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JDCGames Collaboration 2: Cancelled

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... about that. If you haven't guessed, I'm colourblind. I actually thought that was brown. Sorry about that.

Thus, is this an improvement on the palette?

- BlackMageMario
@BlackMageMario: That palette is definitely better than before. =) Perhaps make the BG a touch darker and it'd be perfect.




Originally posted by Grav
stuff


Please do note there's a big difference between a level being a blatant rip (as the intro of Urtegurke's underwater level was) compared to a level going for a similar style in level design (LP's levels.).

Urtegurke's Underwater level copied everything right from Strickleback stride - the exact FG, BG, sprites and decor. LP's levels on the other hand, merely inspire from some of Underway's work. As I have pointed out, there is nothing wrong with taking inspiration from other levels (such as Underway) as long as you are not blatantly copying it. Lord Pokey, at the moment isn't blatantly copying anything.

Also about Lord Pokey - yes, I do care. If I did not care, I wouldn't write a reply stating my views and would instead go "oh, it's another level for the collab why would I care?". I've cared enough to devote time and effort into this collab, in both making 4 levels for it, designing an overworld and testing every single level.

I had a little chat with Underway slightly afterwards, and he seems to be fine with it now, though slightly disappointed in the lack of unoriginalality in Lord Pokey's levels. That I can understand, yes.
Again though, I'm going to kindly ask you to respect my wish by not continuing this topic on the thread. Thank you.
So, here's my first screenshot of my level. It is just one screen but i hope you like it.



i hope the picture will be shown.
Well, the basslp, you aren't allowed to use ExGFX files for anything more than a minor edit unfortunately. It says so on the first post.

May I suggest you either convert to vanilla resources? It shouldn't be too hard considering you haven't got much done at this stage.
I'm sorry, but I think, I didn't see that. Thank you for this information.
Thanks for getting the level done.

Problems
-Some of the decoration tiles in the dirt (the boo and the leaf) are set to act like tile 130 instead of tile 25.
-Level 3, screen 4: The coin pattern at the bottom left of screen 4 is a bit misleading.
-Level 41, screen 4: This area is just unfair in my opinion. The difficulty of this bit is a tad bit high for world 1, plus the yoshi coin is nearly impossible to get without getting hit unfortunately.
-Level 3, screen B: Is the P switch necessaryt here? I feel the pipe should be left as it is without the used blocks on top.
-Level 3, screen D: sprite memory issues when Mario exists the pipe carrying a p switch from the sublevel.
-In addition, I must say I'm not fond of the secret exit at all here. There's little point to it and all the backtracking and stuff with the key and p switch is just not very good, unfortunately. I thought we already established items babysitting was no good in SMWCP1. How about you rejig the secret exit a little here so the key is in the haunted cave sublevel?
I figured just removing the grass was a pretty lazy way of doing it, so I made up a few palettes just to get that extra distinguishing feature.



http://puu.sh/1LVgx

Pick whichever you want.
aran - Graces of Heaven
The pallete look nice here. Incognito, I'd pick the second one.
Them update.
A note: It would be nice idea to make uses of special effect,(something like HDMA) like the previous collab do.
Good idea to add HDMA in my opinion... I also missed it a bit in my level. ;)
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

HDMA can be nice at times, though I feel if it's in every level, it loses it's uniqueness. Same with cluster sprites too.


But yes, I am more than willing to add HDMA for the levels that could benefit from it.
I want to claim sublevel 4A, as the end of my level will take place in a real castle. Sorry again for the lack of progress. I have a lot of things going on right now. 2 reviews, redesigning maps for Roberto, the World 8 map of SMWCP2 and ofc my own hack. I'll show some progress later today (or tomorrow if noone has commented yet XD
@Lord Pokey: Thanks. The level has been inserted into the baseROM.
@Oh Hell No: That's fine, I'll add it to the list.




Levels Update:
I've noticed a few people are going a bit slowly with their levels. I've not seen an update from the following people in more than 2 weeks:
Urtegurke (Level 007)
Jonny (Level 014)
Daizo Dee Von (Level 10B)

Please get some progress in soon. Thank you.





Project Update
The project is now going to be (re)hosted back on JDCGames. For one, this allows more organisation as the levels can be managed there as well as on the thread. For two, the resources will also be easier as others can update the lists too if they wish.

You can find the updated relevant links on the first post. Nothing has changed though - the project will otherwise run exactly as it has done so far. Thank you.
... well, that's a problem for me. For some unfathomable reason, I cannot open the JDC website. I'm not sure why, but it just does not work. JDC, where exactly are the servers? I mean, it might not mean anything, but who knows. It just does not make sense why I can't go to there.

Anyway, I can still post updates and links here, right?

- BlackMageMario
Originally posted by BlackMageMario
... well, that's a problem for me. For some unfathomable reason, I cannot open the JDC website. I'm not sure why, but it just does not work. JDC, where exactly are the servers? I mean, it might not mean anything, but who knows. It just does not make sense why I can't go to there.

Anyway, I can still post updates and links here, right?

- BlackMageMario


Hm, it seems for me you have trouble accessing the subdomain (jdc.) rather than the actual site itself. Could it be your computer perhaps? I guess if you could try on another computer just to confirm it doesn't work. I think that's the next step for getting to the bottom of what is wrong here.
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Latest: Year 2020
Tip:
My host sometimes has trouble/been slow updating the DNS for certain people for whatever reason. If all else fails, go to http://dimensionproject.com/subdomains/jdc/.

Sorry about that. In any case, I made a change in the configuration to allow you to go directly to it in any case. I am glad to have been able to at least help out by hosting JDCGames. I will see if there's some way I can figure out exactly why they are so slow for certain people to update properly.

Ok, so my level is almost done, but before I send the IPS, I need to know if the level has a boss and if not, if I have to end the level with a goalpost or a goal question Sphere.
Thanks in forward
Oh Hell No

E: Level is done, I'll just put the .zip here with all the recourses. The last screen of sublevel is (almost) empty, so you can decide what you want for the ending. Note that I didn't have any custom music yet and I also have no idea what would fit :D.

JDC Level 10A
Originally posted by Scrydan
My host sometimes has trouble/been slow updating the DNS for certain people for whatever reason. If all else fails, go to http://dimensionproject.com/subdomains/jdc/.


Thank you! That did the trick!

... oh, yeah. Level progress. I'll update later today, but I don't have a lot done. I'm sorta stuck a little bit for ideas. If anyone can throw me any, that'd be appreciated.

- BlackMageMario
Completely forgot that I need a Map 16 page.
Could I came page 16?

My Youtube Channel:
http://www.youtube.com/user/SMWKing2000
@SMWKing2000: The claim has been added.
@Scrydan: Thank you for that. Glad it is working for everyone now.
@BMM: Ah, sorry to hear that. I guess you could perhaps include some moving spikes if you don't have those already. I feel they could be pretty cool for some sections later on.

@OhHellNo:
Problems
-Level 10A: Screen F: Some minor slowdown here.
-Level 10A: Secret Exit: You can generate quite a few layer priority oddities by jumping inside the secret passage. Either make the walkthroughabout tiles have no layer priority or make the other tiles have layer priority.
-Sublevel 4A: This BG is missing the candle generator things. You can either add that generator or remove the places where the flames will go.
-Sublevel 4A: Just an aesthetical detail, but I'm not too much a fan of the way the vines are set up here. I think you shuold just have the types of vines that don't go "inside" the castle blocks and other vines that just stay "inside" the castle blocks. I feel having vines that are outside the castleblocks but then go inside is a little odd and generates a minor perspective issue.
-Sublevel 4A, Screen 5: Not too much a fan of the thwomp setup here. I feel it's a little awkward. Perhaps moving the spikes here would be better I think.

Suggestions
-Perhaps this could work for music? Might be a little dark though.
-As for the name, how about Detritus Debris or, a bit simpler, Rubble Ruins?

Review
This level is fantastic. I'm impressed.
The level had good aesthetical choices throughout and the level design remained fresh and challenging throughout with no unfair segments in there. This would probably be on my "favourites" list for levels I think. You've done a good job.
92%
Thanks JDC for the detailed review, here's the fixed IPS.
Level 10A V1.1

Changelog
10A
- Changed priority to "on" for all dirt tiles
- Screen B: Modified the place of the first springboard a bit, as it could cause a nasty glitch.
- Screen F: Removed an unnessecary dry bones and moved another to prevent slowdown.
- Modified Screen 12 a bit so the thwimp would go over the spike instead of upon it.
- Fixed 2 small cutoffs at screen 12
4A
- Removed unnessecary light bulbs without candles in them.
- Changed overall vine constructions here and there, as JDC suggested.
- Modified border screen 5-6 segment as JDC suggested too.

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