Latest Demo!
This is, more or less, the finished version of the level, pending further concerns/suggestions as well as a couple minor items I'd still like to see done.
Things to keep in mind:
-Once again, I had to reinsert all of the custom sprites on my end due to the bubbles/shooter not working properly (SNN and I are trying to find the cause), so the venus traps are slightly different from those found in the Base ROM. Also, the Base ROM's goal sphere is not present, since I don't have access to that sprite - for now SMW's original goal sphere is present, however it may not show up until after you pass it and backtrack due to sprite limitations. This is a leftover issue from the last update, but I want to have all of the correct sprites inserted before I look into this as it may/may not necessarily be an issue in the end.
-I'm aware of the animated lantern after the goal sphere, again, something that will be fixed once I can work with the correct goal sprite since I may have to modify the last two screens if the sprite limitation is persistent.
-Again, FastROM has been applied, so ideally, there shouldn't be any slowdown.
What's new in this update?:
I've fixed all other issues/concerns that have been pointed out. The latter half of the second area's been shuffled around quite a bit to help alleviate the warp bug issue involving the bubbles, although any modifications to the actual architecture is likely unnoticeable. I tried to make said changes as transparent as possible to retain the original architecture while moving the shooters away from the screen boundaries as best as I could. As of yet, I have not experienced the warp bug myself.
A ceiling generator has been added to 0A6, however, I'm still not a big fan of Mario's violent shuddering when he's squeezed between the ceiling and a bubble (see below).
I would still like some feedback regarding the rafting sub-level - mostly looking for opinions regarding it being useless or not since there was the discussion of dumping it altogether. Also, I modified the sloped land so the large bubbles can't be killed as well as modified a couple bubbles' y-pos (apparently the bubbles and the layer 2 tiles didn't get along very well while trying to spinjump them).
What am I still looking for?:
Well, I added some animated bubbles to denote where the larger, rideable bubbles will emerge. I'm not sure if the animation is the best, but eh. However, I would still really like it if someone could draw up some better bubble graphics for the rideable bubbles. The more I look at their current skin, the uglier I think they are.
I would really love to have a "pop" routine added to the rideable bubbles. Ideally, something that would happen after the bubbles reach a certain/average y-position or after a certain number of frames. More information can be found in my first post in this thread or in the Resource Request thread.
This is, more or less, the finished version of the level, pending further concerns/suggestions as well as a couple minor items I'd still like to see done.
Things to keep in mind:
-Once again, I had to reinsert all of the custom sprites on my end due to the bubbles/shooter not working properly (SNN and I are trying to find the cause), so the venus traps are slightly different from those found in the Base ROM. Also, the Base ROM's goal sphere is not present, since I don't have access to that sprite - for now SMW's original goal sphere is present, however it may not show up until after you pass it and backtrack due to sprite limitations. This is a leftover issue from the last update, but I want to have all of the correct sprites inserted before I look into this as it may/may not necessarily be an issue in the end.
-I'm aware of the animated lantern after the goal sphere, again, something that will be fixed once I can work with the correct goal sprite since I may have to modify the last two screens if the sprite limitation is persistent.
-Again, FastROM has been applied, so ideally, there shouldn't be any slowdown.
What's new in this update?:
I've fixed all other issues/concerns that have been pointed out. The latter half of the second area's been shuffled around quite a bit to help alleviate the warp bug issue involving the bubbles, although any modifications to the actual architecture is likely unnoticeable. I tried to make said changes as transparent as possible to retain the original architecture while moving the shooters away from the screen boundaries as best as I could. As of yet, I have not experienced the warp bug myself.
A ceiling generator has been added to 0A6, however, I'm still not a big fan of Mario's violent shuddering when he's squeezed between the ceiling and a bubble (see below).
I would still like some feedback regarding the rafting sub-level - mostly looking for opinions regarding it being useless or not since there was the discussion of dumping it altogether. Also, I modified the sloped land so the large bubbles can't be killed as well as modified a couple bubbles' y-pos (apparently the bubbles and the layer 2 tiles didn't get along very well while trying to spinjump them).
What am I still looking for?:
Well, I added some animated bubbles to denote where the larger, rideable bubbles will emerge. I'm not sure if the animation is the best, but eh. However, I would still really like it if someone could draw up some better bubble graphics for the rideable bubbles. The more I look at their current skin, the uglier I think they are.
I would really love to have a "pop" routine added to the rideable bubbles. Ideally, something that would happen after the bubbles reach a certain/average y-position or after a certain number of frames. More information can be found in my first post in this thread or in the Resource Request thread.