Thought I'd make a thread already, given I still need to finish two sublevels and decorate the entire thing!
Here's two gifs of already finished and prettily decorated sections:
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Now (as for 03/25 afternoon), first sublevel is mostly done, save for decoration, while second sublevel has just come out of the oven and needs betatesting. Things I'm worried about:
-Sublevel may be too unfocused, trying very different setups in layer 2 without allowing for any given idea to mature.
-It could feel too cramped or too awkward, as you must kind of do what I need you to do to keep moving. I tried to be as clear as possible about this, but still don't quite feel there yet.
-General glitchiness.
Alright then, here's the IPS (yes, ips shut up)! DOWNLOAD
good level, can confirm. There's definitely a lot more momentum in the first half of the level, but I dont think there's anything wrong with tightening things up and slowing it down like you did.
Ah, there you are! I was wondering where that level you posted in the Screenshots thread went. I gave it a very quick try and figured I'd share some stray thoughts:
* The palettes I praised earlier hold up in-game! As I said, I'm digging the blue-orange contrast especially.
* I can't give detailed feedback regarding the level design, though I will say that I had to use rewinds in the second half more than I had to in the first. (yeah i rewind) It wouldn't have occurred to me that you feel it's unfocused though.
* Your level is very much an action-based one - it's fun to navigate around the obstacles.
* Perhaps add some indicators for where spikes are about to fall?
I kinda need the blocks to be non-solid; I made the player fall on top of one on purpose to let them know they're not solid, but so far it's not working all the time . . . I'll try using some other clearly non-solid-looking tile.
Thanks for the comments though!
also why, flips supports ips
Originally posted by Guiga
except for the abuse of spinjumping
That's the main mechanic the level's based on.
Originally posted by WhiteYoshiEgg
stuff
First of all, thanks! I'm glad you found it fun, although I may have gone overboard with the difficulty compared to the first sublevel. About the indicators... I made every hole in the ceiling be an indicator of where spikes fall from in the first half, by making very noticeable holes in the first part. It won't go very clear in the layer 2 half though... I guess I could use things like blue coins instead.
flips has all paths saved for .bps so i double click it and bam! patched. for .ips i have to do like 5-6 more clicks to select patch//unmod-rom//output and i think its too much
Originally posted by MaxodeX
Originally posted by Guiga
except for the abuse of spinjumping
That's the main mechanic the level's based on.
Don't get me wrong, I still think it's an amazing level so far. I'm not so good with those spin jumps so I often get killed while doing so. Like I had to give up on the first Yoshi Coin jump after dying several times with save states.
flips has all paths saved for .bps so i double click it and bam! patched. for .ips i have to do like 5-6 more clicks to select patch//unmod-rom//output and i think its too much
that's fair enough
(also thanks for your comments, even though it's kind of hard )
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Okay now it's in BPS . . . I just finished the third sublevel and I'd really appreciate if someone could test it!!
If you've already played the second sublevel, you can jump directly to the new third sublevel by entering the door at the beginning (if you have time though, I'd be thankful if you tested the level again ).
It's only missing the sublevel with the goal sphere (aka doable in a couple of minutes), everything else including decoration is finished! (There's some glitched graphics in the last bit of the last sublevel with the torpedo teps, that's already fixed 'cept in the bps)
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