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[420] Faux Water (v3.14159265359)
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [420] Faux Water (v3.14159265359)
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edit: DOWNLOADF!!!!

at first i thought i was gonna be mr cool guy for using this gimmick but then i saw frozenquills and gbreezesunset beat me to it =.=
i'm taking a different approach though, as it's going to be the theme of this level basically

just a couple screenshots for now


the beginning


this is a vertical section. planning to use those brown platforms quite a bit throughout the whole level, because they rise up with the water physics

there's more to cum stay tuned bois

might expand on aesthetics later
oooh hype, another fake water level. Also you forgot Eminus is making it with me hehe

This looks really good, and for some reason the red urchins against the wall look super good! I don't know why, but the slightly janky yet still attractive aesthetics remind me of something in JUMP or something worldpeace would make. Also nice use of the floating brown platforms too! I can see that you'll be focusing on water enemies being used in non-water environments with the fake water glitch, kinda like Morsel's one level.
I have a feeling that each of these water physics levels is going to be very different from one another, which is really neat.

Really like the simple aquatic nature of this.
Yeah it'll be really interesting to see what different things we'll come up with from one same gimmick
Hey if you're expanding on a e s t h e t i c s please tell me those urchin blocks are animated #wario{:<}
Originally posted by Eminus
please tell me those urchin blocks are animated

they aren't. i feel like that would look more weird than cool anyway. i was aiming for a spiky coral type look or something.





video of the first part

of course a lot of things are subject to change. one thing is i feel like some of the enemy placements are a bit arbitrary, one example being the fish near the end that i get hit by.

e: also dunno if the message box at the beginning is necessary. it's there mostly for the purpose of making the room not feel empty.
I really love what you're doing with the level design. This may not be the only water glitch entry, but I'm certain it'll stand out as its own thing.

The part at 1:50 seems kinda repetitive, hard and easy to screw up. Maybe raise the ceiling by a few blocks?
I'd also suggest tweaking the piranha plant vine graphics, or reverting to the default tile, because the way they connect looks discontinuous.
Speaking of aesthetics, I assume you've got a layer 3 background planned? It'd juice things up.
When making my level I noticed that it's much harder to lower the brown platforms when you're small than when you're big. You might need to account for that in the level.
Other than that I really where the level is going so far.
Originally posted by Lemonade
I'd also suggest tweaking the piranha plant vine graphics, or reverting to the default tile, because the way they connect looks discontinuous.



Quote
Speaking of aesthetics, I assume you've got a layer 3 background planned? It'd juice things up.

idk if i'm dumb or what but even after reading the tutorial i still find it confusing. it would be nice though, i'll probably figure it out after i'm finished with the level.

Originally posted by FrozenQuills
When making my level I noticed that it's much harder to lower the brown platforms when you're small than when you're big. You might need to account for that in the level.

if this is the case then the difference must be slight, because i'm not really noticing.
Wow, that level looks fantastic Sixcorby! Looking forward to play it!
what i'm planning for the secret exit path



is done

will hold off on posting in the submissions thread until i get some feedback

e: forgot to include palettes. remind me later
Reminder to include palettes.

--------------------
Your layout has been removed.

Did you change the global Mario colors or other global colors? Otherwise, if you used local palettes, the data is saved with the level so you don't actually need to export them.

--------------------
Switch: SW-2766-9108-9399Twitter: @Vine_STYouTube: that ivy guy
ok nevermind then
v1.1

made a few minor changes. deleted a couple enemies, changed a couple enemy placements, added more rocks in the vertical section, etc. nothing major.

figured i might as well submit lol
v1.2

-changed a couple enemy positions based on falconpunch's feedback
-added reset pipes to the vertical section in case the player falls off the platforms and loses them. improves the flow of gameplay i think.
so a couple fan judges are telling me the level is too long, and i guess i can see why it would seem really long given how slow-paced it is in many places.

i've been wanting to completely redo the last room since it currently doesn't really take advantage of the water physics at all, but after two fan judges saying the level is too long, i'm considering just nuking it. although i think there should be something after the vertical section, the level feels kinda empty to me otherwise. thoughts?

other than that, i've been polishing a bit and re-designing a few parts. will hopefully have a new version to show soon.
v2.0
(these version numbers are dumb)

made some pretty significant changes.

-added enemies, removed enemies, changed enemy positions, etc
-replaced the message at the beginning with a meme message

1st half:
-redesigned the area with the 1up. it's now more difficult to get
-redesigned the area that originally had the green star block. it's now something more exciting

2nd half:
-redesigned the end of the vertical section. before, you didn't need both platforms, now you do.
-most importantly, i completely re-did the final room. it's now an autoscroll section that actually takes advantage of the water physics. i may make more design tweaks to it but chances are i'm not going to completely redo it a second time.

secret exit path:
-added a message box on the vine right before the fishin boo

i'm still worried that it's too long, probably even longer because of the auto scroll in the final room. if someone has to use a reset pipe in the vertical section it'll really crunch their time. if i change the scroll rate to medium instead of slow, i'm gonna need to change the design some.
- I like your meme message, it does a great job over-hyping your own level
- First thing I did is try to spin jump on a fish and die. Not blaming you because it was funny as hell. Though it would be nice to space the fish out in a way that's makes it more obvious you're supposed to jump over them (maybe put them side by side). It isn't entirely obvious you can atm
- that being said, being able to spin jump on the blue and green fish but not the regular fish is really strange, if there's a way to explain it a bit better that would help (dying to the first cheep makes me think I cant jump on any of them)
- Popping the fish bubbles is so cool
- The ceiling at the first vine jumping could be raised, it's a little tough right now.
- at the first yoshi coin, with the open ceiling to the right it looks like you can ride that brown platform up and over to get a secret, so it despawns and you fall back onto the spike
- it would be nice if you also got a mushroom with this 1-up, since you have to lose your mushroom to get it
- cut this section where you have to drop the brown platform lol its so annoying and not fun to do it wasnt that annoying once i respawned it and started doing short jumps. that made it a bit more enjoyable (I'd still cut it tho)
- I found it really confusing that the reset pipes all take you back to the beginning of the level, I guess they have to, but
- fortunately you shouldn't need them. the level doesn't seem to be impossible to keep track of. Having to jump on both platforms to keep them together is really fun to balance.
- you can probably give the player a mushroom before that boulder/two platform section. it can be a little tricky to be precise enough for it
- haha this ghost fish room is awesome!
- that cliff with the coins at the start of the autroscroller is a trap. dont do that pls
- I'm assuming i was supposed to pop this bubble to grab that last yoshi coin, but i thought i had to lower the carrot platform and didn't realize until it was too late

I didn't think it was too long. I thought it was a lot of fun! I wouldn't change the autoscrolling speed tho
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [420] Faux Water (v3.14159265359)

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