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124: Shivering Cinders - MrDeePay

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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I don't mind the "barrage" as it's working towards getting something to as good of a standard as it can get. I took this screen earlier showing the change I made to the area.



I reduced the higher platform two tiles and put a coin trail right beside it which leads to the center . Also reduced the brown/Yellow Switch wall by one tile. The trade-off to this is that the nearby Fire Bro is a more immediate threat to Mario, since his fireballs can reach the higher ledge now.

Oh, I just realized something: with that new setup, how will players reach the on/off switch with the red platforms off? Maybe it would just be best to have that coin guide by itself then, and raise the platform back up. As an added bonus, you don't have to change the difficulty of that fire bro. Or, you could just move the on/off switch somewhere else- it is in kind of a tricky spot anyway, though I suppose that's intentional.

Ha, sorry to harp on this one part. We'll make it work, though ^_^;


Edit: Or can players still reach the switch? I'm actually not sure, just judging by the screenshot.
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Mario can still hit it, though he'll need a running jump to get there from the platform if he's small. I'm against moving the On/Off switch because it's in a critical area for having to complete the SMWC Coin puzzle; but in any case, I rose the higher platform back up one tile.

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http://bin.smwcentral.net/u/1365/ShiveringCinders04.ips
Completed version of the level.

I've been holding off on testing your other IPS files since I know your head is in the right place with this project. Now that you have something fully finished, I can offer some feedback and thoughts.

As you know, I loved the multiple paths concept. It really felt like I was playing Palace Acropolis all over again, but in a different setting with different obstacles. Most of what I have to point out are inquiries rather than bugs, so that's a plus. I've also played this level four times now to ensure I didn't miss anything major (though knowing my luck, I probably did).


This could potentially be the first level the player encounters the Frostee in, so it might be worth noting that you can't actually jump on them normally (I think you still have a message box free, don't you? I only noticed the second one used at the end of the level).


Do you have a specific tilemap you want me to set these to, or are there just no graphics ready for it yet?


This is actually a problem with the sprite itself, but it can't damage you while you're on Yoshi.


Very minor nitpick, but the firebar goes behind the ice pillar here.


You wouldn't be able to raise this ceiling up a tile, would you?


I think I get what you're trying to do here with blocking off the SMWC coin (that is, if you've pressed the yellow switch, you'll need to run back, get the shell, bring it here, and kick it at the blocks to pass them while they're coins). I guess it just seems a little odd since you could potentially have a bunch of mushrooms popping up (and if you hit the top one, it'll get stuck). Did I miss another solution, or is this it?


Looks like I still need to remap these too (noticed it in my level as well).

No screenshot for this one, but I do have a question: other than getting all of the SMWC coins, is there any reason the player WOULDN'T want to enter the pipe right at the start? It takes you 75% of the way through the level, and it's just a matter of running right to the end. I guess if you're a non-completionist then you could just skip it all, but something about that seems a bit iffy to me.

(quick note: keep in mind that I actually haven't read others' reviews in this thread at all since I wanted the level to be completely fresh for me when I played it. If I missed anything, or something has been addressed already, do not hesitate to let me know.)

Aside from what I've mentioned, this is a fun and complex level. It's also the perfect difficulty and length for world 7, though I expected as much. Nice work overall.

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Originally posted by SNN
This could potentially be the first level the player encounters the Frostee in, so it might be worth noting that you can't actually jump on them normally (I think you still have a message box free, don't you? I only noticed the second one used at the end of the level).


I had considered it, but had thought the fact that Frostees have a spiky top should be enough to indicate that they can't be jumped on. I'm partially against using message boxes in the level largely because the palette for the BG I'm trying to conjure up (which I got too busy from reripping for myself so I could get someone to shade it- either that or the fact that I've expressed in doing something with TheGamer's BG he proposed for Moltensnow.

Speaking of message boxes, I should probably remove the one at the very end of sublevel D0 due to the same palette nonsense and that it may be too "insidey" to have in the collab.


Originally posted by SNN
Do you have a specific tilemap you want me to set these to, or are there just no graphics ready for it yet?


I moved the graphics to SP3 to save up some space in SP4 and I was gonna request to have the flame tiles moved to $20 (tip) and $40 (base).

Originally posted by SNN
Very minor nitpick, but the firebar goes behind the ice pillar here.


Oops. Well I swapped the pillars around so that effect shouldn't happen.

Originally posted by SNN
This is actually a problem with the sprite itself, but it can't damage you while you're on Yoshi.


I couldn't find the hurt routine in the copy of the ASM file so I could include it being able to damage Mario even if he's on Yoshi. The sprite also has a side effect that it can damage him if he's a certain number of tiles above him. I sidestepped that problem until I could find a fix by just putting those sprites in area with low enough ceilings.

Originally posted by SNN
You wouldn't be able to raise this ceiling up a tile, would you?


The intended method here is for Mario to slide underneath because of the slippery blocks.

Originally posted by SNN
I think I get what you're trying to do here with blocking off the SMWC coin (that is, if you've pressed the yellow switch, you'll need to run back, get the shell, bring it here, and kick it at the blocks to pass them while they're coins). I guess it just seems a little odd since you could potentially have a bunch of mushrooms popping up (and if you hit the top one, it'll get stuck). Did I miss another solution, or is this it?


I went with Yellow blocks because there's a good chance that Mario would be big at this point of the puzzle (though he can bypass part of it with a cape) especially since he needs to be big to even be able to do it- so Mushrooms would be nothing to the player at that point. As for the stuck Mushroom, I suppose I can rework that platform again to allow it to drop.

I didn't go with Blue and Red for obvious reasons and a Cape would be too much of an advantage.

Originally posted by SNN
No screenshot for this one, but I do have a question: other than getting all of the SMWC coins, is there any reason the player WOULDN'T want to enter the pipe right at the start? It takes you 75% of the way through the level, and it's just a matter of running right to the end. I guess if you're a non-completionist then you could just skip it all, but something about that seems a bit iffy to me.


That was placed there for me to test that part of the level without me having to fiddle around with level entrances again and again. I just forgot to remove the pipe. While I was at that, I checked other sublevels and noticed some tiles were not given proper graphics so I went in and fixed those as well.

Now with those out of the way, the level now should be good to go.

Originally posted by MrDeePay
stuff about the Frostees + background


Fair enough. I suppose it actually is obvious - looking at the sprite again, it's pretty clear the top is spiky.

As for the background; you'll be using TheGamer's (or a modified version of it) then? If so, we can always insert it later.

Originally posted by MrDeePay
Speaking of message boxes, I should probably remove the one at the very end of sublevel D0 due to the same palette nonsense and that it may be too "insidey" to have in the collab.


Heh, I actually thought that was a cute little touch, especially to those who have played the first and read the credits. It's your call though.

Originally posted by MrDeePay
I moved the graphics to SP3 to save up some space in SP4 and I was gonna request to have the flame tiles moved to $20 (tip) and $40 (base).


Code
!TopTile = $20
!BottomTile = $40


That should do it then.

Originally posted by MrDeePay
I couldn't find the hurt routine in the copy of the ASM file so I could include it being able to damage Mario even if he's on Yoshi.


This would be wise. With a fair amount of certainty, I doubt any of the other world 7 designers will be using the fire pillars and Yoshi in the same stage (heck, they may not even use the fire pillars at all), so you're welcome to make any changes you'd like to it.

Originally posted by MrDeePay
The intended method here is for Mario to slide underneath because of the slippery blocks.


Makes sense. Fair enough.

Originally posted by MrDeePay
Now with those out of the way, the level now should be good to go.


Sounds good. Feel free to send me your necessary files once they're ready and I'll try to have them inserted before the next base ROM update.

(so that means your level is the first to be officially "cleared" into the ROM. I know we have several others getting close - I hope they can end up matching this quality!)
About the BG you asked on the request thread, it uses 3 bin files, and i was planing on using another few tiles. If you want i can send you the graphics for it right away, but you would need 3 gfx slots free for it.



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Originally posted by S.N.N.

As for the background; you'll be using TheGamer's (or a modified version of it) then? If so, we can always insert it later.


After seeing him say that it uses three GFX slots, I'll probably have to pass on it. I don't have that type of space.

Originally posted by SNN

This would be wise. With a fair amount of certainty, I doubt any of the other world 7 designers will be using the fire pillars and Yoshi in the same stage (heck, they may not even use the fire pillars at all), so you're welcome to make any changes you'd like to it.


I found the interaction routine of the sprite, but my limited ASM knowledge will make it difficult for me to properly edit it correctly.

Quote
Sounds good. Feel free to send me your necessary files once they're ready and I'll try to have them inserted before the next base ROM update.

(so that means your level is the first to be officially "cleared" into the ROM. I know we have several others getting close - I hope they can end up matching this quality!)


Ego +++. Hooray for finishing a level that was mostly done in a world-size void! I'll gather all of the necessary files together and send a ZIP later today then. I'll need to do some more organizing.




Mario can swim in the second area of this level.

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Blame UberASM as the version of the Base ROM before this one has the level intact.

I do need to update other things in this level, however.


The Water issue has been fixed. SOMEONE forgot a RTS tag in the level asm code. For some reason, Level ASM never picked it up
Layout by LDA during C3.
this level should be pirate themed

R.
we already have a shiver-me-timbers level in world 5 though #tb{:(}

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Hi this is just a heads up to repeat saying that I am interested in giving this level a big revamp to "update" it to my liking. It might be a little bit before I can get properly started on it, though. (Continuously busy with other stuff.)

I do, however, want to maintain the original concept the level has.

That's fine. Blind Devil's changes he made to the level were all right, but it did make the level a lot weaker overall. While the gimmick did involve a small maze of slippery ON/OFF blocks, and that's a good idea for a non-castle level, don't go overboard like in the original version, which used a whopping 7 sublevels. It did make the level a bit too long and confusing as a result.

As for the new aesthetics, do you like them?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.

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It can be easily condensed down to three if I need to. One of those sublevels was just an Easter egg/joke anyway, so...

Also Slippery On/Off blocks wasn't the only level "gimmick" that was going on, either. It was just part of an overarching one.

Originally posted by MrDeePay
It can be easily condensed down to three if I need to. One of those sublevels was just an Easter egg/joke anyway, so...

Also Slippery On/Off blocks wasn't the only level "gimmick" that was going on, either. It was just part of an overarching one.


Blind Devil kept the easter egg/joke. I think it's pretty funny too, so that part can stay.

Here's all four sublevels currently in the game: 124 D0 D1 D2 If you wish to extend the level or make it more faithful to the original, I'd say you could perhaps expand Sublevel D1, as right now that area is just a bonus segment used for an SMWC Coin. Blind Devil did the same expanding level 124.

As for the aesthetics, I'm hoping we could draw some more decorations for this tileset, like maybe some trees (covered in snow and dead or burned).
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Have you made any updates to this level since I last asked, MrDeePay? You had expressed interest in updating it to be more in line with the original level's concept. You also don't have Discord, so that makes it harder to contact you.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.

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Actually I do have a Discord, I just mostly reserve it for personal use only. PMing still works if absolutely necessary for the time being.

What happened since my initial post on wanting to do a revamp was that a lot of life stuff happened which takes priority.

- My family did a big move at the end of September.
- I have a bunch of online work tha- yeah let's not go down that rabbit hole.
- (Currently) CLDC judging.
- A bunch of other stuff that I won't disclose since it's nothing you need to concern yourself with.

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