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[3-1] Sizzle-Rock Cliffs
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [3-1] Sizzle-Rock Cliffs
Pages: « 1 2 »
YEEEEAAAAHHHH!!1! It's finally happening! My first ever VLDC entry!

...You were expecting a download, weren't you?

Well, I'm actually trying to put effort into this level. I have less than three screens done so far, but have one EPIC screenshot for now...



So yeah. This level will be awesome. (If it doesn't end up in the Worst World, which I heavily doubt it will. Also, sorry for large screenshots.)

asm coding time
My current(?) hack (outdated, possibly)
Good shit right there.
First of I LOVE your enthusiasm!! Heck yeah!!

i like the coin box colours. very pretty.
i think the grass (or sand i guess) colour is too bright, at least compared to the shading beneath it.
I'd also be careful with the excessive ground stacking, in the bottom right corner. It was cool in like 2010 but excessively spamming ledges like that can look a little awkward.
Interesting tileset swaps. Judging from this first screenshot and as long you make your level fun, you won't end up in the worst world.

Try bringing some unique idea -- the mixed tileset might allow you to make a half desert level and a half cave level, for example. Or variety biomas. Or even maybe making a gold mine based level, for some reason your screenshot felt like there's a gold mine hidden. Could be a secret of your level!

Good luck.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I'm really liking the aesthetics and tileset mixing you're going for! Hopefully it has really good design to match, but the whole cliff idea looks really good.
Originally posted by Hobz

i think the grass (or sand i guess) colour is too bright, at least compared to the shading beneath it.

Yeah, that's supposed to be grass. But it's ALL DEAD #wario{X_X}
Also, the grass color seems fine to me.

Originally posted by Vitor Vilela

Try bringing some unique idea -- the mixed tileset might allow you to make a half desert level and a half cave level, for example.

Well, as you can see by the name, I was aiming for a part mountain, part cave, part volcano level. The volcano part will come later. However, if the level design is more flat (like what I did to the title level of my base rom because I was bored), it does seem more like a western-style rocky desert.

Anyway, moar skreenshotz ftw (Again, sorry for gigantic images.)











(...Whoops. Looks like stuff happened with that last image. And yes, that is a skull raft of the far right edge of the screen.)

asm coding time
My current(?) hack (outdated, possibly)
Quote


In this picture you could have done some cuts in the dirt using slopes and similar, so part of the background is still visible and that part will not look so weird compared to when there's just dirt tiles.

Other than that, the level looks fine. Maybe if you place some enemies, the level would look more interesting. Things like superkoopas or parakoopas.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Not a huge fan of the lava here, I think it would look better with the palette used inside the cave. The cave background palette is also too intense, I'd recommend making it darker and/or less saturated.

The level looks fine otherwise, but I agree with Vitor on the lack of enemies. A lot of these screens look very empty, in particular the first three.
Okay, so, I fixed the lava, and tried to fix the dirt wall. However, adding the lava kind of rekt the palette of the sign at the beginning, and I can't easily make corner tiles for the dirt. So, yeah.
As for the lack of enemies, I'm mainly working on design right now. Actually, the area in the second and third screenshots has zero enemies whatsoever, as I'm working on the secret exit path instead.
More importantly, I actually worked on my level, and even more importantly, I actually figured out how to take screenshots on my emulator. Have some more screenshots below, in the correct size.
I'm hoping I can release a downloadable level soon, but I kind of need to polish a lot of stuff. A LOT. Also, the level kinda needs to be finished first...




(I have an idea for a dirt corner tile, by merging one of the dirt edge tiles with a line-guide tile. I'm not so sure about that, though.)
(Also, I'm thinking of adding the annoying reappearing ghost generator to the room in the last screenshot, as that will be the secret exit path.)
(...D'OH! I just noticed there's cutoff in the last screenshot, too. Well, back to polishing...)

asm coding time
My current(?) hack (outdated, possibly)
The transparent color in the outside portion looks a little strange. Change it to a daytime one like in the beginning, or even make it a proper sunset color. Also, I know it's hard making a unique background with the cave background, but try to assemble something unique, maybe even a unique Layer 3 cave background, if you want or can.

Other than that, I love the aesthetics so far! Feels like it fits a nice Western Desert level.
Come help save Super Mario World Central Production 2 here!
Positive:
- The golden things in the cave-dirt-tiles reminded me of minecraft and i cannot believe, that i haven´t seen this idea before.

Negative:
- Maybe you want to give the player more skull-raft tiles to ride. I know the 4-tiles-skullraft is pretty stereotypical and bores me almost every time i see it, but a skullraft just consisting of 1 one skull may be a bit too difficult for a level, which seems to have an "average" difficulty apart from that.
- The second outside part should be colored as the first one i.m.o. I don´t know anything about the "story" this level tells us, but i liked the first outside part much more (aesthetically).

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Also i don´t know how long this level is, so keep in mind, that a too long accumulation of rooms may annoy the players. I cannot judge that correctly but seeing that you may need about 500 "time" for a quite straightforward level may be a bit too much (but i hope ißm just misjudging the screenshots and the level has a pleasant lenght).

Yeah at all i think your level may leave quite a positive impression to anyone who plays it.

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I'm a big fan of the "gold ore" as well.

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Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
Originally posted by Falconpunch
The transparent color in the outside portion looks a little strange. Change it to a daytime one like in the beginning, or even make it a proper sunset color.


The sky is supposed to be dark there, because that's the volcano part of the level. I tried to make it more obvious by adding dark clouds to the background, and making the sky palette itself more blue, like an actual sky.

Originally posted by Leiras
- The golden things in the cave-dirt-tiles reminded me of minecraft and i cannot believe, that i haven´t seen this idea before.


Wow, I didn't expect to get positive responses to that. All I did was use the dirt tile from the grass tileset, and give it a new palette.

Originally posted by Leiras
I know the 4-tiles-skullraft is pretty stereotypical and bores me almost every time i see it, but a skullraft just consisting of 1 one skull may be a bit too difficult for a level, which seems to have an "average" difficulty apart from that.

Uh... I tried to fix that, but when I try to use 2 or 3 skulls, the whole thing disappears when the other skulls fall offscreen. So, that might be an issue.

Another big issue is the music. I'm tired of having to listen to the vanilla Piano theme in the first area, and the Cave 2 remix in the second. I just have zero ideas for what kind of music to put in those areas. So... I could probably use some help right now.

asm coding time
My current(?) hack (outdated, possibly)
Originally posted by Mr. Pixelator
The sky is supposed to be dark there, because that's the volcano part of the level. I tried to make it more obvious by adding dark clouds to the background, and making the sky palette itself more blue, like an actual sky.


Well, if that's the case, then at least change the palette of the clouds. It looks really out of place in a sky color like that. May as well make them dark grey/black.
Come help save Super Mario World Central Production 2 here!
Secret exit path done! Adding a load of screenhots...





Yes, the koopa in the bottom center screenshot is supposed to have wings. I have no idea what happened to them.
Also, as you can see, I tried and probably failed to make holes in the dirt, and I added dark clouds and stuff.
...Also, I just noticed more cutoff in the center screenshot. D'OH again!


asm coding time
My current(?) hack (outdated, possibly)
I'm not sure, but the wingless koopa should be because of the Super GFX bypass, in the sprites slot SP0 or SP1 marked (skip file). Change to 1 or 0.

This problem happens to me sometimes when I insert new Exgfx.
About the screenshots, I liked the aesthetics of the cave, simple and beautiful.

I would advise you to try changing the pallete of the pipes, to vary in the colors and not to leave all the foreground in the brown tone.
Well, I took some suggestions, and this thing is almost done!
Yes, almost. There's still that big music issue, and I kinda really need ideas for music to use in the first area, and possibly the second.

(If I don't get any music suggestions, I can just hope they make a new Mountain remix for VLDCX that actually sounds like a mountain theme. So, that might be bad.)

Also, when I say "done" I mean done with the basic level design. I still have a lot of polishing and adding a e s t h e t i c s to do. Of course, since I just got into SMW hacking last summer, I can say my level design is not the best, and I might need to tweak a lot of things before I can post my actual "for-realsies" submission.

asm coding time
My current(?) hack (outdated, possibly)
Music suggestions? Hmm... How about this for the lava cave or the mountain/volcano part, and maybe this for the grey, haunted cave part?

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What is a Lunar Magic, and can I eat it?
"YES!! YES!!"

I actually got music suggestions!

Oh, and I also finished the level. The first version can be downloaded here.

asm coding time
My current(?) hack (outdated, possibly)
Okay, I released a new version, which adds more music and fixes some graphical bugs.


ULTRA MEGA DOWNLOAD BUTTON FTW!!!1!!ONE!!!

asm coding time
My current(?) hack (outdated, possibly)
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [3-1] Sizzle-Rock Cliffs

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