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Mini kaizo - Demo release today!

Kaizo

Karkhisi edit: Fixed screenshots.

This is the thread of my kaizo hack, Mini Kaizo. Each level is short, but still hard. Here is a screenshots of the first level:

all I have is the first level, but I have started working on the second. The overworld will not be edited for quite a while, or not at all. also, the second exit will probably be changed to be a secret exit, though at the moment it doesn't send you anywhere else.
also, tell me if the palette needs to be changed, and if you want to download it, here it is: http://db.tt/chltsyE (<- I think I fixed the problems with dropbox and you should be able to download it now)
At first I wanted to keep a key at the place where the (?) was and have bring it down below to the keyhole would be which is where the vine is.
do you think I should keep it like this?
First thing you should do is fix the screenshots. Host them on Imageshack, not dropbox. You're not gonna get much feedback if you don't fix the screenshots. :\

And actually, in order to PROPERLY display those images, you need to have the path, the file itself, (In this case, Mario1.PNG) and nothing else. If that doesn't work, use ImageShack.
Want to see some of my cool swords? Well, too bad, right now you only get to see one of them, and it's my avatar. Might set up some kind of gallery/portfolio at some point, though.
It still doesn't work, even though he's using imageshack and I dont see where's the problem with dropbox anyway.
Your layout has been removed.
I think it's because the images are too big. They're 42KB and the dimensions are 819 x 431 which would probably STRETCH the page.

Anyway, here's links to the pics:

Image 1
Image 2

Well, it looks good but shell jumping is a bit overused. Also, make the midway point harder to get to. Bring the ceiling down one tile and put Munchers there.
Why even bother to go to the midway point... can't you simply collect some mushrooms and go to the goal sphere/grab the key and go to the end (get to the key with a shelljump)?

Then again that cape might be useful for other level breakage, so it could be worth collecting it. But it seems really breakable so far, unless I'm missing something.
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.

did the Image work?
here are the others... if they worked.


It's showing up in my preview, but It might just be me.
They worked, but they are really big.

Also; please answer the questions from my previous post.
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
sorry, made that last post before I saw yours. I fixed the problem. You now can't shell jump all the way up. here's an image:

It's still pretty big...
The overworld looks extremely bland. :/
Good fucking bye.


Originally posted by Blue_Raven
sorry, made that last post before I saw yours. I fixed the problem. You now can't shell jump all the way up. here's an image:
[img]
It's still pretty big...

Walljumps will break that pretty fast. Add a small roof (doesn't have to be all the way) so they can jump up, or make a wall of sideways munchers so they can't walljump at all.
Also, the player can shelljump over the level on the left side (where the goal point is).

Anyway, yeah. Add some decoration to the overworld, like trees or mountains or something to make it not so flat an uninteresting (and there's floating smoke there, just move it to the far left side of the submap or delete it).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
There is a patch you can insert to the ROM to prevent walljumping.

http://www.smwcentral.net/?p=viewthread&pid=618497

Remember to point to freespace!
I don't see how you could get up there to shell jump... you couldn't unless you had a cape. Anyways, I added a powerup house, which can only be used once. It holds two powerups, and a bunch of coins.
here is a screenie:

that other pipe leads to the second part, which holds powerups. Please tell me if this is a bad idea.
Also, here is a screenie of the unfinished second level:
You can quite simply get up there with a shell, just get some momentum on the ground floor.

Also powerups are generally bad ideas... and are you forcing a P-switch jump there...?
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
here's an update on the second level.
It's a video.
It's linked, but can someone put it on youtube and embed it?
here.
also, here is the userbar:

DEMO RELEASE TOMORROW! Look forward to it, or else.
Then I'm definitely not looking forward to it. (shot)
Good fucking bye.
here you go.
Please tell me if I patched the wrong file or if the patch is coruppted.
Hope you like it. I tried to fix all breakabilitys. TAS it if you want, but remember it's only a demo.
My comments (which will be edited as I progress):

-What was the shell for at the very start? This was supposed to be Kaizo right? So why throw in free items?
-Same for the second shell at the chuck
-Lame map16 trickery, not the worst I've seen but pretty bad nonetheless.
-Why use a cape when a springboard or something does the trick just as fine?

In the first level the items given were used far from optimal, the player could do a lot more than was needed.

Edit: don't tell me the switch is the end of the demo?!?

The next level was similar to the first: too many items. So were all other levels; free stuff galore!
Also you seem to have forgotten that you were silly enough to give the player a cape in the first level, allowing me to fly to a goal point question sphere in another level. Also a lot of jumps were a lot easier with the cape, and there were points where I could skip items since I could fly anyway (but using the items was easier, thanks for giving me loads of free stuff so the Kaizo hack wasn't hard).

My advice would be that you play some Kaizo hacks to find how hard they should be, because this difficulty is a bit off.

Also collecting the goal point question sphere in Caotic Island 3 activated the wrong OW event (I think), a path appeared above Caotic Island 1. Which doesn't open up, just appears, not even after getting the Goal Point Question Sphere in Caotic Island 1. Also 'caotic' doesn't seem to be a word, did you misspell 'chaotic'? Same for the 'extra dimentional Kiazo Um... Place', shouldn't "Kiazo" be "Kaizo", "Um" be "um" and "extra dimentional" be "extra-dimensional"?
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.

Kaizo