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check latest post pls new level made w like 5 days to spare im a tank
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - check latest post pls new level made w like 5 days to spare im a tank
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hi

nameless n i decided that the best way to game the system and kill god is to split our efforts into individual levels. i'm hoping to see what he does. we drifted from the vaporwave image and the product we ended up with wasn't what we had planned going in.

the level has changed a lot since last time visually. i was dissatisfied with the tone. i think it's pretty hard / crazy, but it's not super long and there are multiple checkpoints so it's not like you need to do long stretches of stuff if you die. the moon is unavailable right now, but you'll prolly see it in the level.




DOWNLOAD

i'm sure it's kind of a mess rn, so feedback is appreciated.
Just played it. The background... aaahhh so good. I really dislike the foreground concept tho, personally.
The difficult curve was going really smooth, until the horizontal fast auto-scroll room. That shit is broken lmao.


I think there is some sprite memory issue. It shows in your gif too.


Nice little gimmick there. I also like the slight use of L/R to get through some obstacles (not so exaggerated as in snn's entry lol).


Instant death when touching a pipe at high speed. Was it supposed to be like this? I don't think you need the spike wall behind the player, since it's already difficult enough to slow down to do certain jumps.
It was actually fun to run trough, but it needs some toning down if you want people to do it w/o alotof savestates.

The vertical scroll room, however, is really good. No complaints.

Overall pretty smooth and sweet level, I enjoyed it a lot. The underused growing platform sprite really goes well together with the layer 2 gimmick. The music is just so lovely too. Good shit.

Btw the electricity post <333
Just a tip regarding aesthetics: I don't understand the sea in your background. Is that supposed to be a underwater/submerged/flooded/w.e city? Also the sea color doesn't match the sky color. I mean, it's supposed to reflect the sky color right?
- idk if there's gonna be a status bar fix in the final collab but the MARIO looks pretty off without a black outline
- when that chain of 3 bats flies through the rising/falling 2 pipes they clip behind the pipe top but in front of the stem, and it looks really bad. I think you can change sprite priority to put the bats over the pipe by replacing them or with the scroll wheel
- that first jump over the pipes with spikes on them to the skull raft isnt easy without momentum, which I lost because I stopped on the falling platform
- The dino rhinos jump up to the rising pipe and clip through the top, running around the inside of it
- That brown platform despawns because my screen is still scrolled to the right, so when it goes offscreen it doesnt come back. Dont make the player scroll their screen ever if you then have sprites that spawn on line guides that can then go off screen
- the mushroom in this vertical level is stupid, because it literally traps you and forces you to take a hit if you go for it. What's the point of punishing a player for grabbing a mushroom you'r giving them? I'd move the saw over
- this vertical level has a lot of trial and error. There are countless times where standing on the wrong pipe just traps you in a pit ands slowly rise you into a saw you cant avoid. Considering I have to go through the entire first section again every time this happens, eugh
- In the third sublevel, after scrolling the screen to the right to allow me to get past the two saws, I run through the hallway and run directly into a ball n chain i had no way of seeing because my screen is scrolled to the right. The little section where you avoid them while the layer 2 goes up and down is neat tho
- at the third(?) yoshi coin, I thought i had to scroll the platform behind me to the left to grab it. when the brown platform came up from the spikes, i went to jump on it instead but with my screen scrolled it went away and i took a hit. I guess more clarity to make it more obvious you dont scroll your screen there (unless the point is to deliberately trick the player, in which case dont)
- At the mushroom eaters at the door, there's like no way to jump back to safety if you land on the platform while it's too high. I'd add a little platform in between, even if its a grey falling one
- You give the player a blue block and a dino torch, yet apparently blue blocks dont kill dino torches?
- the reveal of the layer 2 smash was good
- the smash at the fourth yoshi coin is kind of lame that it kills you. Because the yoshi coin is right there it doesnt even register that it's going to drop all the way to the floor if you only see it rising. But I guess it's right at a midpoint so it's whatever.
- Spin jumping on the two fuzzies while you wait for the layer 2 to drop isnt exactly a challenge, it's just kind of awkwardly waiting for the layer 2 to drop back down
- the platforms in the speedy section dont seem spaced out to accommodate for mario's crazy jumping distance. Even with coin guides some of these jumps are ridiculous.
- that song was real cool, but didnt really match the tone of the level much (aside from the bg I guess)


Overall, cool level, a lot of interesting ideas, but it's also pretty sloppy, with some things being clearly better designed than others. Most of the swoopers and dino torches are only there to get in your way, and none of them really pose an actual threat beyond not noticing them coming at you. Most of the difficulty seems to rely on knowing what to do beforehand, rather then clearly laying it out. There's nothing wrong with a level demanding quick reflexes and spontaneous thinking or w/e, but the layer 2 also causes a slower play style, which works against it.
It's not a level that benefits from being this long. I get the idea is to explore all the different ways to use layer 2 or w/e, but it's too much. I personally think you could afford to cut the vertical section entirely, and i like the ending super fast room, but yeah it's janky and all busted up, which the rest of the level isn't at all. It thematically stands out as a different idea altogether.
Keep in mind that any yoshi coins collected aren't saved until you grab the midpoint, so if you get the 1-up checkpoint and die, you lose every coin you got before it. (idk if you compensated for that)


[L to R: Nice.; This happened a lot. I started trying to run because the coin guides were on the ground, and then I got hit. I left a save state after it happened the first time, and yeah, every time this was all I could get it to do (the first time it happened about 2 tiles away from the pipe).]

76/100
most okayest
This isn't your average everyday Vanilla hacking
This is, advanced Vanilla hacking.
Finished Hacks



In progress


My god this is some trippy stuff. While I like it from one side (lots of creativity in ideas in particular), on the other I don't, really. The design in particular is very confusing.
Design is confusing because it's like you throw the impossible at the player. If I can give you a global suggestion is to make your rooms less claustrophobic, you have very little space to move in most of the sections.
The section I liked most is the one after the midway point, since it felt polished and intuitive to go trough. I hate the vertical surviving room and the fast scrolling room, latter one being the part where I quitted after many attempts.

Other misc issues:
- Here:

While you clearly see spikes before getting in here, it happens that you get hit unfairly when they come up, since you don't really see them. Was wondering... can you enable traslucency? This way layer 2 could be seen under traslucent layer 1 (not sure tho).

- Fix your actlikes sexy:

The tile in there acts like 100/cloud, you can go trough it by sides and fall under.

Not a fan of this level to be honest. I think you should let the player breathe by removing some of the obstacles in the way / making your paths more clear.
hey idoln'tcare i played you guys's level.

overall i enjoyed it. i really like your graphical changes and you made some clever use of layer 2.


-this part caught me off guard. there isn't any indication that the pipes will go up nor is there a way to save yourself if this happens.

-i love the vertical layer 2 falls section but it is a bit claustrophobic atm. i suggest changing the position of the saws to give the player a bit more room.


do you plan to do anything with this part? wouldn't be a bad place to hide a secret.

-
Originally posted by Wakana

While you clearly see spikes before getting in here, it happens that you get hit unfairly when they come up, since you don't really see them. Was wondering... can you enable traslucency? This way layer 2 could be seen under traslucent layer 1 (not sure tho).

having translucency would feel weird in the context of this level. i think you should just open the ground a bit beneath that mushroom platform so players can see that the spikes are coming back up.

-lastly, i think the fast scrolling layer 2 part could use a re-design, because as it is i didn't like it. mario's physics here are wonky, and once layer 2 starts moving fast enough, you have to be costantly jumping or you're going to be dragged into the spikes, which players might find confusing. i like the inclusion of an underused smw mechanic, but i think you should make it shorter and make the platforming less precise.
hi. thanks for the feedback, y'all. but there's a situation...

major change boys

i just wasnt getting the satisfaction i wanted w this level so i decided fuck it im gonna vomit something new out



it's for the most part completed. i'd like to thank worldpeace, lazy, gbreeze n enjl for playtesting it and providing feedback. i'm working out some kinks here and there and force the jump1/2 team at gunpoint to playtest it again and then submit it hopefully by the deadline lol.

gbreeze suggested the name "sandy seafood" and i hate it and i hate him bbut also i havent been able to stop thinking about that name so honestly im prolly gonna go with it. (im joking gbreeze its a cute name im just being bitter)

also scope this hot shit out:

Originally posted by idol
gbreeze suggested the name "sandy seafood" and i hate it and i hate him bbut also i havent been able to stop thinking about that name so honestly im prolly gonna go with it. (im joking gbreeze its a cute name im just being bitter)


Alliteration wins every time :O

Also, the dolphin spitters should guarantee 20/20 aesthetics
I really like the tileset overall, both the foreground and background. It's fairly unique, very nice-looking too - probably the best vanilla desert I've seen, even. The little graphic edits on the Thwimps and the dolphin Lakitus are pretty neat too.

No complaints on the design either. You have a pretty crazy sprite combination there, but it works lot better than I expected from what I can see. Only real thing that bothers me is that near the start of the second gif there's a section with two diagonal urchins pretty much glued together, the timing seems a bit off there. Otherwise, great stuff.
Originally posted by idol
so i decided fuck it

Sad, I really liked your previous level (and the one before it too). How many other levels you disposed of yet? Can't decide if it's just talent or a overwhelming amount of free time.

The new one's looking just as good. You've got some sick parallax bg going on in both gifs. At this point I can't really tell if you put much effort in your levels but yea, it's looking great. Wtf with those urchin eyes on thwimps though?

Can't say much aside from the looks as of yet, I hope it plays out as good as the previous one. Also the Lakitu-dolphin is fiiiine.


I dont want religion in my game
most okayest
o ya i submitted my level here so if u have any feedback or want to tell me that im gonna die in exactly 12 days go ahead

the songs too industrial
most okayest
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - check latest post pls new level made w like 5 days to spare im a tank

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