Language…
17 users online:  AmperSam,  Anorakun, CharlieUltra, Courage2006, CroNo, DanMario24YT, GamesInTweed, Golden Yoshi, Green Jerry, GRIMMKIN, HobbesSMW, Metal-Yoshi94, MorrieTheMagpie, Nayfal, PuffleDreemurr, rafaelfutbal, Tulip Time Scholarship Games - Guests: 312 - Bots: 413
Users: 64,795 (2,370 active)
Latest user: mathew

while everyone else is gambling

i finish up a level and post a "demo"

This hack isn't really coherent yet but I'd like some thoughts on the levels so far. Whether or not they're any good and such.






DOWNLOAD
This is surely not one of the most polished demos as you pointed out, but at least it had some thought put into it. The design was mixed on both the simplistic and the hard side, which explains a few choices you went for.

The levels are pretty linear; not dragged on for too long and tried to implement custom blocks and sprites in creative ways. The chemicals level (the second I've played) was pretty straightforward and needed some thinking about what order you take every platform. That big boo boss was a clever idea; I'm normally not a fan of bosses that take multiple hits, but in that particular case, you nailed it. There's cutoff on both walls that went unnoticed though.

The space level... It took a while to find out that I needed one of the disco shells to get past an entire muncher floor during the first half, and if I killed both, I'd be equally screwed unless I brought a mushroom from earlier to walk into them. If it was for a Kaizo hack, I'd mention it was pretty easy, but since it's not, I didn't really like it.

Sunken Pirate Ship was annoying to finish, because not only did I face some difficulty spikes (such as a completely random ambush from an Eerie below a ceiling of munchers), I had to deal with the fact that if the moving water reaches you, the conveyors act wonky. Mountain Airship had far more improvement than the previous level. I legit hate Boom Boom's hitbox, as when it starts flying, I can hit it from below rather than on the top, and I don't think it makes sense putting two of them and calling it a day.
(Also, I could only find less than five dragon coins throughout this hack. Where are the others?)
Oddball Blocks was good. I could barely distinguish the green glass blocks from the grey glass blocks due to the brightness, but the overall experience was fine.

From what you've showed in your other hacks, you're improving steadily. You just need to prioritize level design from a normal player's perspective and you'd be on the right track. I hope you don't give up hacking despite the obstacles, and good luck with whatever you build.
Windowless ride, feeling alive
Are you alive or just breathing?
Originally posted by Katerpie
The space level... It took a while to find out that I needed one of the disco shells to get past an entire muncher floor during the first half, and if I killed both, I'd be equally screwed unless I brought a mushroom from earlier to walk into them. If it was for a Kaizo hack, I'd mention it was pretty easy, but since it's not, I didn't really like it.

I planned on having it be a secret level in the finished product, but if people find it generally infuriating enough I'll pitch it entirely

Originally posted by Katerpie
Sunken Pirate Ship was annoying to finish, because not only did I face some difficulty spikes (such as a completely random ambush from an Eerie below a ceiling of munchers), I had to deal with the fact that if the moving water reaches you, the conveyors act wonky.

I'll work on the difficulty spikes, not much I can do about the conveyor belts though

Originally posted by Katerpie
Mountain Airship had far more improvement than the previous level. I legit hate Boom Boom's hitbox, as when it starts flying, I can hit it from below rather than on the top, and I don't think it makes sense putting two of them and calling it a day.

If you've got any suggestions for a boss I'm quite open

Originally posted by Katerpie
(Also, I could only find less than five dragon coins throughout this hack. Where are the others?)

Probably forgot to place the rest. While I'm at that I'll probably make a few less impossible to reach without getting hit

Originally posted by Katerpie
You just need to prioritize level design from a normal player's perspective and you'd be on the right track.

Generally, that's what I've been working on since A Hack Thing 3. It's hard to do that when your only opportunities to really find testers is once or twice a year.

Thanks for your criticism, will try to work on everything you brought up
why .ips you dummy
because it was 12:45 and i wanted to get it over with as soon as possible

dummy
Why on earth are you calling each other "Dummy"? lol, be nice to each other.
So far it looks pretty neat, I'm liking it.


The palettes in this screenshot look a little funky though, maybe that's just me.
I like it. My favorite level is the sunken ship.

For the disco level, I wasn't sure what to do because I was afraid to jump down off screen. Also the two shells that kept killing each other was kind of annoying.
I feel like the clouds in the sky level were a bit too 'sticky'. I had trouble getting a full-height jump off the top. Sometimes I'd run off and jump but I wouldn't clear the gap and fall down.
The toxic level is cool, but I think the foreground should get a palette edit to make it fit and not be too bright.
The level with the glass blocks was like The Matrix to me. It was confusing, but definitely fun because it really made me think.
The underground was good. I had trouble avoiding the flower-bomb things, but that's just me.

Overall I'd rate (purely) your level design at 8/10, and the collection a 7/10. I don't know what I can tell you to improve on, because everything I'd say would just be what I want, so, just keep doing what you're doing and those levels will really shine when you start working on blending them into a full-fledged hack.

Edit:

Palette for toxic level something more like this:

PM me!
Quest on Full Moon Island 2

I'm a dog. Woof.

Tag (div) is closed, I just felt like saying hi.
Originally posted by SuperAgentYoshi

The palettes in this screenshot look a little funky though, maybe that's just me.


Originally posted by Cthulu
The toxic level is cool, but I think the foreground should get a palette edit to make it fit and not be too bright.

I dunno, I'm fine with how it looks now. I don't think the contrast between the colors looks bad personally but I guess it's a matter of taste.

Originally posted by Cthulu
For the disco level, I wasn't sure what to do because I was afraid to jump down off screen. Also the two shells that kept killing each other was kind of annoying.

Spinjump on the shell that's on top of the ledge you're on, I kinda thought that would be an immediate solution for most people but I suppose that would just be me.

Originally posted by Cthulu
I feel like the clouds in the sky level were a bit too 'sticky'. I had trouble getting a full-height jump off the top. Sometimes I'd run off and jump but I wouldn't clear the gap and fall down.

Blame the person who made these quicksand blocks, but I'll see if I can play around with them with my limited knowledge of ASM.

Again, thank you for your thoughts, I'll work on everything you brought up
The darkest color just seems a little too light and desaturated, if you made it darker I think it would look better, but it still looks neat. Typically BG color schemes look more interesting when the lightest color is very saturated and the darkest is not as as saturated.

Well do whatever you wish, this is still pretty noice anyways. I'm just being nitpicky as usual (still working on that a bit lol).
can i plz help with some pllts plz