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[num] Wetsuit Columns - final version and video in last post.
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [num] Wetsuit Columns - final version and video in last post.
Pages: « 1 2 3 »
The start of something, I guess. Mostly focused on maneuvering layer 2 to drop/raise platforms and other aquatic enemies. I have a few fancy set-ups in mind for later on, but for now, here's a small proof of concept (no real aesthetics yet). The water is on layer 2.







also here's the level's song :^)
Nice. This honestly was the first idea i had for my KLDC-Level last year but i wasn´t able to find many creative setups. As far as i know your levels this is going to be an other best-world candidate? Well, let´s see what the aesthetics and the design are going to be in the final result, but i´m pretty curious about this entry #tb{;)}

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interested in seeing where this goes. The song you have planned to use is pretty energetic, so it'll be cool to see how you're able to match its pace with this kind of level design.
Nice.

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I don't have much to comment right now. The music choice is good, impressive how you managed to port it. The idea is good too but from the two screenshots I couldn't get much of it. The water sections looks too small and overall it gives a feeling that the player has not much free space to jump and navigate. I guess once you have more screenshots or maybe a video I can have a better idea if you're pulling it well or not.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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Originally posted by Vitor Vilela
I don't have much to comment right now. The music choice is good, impressive how you managed to port it. The idea is good too but from the two screenshots I couldn't get much of it. The water sections looks too small and overall it gives a feeling that the player has not much free space to jump and navigate. I guess once you have more screenshots or maybe a video I can have a better idea if you're pulling it well or not.


You (well, I) can thank Sinc-X for the port.

Yeah, I'm hoping to have a video of it up in the next day or two. I think it's one of those levels that will come across much better through actually seeing it in action, but hey, I needed an excuse to post a thread.
I'm guessing you're messing with the Layer 2 scroll speed, so you would have to either move to the right or use L/R to drop the platform in the lava on the second screen? If so, that's really creative, actually. Keeping an eye on this.
Video of the first half

I'm going to be heavily overhauling the graphics - namely, I want a layer 3 BG with a bunch of pipes, and I want to play with the palettes of the FG. For now though, here's the design up to the midpoint.
Now people will claim that I took the gimmick from this level when JUMP 1/2 gets released (a level with variable Layer 2 scrolling, water on both layers).

Just kidding, this level is looking really good so far (and much better than what I did in JUMP 1/2). Somewhat iffy however about forcing LR scrolling through walls however.

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Legacy ports zip (now that those went down because Dropbox)
This looks quite difficult so far. I like how creative the setups are, and the music is nice.
Originally posted by GlitchMr
Somewhat iffy however about forcing LR scrolling through walls however.


Yeah, I originally had more walls there but I ended up glitching out into them and dying. With the way I have it now, I haven't managed to get stuck/die once, so I think I'm going to leave it as-is. That being said, I do agree with you and I don't plan on delving any further into wall-scrolling in the second half.

Originally posted by ft029
This looks quite difficult so far. I like how creative the setups are, and the music is nice.


Thanks, it's likely the hardest level I've made. I tend to go for mid-tier difficulty most of the time, but I wanted to make something a bit more challenging this time around. It won't be very long to compensate for that.
Really cool level so far, nice implementation of layer 2! This wouldn't look out of place in JUMP.

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YouTube | Music
The concept is good, I'll give you that. However, visually, it isn't very impressive. If you are being assessed on creativity then as far as visuals go you will need to make adjustments to both the foreground and the background (which is currently an unedited background from SMW). I'm not sure what kind of environment (castle, mountain, etc.) fits the level best, so that's for you to decide. The downside of the level's very creative gimmick is that you get sprites, such as the cheep cheeps, floating outside of the water in midair. This does not look good at all, but I'm unsure as to whether there is a quick fix to this issue.
Originally posted by G.n.k.
The downside of the level's very creative gimmick is that you get sprites, such as the cheep cheeps, floating outside of the water in midair. This does not look good at all

Why put arbitrary restrictions on yourself that lower creativity? If you put a restriction on yourself that "things have to make sense", you will have less potential designs than someone without such restriction. Part of what made JUMP so great is that it ignored established rules in order to have more creative designs. Things don't have to make sense in Mario World (coins don't float in real world). Water sprites can be really nicely used out of water, with exception for swimming Cheep-Cheep.

Also, in Super Mario Bros., Bloopers were water enemies, but that didn't stop the direct sequel (The Lost Levels) from putting Bloopers out of water. Bloopers as an obstacle would work really well over water, so the logical step Nintendo did is moving it out of water. The same applies here.

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Legacy ports zip (now that those went down because Dropbox)
Originally posted by GlitchMr
Originally posted by G.n.k.
The downside of the level's very creative gimmick is that you get sprites, such as the cheep cheeps, floating outside of the water in midair. This does not look good at all

Why put arbitrary restrictions on yourself that lower creativity? If you put a restriction on yourself that "things have to make sense", you will have less potential designs than someone without such restriction. Part of what made JUMP so great is that it ignored established rules in order to have more creative designs. Things don't have to make sense in Mario World (coins don't float in real world). Water sprites can be really nicely used out of water, with exception for swimming Cheep-Cheep.

Also, in Super Mario Bros., Bloopers were water enemies, but that didn't stop the direct sequel (The Lost Levels) from putting Bloopers out of water. Bloopers as an obstacle would work really well over water, so the logical step Nintendo did is moving it out of water. The same applies here.

I think you've misunderstood my point. Of course levels in these games are unrealistic. A floating pool of water in itself is unrealistic. I am simply pointing out that there are some moments of the video (1:05 and 1:20 spring to mind) where sprites appear to float in midair, and this is one of those examples where it does not look good, and needs to be looked at again. I've already mentioned that I like the gimmick, but if there is something that is not right then I have to be honest about it, that's the whole point of feedback!
I approve

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How did you come up with these ideas? It's wild man.
This looks difficult but also very fun to play. Looks like the little brother of worldpeace's VLCD8 level. #tb{^V^}

Can't wait to see the other half of the level and the aesthetics.
Interesting level. The only thing I might advice you is, as far you want to make it a challenging level, be careful with the difficulty balance, while you can keep the difficulty as it is currently, be sure to make the midway point actually useful placed, so the harder phrase you're planning will not end up frustrating. The same goes for the Yoshi Coins -- take in consideration that they're saved after getting midway point. Of course, give powerups whenever possible.

Good luck!

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord


Here's a small taste of the secret exit area (no aesthetics yet, obvs). Those grey and white pillars are on layer 2, and they'll block the eating block from continuing - that is, unless you have sharp L + R skills.
Pages: « 1 2 3 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [num] Wetsuit Columns - final version and video in last post.

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