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Tip: Do not set the music bypass to 00 in a level with a P-switch/star; the music will endlessly loop.Not logged in.
[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
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Alright, guys, 1.3 is out, and it fixes some more minor bugs and adds stuff like reset pipes.

Dwnld hr!

asm coding time
My current(?) hack (outdated, possibly)
I just beat both normal and secret exit, and I have a few questions regarding the secret:
How do you make that jump to the pipe that leads to the secret level? I got away with a shell-jump after not finding a better solution. Is it what you're supposed to do?
If yes, I don't think it'sa good thing in a VLDC entry. Not many casual players will think of that, they'll probably just give up.

Do you really want the boo generator to stay until the very last screen? I mean at some point it's not even about the difficulty anymore, it just becomes annoying to deal with. You can either have the generator or the other enemies by themselves in the few last screens, having them all clumped together allows you to barely move 3 tiles every boo interval. Not to mention there is a small gimmick to getting to the keyhole, so it just adds up to a lot of wasted time.

I think you overused the chucks in the normal exit level. I mean, there are 7 Chucks and the rest are just koopas. You can get away with basic sprites but if you spam chucks it just gets annoying.

I can say that I like your level overall, but I would suggest you to use multiple different sprites, or you can stay with a few but putting them to a better use other than just putting them in for the fill. Also I think you could work out a little in your 3Up Moon. I found it so easily that I didn't expect it to be a Moon but a Yoshi Coin instead. I also disliked the "NICE" in the dirt tiles, I don't think it adds anything at all, at this point you might go with full plain dirt tiles or just make some cuts or mixups.

I liked the music, the concept, the palletes, the terrain design is pretty good too and the length is ok (you might wanna reduce the timer too).
and fix this too :D
Originally posted by Guiga
How do you make that jump to the pipe that leads to the secret level? I got away with a shell-jump after not finding a better solution. Is it what you're supposed to do?


No, you should
find a hidden note block above the first set of blocks in the sublevel, then use that to get a P-switch. After that, go to the next set of blocks and turn the top center block into a coin before hitting the block below it, which contains a vine.
I made the top middle block in the second set a used block to make it more obvious.

So, here's yet ANOTHER download that fixes everything you mentioned, including hiding the moon better.

[Generic Download Button]

asm coding time
My current(?) hack (outdated, possibly)
Originally posted by Mr. Pixelator
No, you should
find a hidden note block above the first set of blocks in the sublevel, then use that to get a P-switch. After that, go to the next set of blocks and turn the top center block into a coin before hitting the block below it, which contains a vine.

I was aware of that P Switch but somehow I managed to not see the vine block or spinjumped it. Now that I look at it, its a nice setup.

It's definitely better now that you worked on your sprites! I still think you could make the keyhole screen better by either removing the boo generator or just the regular boo that follows you. It's just too tiring!

Overall, good job! :D
Okay, here's one final update that reduces the timer from 800 to 400. This will probably be my final submission.

#wario{:)} (Download)

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

It's dangerous to go alone! Take this.

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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