tfw so many replies in such a short time. Didn't expect this, but it makes me happy
Originally posted by KaterpieOriginally posted by SarielBy "adding some warning signs because of the offscreen chainsaws", i guess you mean the chainsaws in the tree level?
Yeah I mean these.
Glad we made this clear^^
There are exclamation marks like in the castle level now for most of the saws. I hope this is enough of a warning.
Originally posted by LethalBrowniesMy first critique is really the fact that the saws come out of nowhere a lot of the time. Which I think has been said before. You added blue coins to indicate shells but nothing to indicate what really is the main obstacle and primary means of navigating the level.
Other than that. I loved it!
video 3:I'm really wondering though... I know the purpose of the 1,2,3,4 in the area with the turtle and shell is to show the order in which you need to jump, but I feel that it might be more confusing to somebody than helpful in the moment unless they are really quick on the uptake... but that's just me.
video 4: Digging the use of custom sprites. [...] But I would really like to know how you did that with the foreground. Making it clear like that! It's an awesome effect! The interesting thing about this level is that it doesn't even really look like a kaizo level at first glance. But it's secretly kinda wild.
To recap: This is brilliant, Sariel! Keep it up great work! ^_^
And how do you add Youtube videos to your post like that???
Thanks for complimenting every single of my levels so much. I'll just respond to your critique though, if that's okay.
video 2:
There are exclamation marks like in the castle level now for most of the saws. (lazy copypaste from my reply to Katerpie
)
video 3: This won't be the first level where i use the 1, 2, 3, 4 indicators to show the order of how to do something. There will be other levels, which use these numbers as well and where the player has more time to figure out, what they mean (aka the levels have no autoscroll). So i think in the end, if the player encounters the signs here, too, he should be able to quickly comprehend, what he has to do there.
video 4: This hack doesn't use any custom sprites. The only asm used for this hack are the retry-patch and a counterbreak. Anything else is entirely vanilla. You want to know, how to do that gravity thing? I recommend reading
this. You can find some other neat vanilla tricks in this thread, too.
For embedding the YT-vids i used an <iframe></iframe>-css-command. if you want to learn more, you could simply google for css-commands. Most of them are pretty easy to understand. I hope this wil help you, too.
Again, thank you very much for your feedback. These are some of my best levels, so i'm glad you like them so much!
Originally posted by AllrounderWith the throw I meant that one big throw between two fishes (1:03). It can be quite difficult to get that consistent I would guess because it's almost at the end too ^^
For the goal tape part, just like you said, it's personal preference ^^ Just because we have different opinions it doesn't make the hack worse for me though. So far the traps don't require insane knowledge and are fair. If it stays like that there's definitely nothing wrong with that. Just something you have to be careful with in future (especially difficult) levels I would say
Also one more thing:
There's a falling shell in level 2 (0:54). I know there's an indicator with a coin but NaroGugul used ASM which shows sprites off-screen (in the second or third level of Joy of Kaizo and also Claustrophobia I think)[...]
Now i understand what you meant with "big throw". I actually have nearly no problem performing this. But if some betatesters (if i ever find some) also complain about this part i may remove the cheep-cheeps. This should make the throw much easier.
I'll definitely keep your goal-trap aspect in mind. I generally plan to make levels around that difficulty as the ones shown in this thread, so hopefully these kind of traps, won't become too much of a problem.
Since imoderated narogogul's joy of kaizo back then, I'm aware he used these offscreen shell indicators. And i admit i was fascinate by them. First, my hack aims to be (almost) entirely vanilla, so i hesitate to insert any custom stuff. Yet i understand your concern and it would indeed look better, than a single purple coin. my second problem though is, that this hack uses sa-1 and not every asm is already sa-1 compatible. Last time i checked this shell indicator, it wasn't but maybe that changed meanwhile. Anyways, this hack is still far from being finished and perhaps i can add it, when I'm closer to releasing a final version. We'll see.
Thank you again for your detailed feedback and your friendly response.