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[2022] Ethereal Sanctuary (100% finished ty all)

Yup hi.

Thought I'd make a thread already, given I still need to finish two sublevels and decorate the entire thing!

Here's two gifs of already finished and prettily decorated sections:

 


~

Now (as for 03/25 afternoon), first sublevel is mostly done, save for decoration, while second sublevel has just come out of the oven and needs betatesting. Things I'm worried about:
-Sublevel may be too unfocused, trying very different setups in layer 2 without allowing for any given idea to mature.
-It could feel too cramped or too awkward, as you must kind of do what I need you to do to keep moving. I tried to be as clear as possible about this, but still don't quite feel there yet.
-General glitchiness.


Alright then, here's the IPS (yes, ips shut up)!
DOWNLOAD

YOUTUBE VIDEO

#tb{^V^}
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Before I play this, I must commend those sparkling podoboos.
tfw not named "Chilean Temple"

I love the atmosphere and the sprite palettes, they look very good together!

Originally posted by MaxodeX
(yes, ips shut up)


WHY YO KEEP USIN' DAT SHITTY USELESS FORMAT YOU FOOL, CHANGE TO BPS YO IDIOT FAM KEK TBH
Layout made by MaxodeX
2021 TRENO vibe check thread
good level, can confirm. There's definitely a lot more momentum in the first half of the level, but I dont think there's anything wrong with tightening things up and slowing it down like you did.

I'm a fan. :)
ask me if i give a f*ck...
Ah, there you are! #tb{:D} I was wondering where that level you posted in the Screenshots thread went. I gave it a very quick try and figured I'd share some stray thoughts:

* The palettes I praised earlier hold up in-game! As I said, I'm digging the blue-orange contrast especially.
* I can't give detailed feedback regarding the level design, though I will say that I had to use rewinds in the second half more than I had to in the first. (yeah i rewind) It wouldn't have occurred to me that you feel it's unfocused though.
* Your level is very much an action-based one - it's fun to navigate around the obstacles.
* Perhaps add some indicators for where spikes are about to fall?


 
Originally posted by MaxodeX
IPS

I almost gave up on playing due to the extra trouble of patching it


Loving it, except for the abuse of spinjumping, but w/e still good

Also please make Ball n Chain blocks in the second sublevel solid

e:ninjaboys

Originally posted by WhiteYoshiEgg
* Perhaps add some indicators for where spikes are about to fall?

+1
Originally posted by Guiga
stuff

I kinda need the blocks to be non-solid; I made the player fall on top of one on purpose to let them know they're not solid, but so far it's not working all the time . . . I'll try using some other clearly non-solid-looking tile.
Thanks for the comments though!
also why, flips supports ips


Originally posted by Guiga
except for the abuse of spinjumping

That's the main mechanic the level's based on. #tb{:[)]}

Originally posted by WhiteYoshiEgg
stuff

First of all, thanks! #w{<3} I'm glad you found it fun, although I may have gone overboard with the difficulty compared to the first sublevel. About the indicators... I made every hole in the ceiling be an indicator of where spikes fall from in the first half, by making very noticeable holes in the first part. It won't go very clear in the layer 2 half though... I guess I could use things like blue coins instead.

@everyone else, thank you very much #w{<3}
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Originally posted by MaxodeX
also why, flips supports ips

flips has all paths saved for .bps so i double click it and bam! patched. for .ips i have to do like 5-6 more clicks to select patch//unmod-rom//output and i think its too much


Originally posted by MaxodeX
Originally posted by Guiga
except for the abuse of spinjumping

That's the main mechanic the level's based on. #tb{:[)]}

Don't get me wrong, I still think it's an amazing level so far. I'm not so good with those spin jumps so I often get killed while doing so. Like I had to give up on the first Yoshi Coin jump after dying several times with save states.
Originally posted by Guiga
flips has all paths saved for .bps so i double click it and bam! patched. for .ips i have to do like 5-6 more clicks to select patch//unmod-rom//output and i think its too much

that's fair enough #tb{>:(}

(also thanks for your comments, even though it's kind of hard #tb{:]})

~

Okay now it's in BPS . . . I just finished the third sublevel and I'd really appreciate if someone could test it!!

Download

If you've already played the second sublevel, you can jump directly to the new third sublevel by entering the door at the beginning (if you have time though, I'd be thankful if you tested the level again #ab{^^;;;}).



all irrelevant now
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
IT IS DONE



It's only missing the sublevel with the goal sphere (aka doable in a couple of minutes), everything else including decoration is finished!
(There's some glitched graphics in the last bit of the last sublevel with the torpedo teps, that's already fixed 'cept in the bps)



nope done
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Where did you get that music? Nevermine, its celestial fight by redngreen.
Give thanks to RPG hacker for working on Asar.
Originally posted by GreenHammerBro
Where did you get that music? Nevermine, its celestial fight by redngreen.


You can download it in Redngreen's old c3 music pack from a few years back