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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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Originally posted by Hobz
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)

not sure how to explain this other than adding a part where you have to spin jump on a blurp fish, but i don't really want to do that.

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The ceiling at the first vine jumping could be raised, it's a little tough right now.

sure thing i don't mind

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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

i find it kinda odd that you would do this but if i need to i can add a spike at the top of the screen there

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it would be nice if you also got a mushroom with this 1-up, since you have to lose your mushroom to get it

i figured losing your mushroom and not being able to get the one on the upper route was a trade-off of getting the 1up

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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 can maybe just raise the ceiling more, but i kinda like having the obstacle because i feel like it's a unique use of the platforms. i've made this obstacle easier so many times lol. idk maybe it sounds good on paper but there isn't really a way to make it play out well.

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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 reset pipes are there mostly to negate having to look for a way to die if you fall off the platforms and lose them. i think it helps with flow.

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that cliff with the coins at the start of the autroscroller is a trap. dont do that pls

i thought it was obvious you could jump over them or lead them downward before jumping up to the coins, but i can change that part it's not like it needs to be there.

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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

maybe i could add coins to make this more clear

also i take it you didn't get the secret exit, as you didn't mention anything about it.

thanks for your comments. haven't gotten much clear feedback up until now.
Went trough normal exit only for now. I like the idea of this level. If I could give you a tip is to make the vertical part shorter, or maybe making so that you don't restart the whole section again if you screw up.
Fatal error also, fix the pipe of the entrance via midway point, since it doesn't work.
Aesthetic-wise, it's a bit empty, but I assume you're working on that? I'd add a layer 2 honestly. In case you'll stick with just layer 3 there, then make its colours darker, I believe it'd look better against a black bg.
Originally posted by Wakana
If I could give you a tip is to make the vertical part shorter, or maybe making so that you don't restart the whole section again if you screw up.

the platforms start at the very bottom of the level so i don't know how i could do this. although really i feel like if it were any shorter it would be kinda underwhelming.

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Fatal error also, fix the pipe of the entrance via midway point, since it doesn't work.

o shit i didn't use the exit enabled tiles. thanks for letting me know!!!

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Aesthetic-wise, it's a bit empty, but I assume you're working on that?

i was gonna look at what else i could do with aesthetics with the time i have left.

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I'd add a layer 2 honestly.

for the water physics glitch to work, the level mode has to be set to 02 or 1F (for horizontal levels at least), and horizontal scroll rate needs to be set to none, so layer 2 isn't an option.

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In case you'll stick with just layer 3 there, then make its colours darker, I believe it'd look better against a black bg.

prolly

thanks for your comments.
Technically, layer 2 is compatible with the glitch. You have to place layer 2 on the very last screen of the level for it to show up.
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for the water physics glitch to work, the level mode has to be set to 02 or 1F (for horizontal levels at least), and horizontal scroll rate needs to be set to none, so layer 2 isn't an option.


Wait, really? I usually do it by just adding L3 tides then moving them up so that it's impossible for the player to touch them, I had no idea there was an alternate method.
uploaded again with the midway entrance's pipe fixed. also made a couple minor changes, such as adding coins over the last yoshi coin hoping that it's now more obvious that you have to pop the goomba bubble to get it.


i don't know if people who have played it so far have been overcomplicating this obstacle (i won't blame em), but i added coins here to show that you don't have to push the platform that far down, you can just drop onto the vine from that point. i of course could raise the ceiling by another tile.
version 3

i expanded on aesthetics a little bit. added more fg and used layer 2 for fake hdma in the first and last room. although i might change (or just remove) the hdma in the first room, as i can't quite get it to look how i want.
version 69.fuckshitass

-remember that puzzle right before the midway point where you had to jump on the brown platform to make it go down? since enough people complained about it, i replaced it with something more fun.

-to give the reset pipes in the vertical section more meaning, i made it so you don't have to completely restart the room if you enter a reset pipe. i put in a grey pipe which acts as a checkpoint sorta. had to make another sublevel for this.

-made some changes to the secret exit path:
1. put in a grey pipe checkpoint thing here too for consistency i guess?
2. since you no longer have to restart the whole room, i added one more difficult message box obstacle near the end. (let me know if it's too hard)
3. replaced the message box graphics with a ? block. looks nicer.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 10th Annual Vanilla Level Design Contest - [420] Faux Water (v3.14159265359)

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