what I assume is the level right before it, Archaic Memoria, it looks like a pretty steep spike in difficulty. Especially in this spot. The player barely has enough room to maneuver that jump with the falling platform, and the clapping (?) chuck makes that next part with the upside down munchers really difficult. Raising those pipes and munchers should easily solve that problem.



I really don't have much to say about the level design in this level, as it looks fine for the most part (though with only two screenshots there's not much to comment on), but something that sort of bugs me is the choice of graphics in this level. You used vanilla-styled sprites and a vanilla background, but the foreground graphics heavily clash with their more 'cartoony' style. I would say to replace those with something that goes along with that cartoony look better, but that's just a matter of opinion.

Aside from all of those, this doesn't really seem all that bad. I'm liking the pirate-theme you have going on, with the small changes to the goomba and koopa's graphics really adding to that.
These screenshots are so cool, but something was wrong on some palettes, maybe you could fix this, please?
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
OK. We'll be very happy if you fix this level's parts. Keep it up!
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Originally posted by Veck


I'm not sure what's causing that koopa's head to disappear partially, but I'm guessing it has something to do with sprite tile limits. Or perhaps the berry has priority set on it? Don't know. Also, the top of that pillar looks kinda weird with the munchers placed on top of it—not a big issue, though. Level design-wise it looks fine.


I'm pretty sure that the 69+83 fix is what's needed.

Also, hack's looking alright. I'll give it a shot when you release it.
Please check out BOWSIE!
if this world were mine I'd take your dreams and make them multiply

Standard