Language…
21 users online:  Ahrion, Anas,  Atari2.0, Beed28, CircleFriendo, crocodileman94, DanMario24YT, Fozymandias, Golden Yoshi, Heitor Porfirio, King-Raze, Maw, Mohamad20ZX, ocked, OEO6, Papangu, playagmes169, Skewer, SMW Magic, steelsburg, yoshisisland - Guests: 311 - Bots: 472
Users: 64,795 (2,370 active)
Latest user: mathew

023: Emerald Escapade - cstutor89

Complete

Originally posted by Woody
[img]
What's up with a random ON/OFF block there (See top left of the picture)?


Same reason as before.
I've sent all of the stuff to SNN, Lightvayne.

I guess unless there's some other things that come up later on, Emerald Escapade a.k.a. Green Switch Palace is pretty much done. Kind of sad that it's (nearly) done now ... I guess if there's anything else I could do to help ASMWCP2 get done more quickly let me know. I'm willing to help out more - testing or designing.

Thanks, I've really enjoyed working on this project. :)
Congrats on getting this done rather smoothly, I haven't played your level but I'm looking forwards to dying to your arrow gimmick. Anyway, I'm pretty sure you'll find other ways to help get this project done, you just need to think outside the box or just be a motivational fellow person.
I wonder what a HFD opcode would do in ASM...
Thanks a lot. At least I now have a reason to update the base ROM again.

I'll let you know if anything is awry upon inserting it.
Originally posted by Punk Sarcophagus

I'm holding a shell here - that block has priority on but all the others don't.
After some discussion on Discord, we've decided to use Crystalline Citadel tileset for this level so the level looks like it's made of emeralds. This, and I've also made some other improvements so far. Design-wise, it's basically unchanged except for moving the midway point to the indoor section.

And here are some in-game pics (mainly to show the HDMA gradient/layer 3 BG present in the first sublevel):




MK2TDS

Complete