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EVERY LEVEL ROY! C3 Booth (Latest: DEMO GET!)

Hi! Welcome to EVERY LEVEL ROY!, sequel to the superpopular EVERY LEVEL IGGY! and not-so-popular (;_;) EVERY LEVEL MORTON!. ...again. Yep, still not done with it! In fact, only two levels are currently finished.

- MESSAGE FROM Riolu180 -

Demo-R is finished! Get your ROMs ready!

- R -

GET EQUIPPED WITH
EVERY LEVEL ROY! DEMO

GET IT HERE YOU WILL NOT BE DISAPPOINT

Sorry, as I said, only two levels. That's all I really had time for, but hey, two levels is better than none at all! Report any errors and bad level design to me, but ignore the following:

-One block in the first level, when hit from below, displays the Note Block bounce sprite. I haven't gotten around to trying to change this, so please pay it no mind.
-Revealing tiles on the map uses bad palettes. I assume this is because the main piece of land where you are uses palette 5...

I think that's about it. Also, these two levels have no Yoshi Coins yet, and neither level has a custom Roy boss, either. I'm either going to save those for last or just ditch the idea for now. ~using the original is just so much fun~

For those of you not in the know:

-EVERY LEVEL FACTS!-

First off, EVERY LEVEL IGGY! was the first game in the series. Every single level ends in a boss fight with whatever boss is in the title of the hack. Every single one. Even if you'd think there wouldn't or shouldn't be one. Furthermore, the hacks are largely vanilla (for now). EVERY LEVEL ROY! is the third hack in the series, and the locale this time around is the Mintchip Northlands. Expect to see a little ASM here and there and some ExGFX in this hack. ELI! was pure vanilla. ELM! added one piece of ExGFX and a necessary custom sprite to avoid a game-breaking glitch. ELR! will officially begin use of both ExGFX and SLIGHT ASM. This means minor ASM patches to fix some glitches to better my levels, SOME blocks and SOME sprites, and not much ExGFX at all. Expect this to not change for a while!

Oh, and the biggest fact of all: EVERY LEVEL IGGY! was made to troll a certain someone. Yes. Unsuccessful troll, but an attempt to troll nonetheless... (Instead, I got a popular hack. WIN!)

Have some delicious screens while you wait!

Intro & OW:






Roy's Forest:











New stuff in Roy's Cliff:

Go away, Lakitu!

I love the new GFX slots. <3

...well. You can skip the majority of the level this way, but we can't have that, now can we? I think I'll just move the end portion to another sublevel.

Did I mention I love the new GFX slots? <3

There MUST be something good over there...! Sadly, as one of Wario Land 2's level names says, "Coming Back is Difficult". Trust me...

<3 <3 <3

Hi Chuck! Make a snowcone for me, please. :D

I'm evil. :O

??? What does it mean?

...oh.

NOTHING TO SEE HERE MOVE ALONG

~End~

...and, of course, we all know what comes right after the goal tape. There's no need to show it, is there?

Sorry for the wall of pics! I'll give a demo tomorrow. Oh, and you guys will LOVE what I did to the credits this time. :D
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Looks as good as the past two. Can't wait for the demo!

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki
Can't wait to play the demo, loved the Iggy and Morton hacks in the series.
Good fucking bye.
Every time I see a Every Level hack, it gets me every little bit happy.
Oh yeah, there's something I forgot to mention in the first post.

In the past, I've been extremely adverse to the idea of letting anyone else make EVERY LEVEL! hacks of other bosses. But you know what? I've changed my mind. If any of you want to make EVERY LEVEL! hacks, go ahead! Just make sure you point out that your hacks are in no way connected to mine and give me credit for the idea (maybe), and I'll be fine. :D Especially the former. Wouldn't want anyone thinking I'm letting others continue my specific series.

vinny: And THAT makes ME happy. ^_^ I'm so glad that people enjoy my hacks! That is the second-most important thing to me when making games in general. The first is making sure I have fun actually making them. Second is, as I just said, getting people to enjoy my stuff and have fun with them. If both are met, and I'm satisfied with how they turned out, then they are successes to me. :D
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Oh for goodness sake D=

And worst of all, I'm gonna end up playing it and enjoying it >=/
sind your comment makes me sad D=

So guys! I decided to go ahead and release a demo. Please read the first post for more information. Download Get!
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
I love the EVERY LEVEL! series, but I think I'm going to wait for the full version. Spoiling two levels for myself doesn't seem worth it if the hack is going to be as long as the the other EL! hacks.

Regardless, the screenshots make me think this is going to be the best of the series so far!
IRC Quotes (March 20th update!)

/MKICK 4: Flantastic Puns
Your palettes, graphical choices are great! I'll look forward to seeing this progress
After playing the demo, I had no issues with level 1. I liked the implementation of cold snowballs that dropped down the hillsides and how you can't slide into them, it added an extra level of caution and felt natural for the level. The blocks that move up when you stepped on them made for a cool trap too.

The second level gave me a bit of a headache in the puzzle room because I'm not that coordinated with small slippery platforms and I neglected to get the p-switch at first, so I lost a lot of time. I ended up finishing it with 37 seconds left, but this could just be me.

That said, the arrow-shooting wall of blocks after the puzzle was neat. I can see this being used effectively in SL:TSR, especially if you have some tribal island/cave-type level there with lots of traps.

Overall, the submap and the levels did not have boring or overcomplicated design, and I think the game is decently challenging. I think you did a good job making sure this game is about fun.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Originally posted by Counterfeit
After playing the demo, I had no issues with level 1. I liked the implementation of cold snowballs that dropped down the hillsides and how you can't slide into them, it added an extra level of caution and felt natural for the level. The blocks that move up when you stepped on them made for a cool trap too.


Hehe, awesome. Did you find the secret exit in the first level, though?

Quote

The second level gave me a bit of a headache in the puzzle room because I'm not that coordinated with small slippery platforms and I neglected to get the p-switch at first, so I lost a lot of time. I ended up finishing it with 37 seconds left, but this could just be me.

Hmm..I guess I should make the platforms bigger, then? I guess I could cave the smaller platforms for a later level...

Quote

That said, the arrow-shooting wall of blocks after the puzzle was neat. I can see this being used effectively in SL:TSR, especially if you have some tribal island/cave-type level there with lots of traps.

Ooh, I hadn't considered using it in SLTSR. Nice idea! Oh, and for the record, the Arrow boxes were taken from a certain game on Neopets that I love so much...

Quote

Overall, the submap and the levels did not have boring or overcomplicated design, and I think the game is decently challenging. I think you did a good job making sure this game is about fun.

And that's one of my goals! :D
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
All those screenshots look awesome! Your graphics and palette choices match well together, and i'm interested to see how those new objects work, like those arrow crates.

I'm quite a fan of the EVERY LEVEL! series, and seeing your progress so far makes me really look forward to playing the finished hack.

I'll try out the demo soon. Good job Riolu. :D

I loved the first one. I didn't even know about the second one O_o. This one is looking awesome though. Great Job.
Layout by LDA during C3.
This has to be the best hack series ever#w{=P}
Incoming Constructive Criticism!

I think I should immediately point away that I did not like this hack. I mean, sure, the levels weren't bad by any means, but they sure could use actually being entertaining.
And before I get flamed upon by the rabid fans, let me summarize just why I didn't like it:

First off, this is a demo, and thus I'm not giving a damn about intro, title, OW and stuff. So I move straight to the first level, where I'm greeted by a message warning me about the fun little custom sprite he's added.
My responce: "ohey, nice to have som- wait a second!". This is about when I realize that the level is put together with a really unfitting backround and some random sprite(that is about the only noticeable one added) This made me shed a drop of tear
Honestly, I can't myself believe that I am saying this, but I miss the hack series being a vanilla one...

Ether way, I try to ignore the backround and continue the level as usual, where I'm soon bombarded by a random flock of paratroopas, bulletbills, goombas and a blue shell. Barely managing to luck my way out of it, I immediately some to a screen that has an annoyingly obvious "secret", and also one column of cement blocks that must have made a wrong turn somewhere along the road.
If I go down the pipe I am lead to a place where fishes are place a tile too high, and have a seizure when hitting the waters surface Exiting out a pipe(couse I didn't bother returning with the pswitch), I am shortly met by a flying fish generator... in the middle of the freaking jungle >__<
Whatever, just make it through the endless sea of fishes and bullets, and the useless passage made of custom sprites disguised as blocks, and get to the end

Oh right, five second roy-battle comes first

NEXT LEVEL PLEASE

Oh hey. This level isn't half bad. It's kinda fun act-OHCRAPICECAVE
Meh, I spy a spiny to my right, and figuring that that must be the correct way, I decide to take the left path... which leads to death... basically.
I replay the first part, this time ignoring the empty room and take the right path instead.

So apperently it isn't an ice cave after all. nowait it is. But not before you get through the lakitus. haha

Horray for fuzzy and single tile jumping on ice(but only after you have fire in reserve by abusing the reset door.
So, get the vine, get through the passage of fuzzies, and return because you don't have p-swich. bloody wonderful.
Anyways, go through the passage of fuzzies again, stomp the switch, and get time over.Wait what, how did I get time overed so soon? o.O

Bah, guess I'll have to replay the level, this time taking the annoying to obtain p-switch with me, and getting through the damn hell-whole to finally finish the level.

Oh right, mandatory five second boss-fight comes first <___<

tl;dr, the levels need work, go back to doing vanillas(or at least try to pull off the graphics correctly), and add some damn SENSE! (oh and decorations wouldn't be bad either)


Edit: Sorry if my response sounded rude or anything. IT was not meant to be. I'm just very tired right now >_<