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SPOOKY STRONGHOLD [it's *even more* fun now]
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - SPOOKY STRONGHOLD [it's *even more* fun now]
Pages: « 1 2 »
This post is obsolete. Submission link
wtf no switzerland references
I need a better name
I plan to use some layer 2 scrolling action, still need to see which scroll to use. Posting this in the meantime.
Name ideas: appiritional alpine, swiss spooks, ghastly geneva, risky rhine, vampiric zurich?

Aesthetics look nice btw!
The green shading on the coin block and enemies looks weird to me tbh. Other than that not much to say until more of the level is posted.
Originally posted by GbreezeSunset
swiss spooks
thats racist

Like the palette so far, especially the bg. idk how I feel about coin boxes being green though...

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im dying of hyperbole
Originally posted by Hobz
Originally posted by GbreezeSunset
swiss spooks
thats racist


How tough


Looks like a Good Level right there Erik
Finished Hacks



In progress


I changed the color of the question blocks/palette 6.
Here's some more progress:
Is the background actually layer 3? If yes, then it's pretty impressive BG.

I also liked the FG combination in your two screenshots, but careful to don't make the palette from the inside too much distant to the border, otherwise they will end up appearing as separate things. Hue shifting might help this.

And yeah, crazy sprite tilemaps mix! Be sure to make more of these. Check if there's some FG, boss or mode 7 elements that might fit as actually sprite graphics, if you want to your thing be actually spooky, ehuaheua.

Good luck!

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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oh hey, I'm already unsatisfied with my entry. Expect 7000 revamps.

Thanks everybody for the feedback, though!

oh

no the candles aren't there because i moved mario from his starting position
Remember that when people play your level, they won't know where the saws are going, but you've probably subconsciously memorized how they move.
Originally posted by ft029
Remember that when people play your level, they won't know where the saws are going, but you've probably subconsciously memorized how they move.

It's less of a problem if Mario can scroll the screen to see their path before jumping into the danger zone, like in the last screen. I do agree that they should be used with care, though.
The candles in the background are nice, but i have to agree that making the saw-paths invisible is a risky decision.

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Those spinning-head saws are both hilarious and spooky. #smw{O_O!} But I'm not too keen on having their paths being invisible.

I am not a fan of the rock walls contained in the wooden ledges; it seems unnatural and they clash quite a bit.
I don't see a problem with the invisible line guides myself, the path is kinda marked by the boos and patience is a virtue tbh. Plus it makes the saws look more hounted.
2spooky4me

Actually what about using some ExAnimation that makes part of the part appear/disappear smoothly like traces (or tracks, not sure what is the proper word lol)? Not sure how hard would it be, but it'd be an interesting thing to make the invisible guided line more fairly challenged but not too hard/trial-error.

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https://www.youtube.com/watch?v=3xkRkaXPN_A
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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Vitor: maybe I'll try that. I changed then back to solid meanwhile, because man is it hard to design with them being transparent.

Testing concepts for some sublevels:
Seems a little unforgiving as of now.
Come help save Super Mario World Central Production 2 here!
Originally posted by Erik557
because man is it hard to design with them being transparent.
you dont turn them transparent until you're done placing them #smw{-_-2}

Yeah that sublevel looks pretty hard, those munchers not being telegraphed properly is completely unfair, and yeah it's a bit excessive. Beautiful colours and great visual design though.

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im dying of hyperbole
Line guide end markers and spikeball chains are supposed to look harmless, so I'd suggest replacing their crazy boo GFX with something less threatening.

Otherwise, yeah, this looks incredibly difficult but potentially fun if you give the player enough powerups and hazard warnings.

No matter how hard I try I can't make this part easy. I feel it's fair though.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - SPOOKY STRONGHOLD [it's *even more* fun now]