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[C] 1-5 - Think Fast, Yoshi!

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I'm going to be away for most of this coming week, so I won't really be able to work on this for a few days. Better to make this thread now, I guess.

Anyway, it's level 1-5. And there's falling blocks. Here's some screens of my progress so far:



Think fast indeed! Don't worry, the player has a good four seconds to get out of the way of this first obstacle, so they should be fine even if they don't notice what's above their heads immediately.


One of the first collectibles in the level. If the player is swift, they can nab the flower.


Hm, where does this door go?


It's a kill room! Meet the Ravens!


I wonder how to get this flower up here?


The start of another section of level.
progress bump

After making a level earlier and scrapping it, I decided to make this one, inspired by 2-1 and 5-7 of the original game. Hopefully once I get a playable version up it won't be too hard for World 1.
Looks good so far! It's indeed very reminiscent of the original game's 5-7, but it feels unique in the sense that it looks a lot more land-based. Neat.
It looks good so far, I can't say much from the screenshot but I'm enjoying what I am seeing.
I wonder what a HFD opcode would do in ASM...
I like the look of the level, nice palettes. Some areas look a bit flat and lacking in decoration but I suppose that's because the falling rocks take up a lot space. Nice.
It's been a little over a week since your last update on this. Do you have any further progress to show?
Not dead.

Progress has been a little bit slow. Currently I'm redesigning a section I made earlier to use more vertical space and making sure there's no sprite limit errors anywhere. I'll probably have a playable version out by next week if I work quickly enough.

Quick screenshot:
This past week has been pretty bad for progress, mostly because of school. Hopefully with the Thanksgiving long weekend I'll actually be able to get work done on this and get it to a point where I'm happy enough with it to put a release up.

Screens:

What's up here?

One of these segments!

Run.
Got an update on this by chance? It's been quite some time.
Basically, my computer fucked up. Managed to get everything fixed and recovered, but I haven't gotten a lot of work done this past week or so. I could probably finally get a release out by Saturday.
Here's an IPS of the level. It's finished, unless there are some issues. Apply to a headered ROM.

Pretend it's Saturday.

Some issues that could probably be fixed by the time of insertion:
-Yoshi begins the level facing the wrong way.
-Midring entrance doesn't work. (duh)
Interesting level. Your use of the falling stone blocks is very clever in many cases, although I think the level will end up being moved to late world 2 given that it's harder than I expected. Few issues:


The only way I could find to get up here is by using the purple Crazee Dayzee's bubbles .. however, the player's natural instinct is to eat the enemy, thus ruining their chances of getting this. You might want to make it more obvious that you need to use the bubbles (unless there is another way that I missed).


Four red coins might be a little excessive here. I'd move two of them elsewhere in the level to spread them out more (or extend the level a bit and put them there).


This part is a bit dull and feels a bit disjointed from the main theme of the level. Perhaps you should redesign it to utilize the rocks a bit more (or instead of a slope, make it a series of ground platforms you need to jump up while rocks are falling).


I couldn't find the key anywhere - where was it?


Great level overall, it just needs a bit of polishing.
Originally posted by S.N.N.
The only way I could find to get up here is by using the purple Crazee Dayzee's bubbles .. however, the player's natural instinct is to eat the enemy, thus ruining their chances of getting this. You might want to make it more obvious that you need to use the bubbles (unless there is another way that I missed).

I'll add a message block somewhere.

Quote
Four red coins might be a little excessive here. I'd move two of them elsewhere in the level to spread them out more (or extend the level a bit and put them there).

Noted.

Quote
This part is a bit dull and feels a bit disjointed from the main theme of the level. Perhaps you should redesign it to utilize the rocks a bit more (or instead of a slope, make it a series of ground platforms you need to jump up while rocks are falling).

I'll definitely see what I can come up with for that part.

Quote
I couldn't find the key anywhere - where was it?

There's a hidden warp in the second room. I might add some coins there to allude to that.
Spent an hour working on this today. Everything should be working fine.

EDIT: Whoops. Made a spelling error in the message box that I didn't fix. Disregard that for now.

EDIT2: Here we go

EDIT3: Posting this here too
Great work. I kind of wish there was a better way that the bubbles could be introduced beyond a message box, but given that the original game also introduced mechanics in a similar way, it's probably fine.

I'll mark this as complete. Looking forward to seeing another level from you!
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