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JDCGames Collaboration 2: Cancelled

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Originally posted by ShadowFire
Oh my gosh im sorry ive totally forgotton about this ahh

Well, im still stuck with no ideas on how to finish off my level. I'm planning to have it transition into the next level through a sublevel, but i have no ideas for it. I was going to wait for the next base rom to take a look at the proceeding level, but....

#smw{^_^;}

Don't worry, i will get this level done sometime.


The next level hasn't been started yet. (It's unclaimed). How about for the next part of your level you include some layer 3 high/low tides?
Arr.. I'm going to claim sublevel 40, because I'll port sublevel of my level to level 40..

Also, I'm going to post an fixed version of IPS.
This IPS contains some fix of my level.
@Lord Pokey: Still a few things to fix I'm afraid, but the level's getting there. =)
Problems
-The slope tiles are still not fixed. At every instance there is a steep upside down slope, I can jump inside of it.
-On screen 9, you should make the tree tiles at that area act like teleport blocks too so mario will teleport to the next sublevel when jumping upwards to the tree parts at the top.
-The Big Mario Discrimination issue on 3B, screen 3 is not fixed. The ceiling here should be gone entirely (or reduced) so that these jumps aren't as "cramped" as they are now.
-A bit of minor slowdown around 3B, screen 4.
-The bouncing koopa at the top of screen 9, in sublevel 3B is best removed as it's a bit cheap as it currently is.




In other news, there is a collab trailer that Neidave has made for us. =D You can find it below here:
Collab Trailer Link
Claiming level 123, Map16 page 28, sublevels 68~6B, ExGFX files 12D~12F.
I plan on making a chocolate ghost castle, with some cool puzzles and also some ghost house elements mixed in. I hope it works well this time :3
Originally posted by Neidave
The Trailer is up at the Youtube-Channel of SMWC:

http://www.youtube.com/watch?v=-d_H7Gf0lJc



Just watched the trailer! Dang that is really good. Nice work man! Must've taken some hard work. :)


Also, the levels look great. Everyone is doing an awesome job so far. :)
Pretty epic that Pikerchu got this uploaded so quickly! =) I have to say I'm really impressed by the quality of the levels this time round. They're a lot better than the levels last time. (Though not saying the levels in JDCGC1 were bad).

Thanks Neidave for making the trailer. =)





I'll be adding those claims shortly Purple Rex. I wish you the best of luck with your level.
i'll be needing sublevel 14B, i believe.

let's get this done.

edit: map16 page 2b plz
Later.
I've added those claims. Good luck with the rest of the level. =D
After watching the trailer. I realized that my level is also make appearance too. #smw{:D}

And for the sake of God people, I'm going to post an fixed version of IPS.
Updated IPS.
The fact you haven't tested it before submitting it to me does irritate me a little bit to the point I am going to fix the remaining issues myself.
-The slope issues have still not been fixed.
-The tree you've put down as the teleport block doesn't work! But you'd know this if you tested it before submitting, right? I'm not your personal slave - I have better things to do than fix up people's levels because they themselves can not be bothered to.

*sigh*

I'll mark this level as complete now and I'll fix the remaining issues up for you. Thank you for making the level. =)


E: Got some progress on my level, Murky Moor:


First half (outdoors) will be like that. The inside of the level will be a vertical level featuring the carrot ledges and stuff.
Guess I'll have to show some progress then:


@JDC: That's looking pretty good so far JDC, the foreground palette is good and I like what you've done by using those broken tree graphics =). The background palette looks good too, but I feel it might benefit from being a touch darker or browner to go with the murky atmosphere given by the foreground graphics, mainly the higher up parts of the background. Other than that I like it so far, looking forward to seeing that second section as that sounds quite interesting. =)

@Oh Hell No: Looks good so far. I can't tell from the picture exactly but it looks like that single spike on that bit of land is a bit cut-off from here. Other than that it's fine so far. =)
Will the level end animation work alongside tides?

Cause if not i have to rework the entire sublevel :(
Later.
Originally posted by ShadowFire
Will the level end animation work alongside tides?

Cause if not i have to rework the entire sublevel :(


Sadly not. =( You can claim another sublevel though and put it there,
Problems
-The cutoff throughout the level. I'll probably get an ExGFX file set up after it is inserted to fix these.


Suggestions
-How about Toffee Trees for a name?
My biggest gripe is it doesn't really go quite well with the CI world due to not really "standing out" enough from a typical tide level. The level itself is perfect as a whole, but I do ultimately feel it'd be best switching it to W4 (more specifically level 106; I can always transfer my level idea or start anew. I haven't done too much). As for the ghost house section at the end, that could be a bit before the boss of W4 perhaps? (we do really need a better boss level rather than spiny shelter). That's just some musings though.
I feel it needs to have more length and substance to it in general to be fitting for what I imagine for the CI world which isn't quite what this level has unfortunately.


Percantage: 84%
Just test played your level SF and i've got a bit of feedback for you. Overall i'd say the level was good, it played out quite well but I think there are some things that will need fixing.

-There is some cut-off with the forest ledges when placed in front of other ledges, I think an exgfx fix would probably work best for that. I saw this at Level 121: Screen 01, Screen 09. And level 14B: Screen 00.
-There was some cut-off at the diamond shape near the first powerup on level 121, far left of screen 04.
-There was one occurence of a bit of slow down near to the volcano lotus and pitching chuck at level 121 Screen 0B. I only had it happen once so it might be situational but it might be worth checking out.
-Small cut-off with a thin tree and the ledge at Level 14B Screen 0.
-The 2nd section felt somewhat shorter than I expected, I got the feeling that the level ended a bit abruptly. I think if it was going to stay in the CI world that it would need quite a bit of extending i'm afraid.

Other than that though I thought it was a good level, it might suit better in world 4 than the CI level, but that's not to say it's not a good level though. =)
Hi again. I'm going to claim level 003. (Beach Island Theme) Exit 41, ExGFX151.

As for the music, I'd suggest to switching from AMM to Kipernal's Addmusic.
Originally posted by Lord Pokey
Hi again. I'm going to claim level 003. (Beach Island Theme) Exit 41, ExGFX151.

As for the music, I'd suggest to switching from AMM to Kipernal's Addmusic.


We're switching from AMM to AM5 at the moment. I will consider AMK, but I want to test it out myself personally before switching to that.

As for your claims - they have been added.

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