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Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.Not logged in.
[FINISHED] Level 106: Sky with platforms
Forum Index - Sunken Ghost Ship - Old Contests & Events - Screens Project - [FINISHED] Level 106: Sky with platforms
Pages: « 1 2 3 »

sorry, I somehow forgot #ab{<_<}

e: ignore the lack of bg i turned it off
here's the other mine

Reserving screen 09

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Legacy ports zip (now that those went down because Dropbox)
Level 106, Screen 09: http://bin.smwcentral.net/u/9410/Screen09Level106.mwl

Secondary exit #002
Destination Level Number: 106
Screen Number of Entrance: 9
X=F
Y=0
S=1 (Bottom)
FG=C0
BG=C0
Do Nothing - Cannot Bring Item

WARNING: Map16 tile 321 is copy of tile 494, however it needs to be copied in Map16 editor. This is due to line guide interaction code not running Lunar Magic Map16 hack code to determine tile number, which means it reads tile 494 as tile 094, which is diagonal line guide. Tile 321 is not a line guide tile, which means it doesn't affect line guides.

ANOTHER WARNING: Midway Point is intentionally inserted wrongly. First, copy the provided screen with wrong Midway Point position, then fix it by moving midway point tape one block to the right (making it overlap the question block). If this was done correctly, after getting Midway Point and dying, question block should appear in its place. This is because midway point tape hides a block. Lunar Magic doesn't copy invisible objects, which is why this warning was necessary.

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Legacy ports zip (now that those went down because Dropbox)
hmmm...ok

It's been added.
Claiming screen 12.


Also claiming screen 0E.


There's cutoff with the screen to the left due to the clouds, so I'm hoping that the cloud can back to being wood.

Speaking of the screen to the left, the Diggin' Chuck should probably be removed, or else it's very easy for the corridor to the right to get filled with rocks.
Added both. I don't have a problem with replacing the cloud with a log to avoid cutoffs, but I don't think it would be fair to remove the chuck from the previous screen because yours didn't take it into account, the previous screen came first.

Only two screens left, so for those who don't have a screen in this level, this is your last chance if you want to have one.
I actually realized shortly after posting that the Chuck is fine since the player is likely to jump on it when progressing through normally. During testing I moved the starting position to the cloud just to the right so a lot of rocks would spawn if I didn't get up to the horizontally moving platform quickly enough.
I would like to take the screen 11
Layout by Koopster
Finished !
Layout by Koopster
I'll claim screen 0F...

...and it's done.



--------------------

My hacks: Justice for Mario / Unnamed Kaizo Hack
Added both, thanks.

Aurel, your screen doesn't match with the screens next to it, can you fix it?
Layout by Koopster
It's good now, thanks.

Here is the full level. It's not tested yet though, so play it at your own risk.

I'm not a fan of screen 14 at all though, so anyone is welcome to redo that screen. Don't worry about placing the goal near the end of the screen, we can still use the next screen for walking.

I'll play the level and post this issues I find later this week. I'll also check the ideas in the level discussion thread for the next level since there's only two open levels right now.

Edit: LucasRCD fixed an issue with the midpoint and made and edit to screen 14, here is his version.
Late, but I finally got to test this level.

This was the first level we started after C3, when we started to care more about quality, and it's also shorter than the others. Plus Lucas already fixed some issues, so it's already more polished than the others. In general, I think it made a good use of the line guides and the sprites on platforms patch. I still found a few issues though:

-The level has 5 YCs in total, but the first three are very soon in the level, so it might be worth moving one of them. I think we should move the second one (screen 05)

-There's one powerups next to each other at the begining of the level (screens 02, and 03), so we should remove one.

-What's the point of this P-switch? Besides the obvious.

-This is cool


There were some issues with this midpoint before, and a second midpoint was added near the door (the one in the screenshot I linked above) so the player wouldn't be forced to kill themselves if they took the secrer route. The problem is, now the player can get a free powerup. The best solution would be to just move the midpoint to screen 0A, imo.




These are two bind jumps. the first one can be fixed by adding some coins, but the second one needs a platform below because the player has to guess where the flying question block is. Also in the second blind jump, if I don't bring the springboard with me I'm screwed.


These spaces are too tight for big Mario, especially the first one, I didn't manage to get through there without getting hurt.


fuk u Orphen
Originally posted by Najeraldo

Nothing, I should've put some hidden coins there though.

Originally posted by Najeraldo

These are two bind jumps. the first one can be fixed by adding some coins, but the second one needs a platform below because the player has to guess where the flying question block is. Also in the second blind jump, if I don't bring the springboard with me I'm screwed.

Actually I got the idea from worldpeace125's VLDC9 level, so the "blind jump" actually should be informed to the player via the arrow glass blocks.
About the springboard... :3

Originally posted by Najeraldo

These spaces are too tight for big Mario, especially the first one, I didn't manage to get through there without getting hurt.

Hehe I made hard screen.

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~Ultrabi

One day I'll make a layout...
Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - Screens Project - [FINISHED] Level 106: Sky with platforms

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