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Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.Not logged in.
104 - Lair of the Urchins
Forum Index - Important - The Base Rom Level Design Contest - 104 - Lair of the Urchins
Pages: « 1 »


I have no clue what I want to do with my BLDC level yet but I'm thinking it could be an underwater level.

halp
R.I.P. eXcavator... You will always have a place in our hearts...
Make an underwater level with no fish

Really stick it to them pescetarians

Looks neat so far, though, the palette is nice and it fits an underwater ruins type level, just make sure your ideas are thought out

Unless you made this thread to get ideas in which case uh

pirate ship submarine

--------------------
woag.....

(previously superdragonyoshi1. sup yall.)

It'll be a water temple level, with the gimmick being ON/OFF blocks mixed with rising/falling water levels.
R.I.P. eXcavator... You will always have a place in our hearts...


As well as the level being a sea temple with ON/OFF switches and the water level being changed with ON/OFF blocks, the level's main obstacle will be Urchins. That includes the normal, small, and giant ones.



What do you think is more fitting?
R.I.P. eXcavator... You will always have a place in our hearts...
Originally posted by Falconpunch
What do you think is more fitting?


I think Rudra no Hihou - Underwater City would fit the best since it's a underwater temple as well.
First half is nearly done.

The next area with rising and lowering water is not done, so just swim past the area until you see a pipe so you can go through that door near the beginning and finish the demo. Feel free to leave your thoughts so I can improve most of the first half.
R.I.P. eXcavator... You will always have a place in our hearts...
Gave it a quick test. I noticed the palette for the Ice Flower and its projectiles is currently wrong. You may need to apply the .pal file located in the Powerups Palette folder of the base rom to fix this. I also noticed that when you come back into the first area after the sublevel, hitting the On/Off switch there will lower the water level and closing the blocks that you're presumably supposed to be heading towards. I'd just remove the switch from that little chamber so the player doesn't hit it and put themselves in a situation where they now have to go all the way back around the level once more.

Ice Flower turned out to be a good option for dealing with Urchins. I did notice some strange hitboxes with the Big Urchins and ice balls but that's likely something you can't fix on your own. Basically the ice balls would "collide" far above them. I think it's a good idea to try combining On/Off-controlled layer 2 water with On/Off blocks and floating urchins, so I'm looking forward to seeing how you change up the ideas with the sublevel.
Done! Download

I could use some playtesters to help me polish the level before the deadline is over, so anyone wanting to help playtest and give advice on the level would be nice.
R.I.P. eXcavator... You will always have a place in our hearts...
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Forum Index - Important - The Base Rom Level Design Contest - 104 - Lair of the Urchins

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