Huge text wall coming!!
Wow! That's a lot of feedback! Thanks everyone!
Being new here, this support really means a lot for me! =D
I've been planning a few changes, and considering your suggestions too! I'll come up with some screenshots later when i have some stuff done!
Originally posted by LethalBrowniesDid the thwomp at 0:12 just despawn naturally somehow by going too far off screen? How'd you do that?
AnD hOw DoEs EvErYtHiNg DeSpAwN lIkE tHaT!?1?
Explain!!!
... In fact, I'm at a loss as to how you pull off the majority of the setups in the level. The falling platform and blue blocks room with the buzz saws in particular puzzles me.
Well, Gbreeze pretty much explained it already, this gimmick works by filling up all sprite slots. If the sprite slots are full, Mario can't grab a throw block (Because, while the throw block is an object, when you grab it you spawn a sprite)
Originally posted by K.T.B.Wow, yet another level from a first-timer that I can tell is pretty good. I too find the despawn gimmick pretty cool.
Same with those blocks that only sprites other than Mario can fall through - though I thought that was a custom block?
Thanks!
As for the "Mario only block", as Gbreeze already said too, it's actually a sprite block (the one used in the dark room of Bowser's Castle). Most sprites in SMW don't have interation with other sprites (See how sprites fall through sprite platforms for example), so this block, as well as a few others, only interact with Mario.
Originally posted by GbreezeSunsetUmm... are you sure you're new to this? I'm just.. wow. Totally amazed. The creativity is just insane, I am blown away!
I'll try to comment more critically on things that could be improved later, but for now I'm just quite impressed at the creativity on display here. While I recognize the throw block gimmick from swissotel, this level used it in surprisingly interesting and fun ways.
The way that you turned sprite slot management and despawning as a gimmick was extremely clever, and I'm a big fan of the first section with the "despawn a sprite here" blocks.
I think you could do something a little more interesting with the key than simply tossing it down the pit in that one room (neat setup though).
The big boo fight is cute, but maybe have something more dangerous to do than just grab fire flowers? For example, they could be hovering over spike pits or something? The idea is neat though.
Overall, super interesting concept. It seems a bit on the easy side, but that's quite alright. (Nevermind, difficulty is just fine). Looking forward to seeing more content from you outside of vldc. Nice job!!
Also, the aesthetics seem quite nice to me already! But if you really do want to change them, a custom palette would probably help you nab a few points in the aesthetics category (though that doesn't really matter much when the gameplay is this good).
Edit: okay I played the level, super fun!! Here's some other suggestions
-maybe have a 1-up checkpoint after the throw block puzzle setups?
-the big boo fight can be slightly jank because, if there are too many eeries on screen, you can't pick up a throw block
Wow! Thanks a lot! It really means a lot coming from you Gbreeze, i've been a fan of your hacks for years!
As for difficulty, yea, i was aiming for something more on the easy side, i wanted to focus more on creativity than difficulty, and to be sure it would be accessible for most players without having them struggle to complete it.
There are in fact a few action oriented segments (Layer 2 On/Off part and the end Key Room) where i intented to have a higher difficulty, but i still didn't want them to be overwhelming. While i did use a lot of sprites in these rooms, to keep the player engaged throughout the whole segment, you'll notice there's always a safe spot every few steps so the player can catch a breath and analyse the next move.
I guess i can try a custom palette, i'll also see if i can add more details on a few parts.
The 1-up checkpoint idea is nice, i did think of maybe changing checkpoint distribution a bit, but i just couldn't decide where.
I wanted the Midway Point to be the defined point that separates the 2 uses of the gimmick in the level (The "Sprite despawn block" and the "Throw Block gate").
I guess your suggestion could be a nice place! (since those rooms are puzzle oriented)
As for the Big Boo fight, i'll probably change it, it's a little too RNG dependent as of now...
Originally posted by KusrryWow this is SUPER creative!! I really admire how you use sprite limit!
This will make new paths for VLDC.
Thanks!
Originally posted by Emerald ShellHoly crap, I didn't know you were such a creative person! Not like most of the other first-timers who supposedly pad out the length of the level because they have no idea what a level should look like.
The boss fight might be some annoyance since you can't really grab a blue block when too many Eeries are on screen. I'd suggest having to eliminate some treacherous sprites before you can touch the blocks.
I'd make the part with the P-switch slightly funner when there are brown blocks blocking the exit pipe and whenever you can't parse in time, you can always reset.
As for aesthetics, if you don't feel confident about graphical edits, palettes are enough to start. Just remember they mustn't be eye searing and the palettes of the objects aren't conflicting. They can be a real nice touch on aesthetics when done right.
Good luck!
Thank you for the suggestions!
I did take some care with lenght, i've already seen good levels being ruined by it (i used a 500 seconds timer to be more lenient in case players mess up some segments)
Yea, i know the boss can be too luck dependent...
The fact is i wanted to use the gimmick in the boss too.
My initial idea was to use a Lakitu to spawn Spinies, and we'd have to kill those to grab the blocks, but Lakitus aren't compatible with Big Boo.
Then i tried Bullet Bills, but their slow spawn time and fast movement speed weren't reliable to fill sprite slots.
Which is when i found the Eeries, they're more reliable with filling sprite slots, but since they can't be killed, it turns into a waiting simulator until we have a patterns that allows us to grab the blocks... and that's not what i wanted...
The P-Switch actually comes from an earlier version of that room, i guess as i changed it, it kinda became out of place, but you just gave me an idea, i think i can make a better use of it!
Originally posted by EzelHoly crap, I love that gimmick. It's a very creative use of the sprite limit. I'm still wondering what these "vanish blocks" are triggering to erase the sprites.
The only part I don't really like is the Big Boo fight. Some people may be really confused of why you can't sometimes grab blocks, and that's something you might need to fix or just scrap the Eerie spawner idea. A custom color palette would also be nice, it'd suck to have such a creative level score so low just because of very basic aesthetics.
Thanks!
Yea, i wasn't too sure about the boss, as i commented above. I'll try to see what i can do.
Originally posted by ConalVery impressive. Levels like this are a Lunar Magic 3 demonstration that the community can really make use of. It almost looks like you added custom code.
Thanks!
Yea, it's crazy what we can do with just Lunar Magic!
Originally posted by NaoThis level design is amazing. Also, I prefer the vanilla pallette over a custom one, because it reminds me of some of my favourite hacks that have similar design to this, but it might indeed cost you some points (even though it really shouldn't).
Thanks!
In fact, i think Castle palettes are one of the best in SMW, it fits the theme well!
But i might try to see what i can do with custom palettes.
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