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Level Testing

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by GeminiRage
I think Jorshamo was trying to go for a Limbo-esque style with his level (which also used silhouette graphics in a factory setting).


I didn't think of Lunar Limbo at all when making that post, but I see what you're getting from with that entry. However, while I feel Lunar Limbo failed with the silhouette style as well, I feel the factory section falls closer to the Foggy Fumes example I named.

Originally posted by Hadron
Stuff on "Tourou Temple" v0.2


The only "bug" (if it can be called that) is this right here. I really don't know what purpose this koopa serves.


Otherwise, somebody else said things about the slowdown, but if you want me to post screen shots of specific areas, I'll be happy to.
Originally posted by Bloop
[IPS]

I actually didn't find it much Ips worthy (since I had to delete lots of things from my level).

Also, I didn't make the GFX of the cannons pointing top right and top left, because that's a bit hard with this sort of cannon.

Your layout has been removed.
MrDeePay, are you talking about this? Because I think GeminiRage was talking about this.

Also, that floating platform secretes a hidden 1up block; it's the same setup as from the level's original incarnation.

Anyway, before I provide an opinion, I'd like to hear it from you, Jorshamo: why do you feel the silhouette aesthetic is a good fit for your level? It sounded like you had a stroke of inspiration.
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Okay. I said I would upload it, so here it is.
Remember, it's 1-4.
Tag (a) was not closed.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Pretty simplistic addition at the end there, but at least it's something. The placement of the third SMWC coin now feels a little random .. perhaps you could make one more small P-block puzzle past the goal in that big empty space to reward those who explore?

Anyway, I found a couple of new things I wanted to point out on this run:


Was it AxemJinx who mentioned that you can get up here by spin jumping on the Piranha Plant? I think it was. Something about using a wall of ON/OFF blocks seems kind of sloppy to me when you could probably just alter the architecture up top a bit. i.e.:

Instead of
____________________________

try

_
|
|
|__________________________

That is, raise the part on the left side a bit that was the Koopa shell remains a threat but you can't get up there.


This powerup is quite unnecessary since you have one directly below this and one to the right.


The second key is really unnecessary here.

Try fixing those up and then submit an updated version.
Originally posted by xlk
-the fire flower palette is messed up, I asume that is because of the nija chuks?


Oh thanks, fixed.

Originally posted by S.C.O.R.P.I.O.N.
The only "bug" (if it can be called that) is this right here. I really don't know what purpose this koopa serves.


I think it just fell down there after you jumped on it (since the Koopa slips out of the shell after you jump on it). :P
Originally posted by AxemJinx
you seem to favor putting large walls of on/off blocks in front of players, but isn't that rather plain, straightforward, and unattractive?

Originally posted by S.N.N.

Perhaps I wasn't assertive enough last time; let's try this again.

I strongly recommend that you don't use giant walls of on/off blocks, because I for one will be very reluctant to clear this level with such setups. They communicate lack of effort and general laziness; in fact, all of the changes you've made since the previous version give me the impression that you're taking the easiest way out in modifying your level. Think about the perception that causes. If you're really willing to work with us on this, then that's great, but don't waste our time. You're treating our comments like they're the smallest of problems, but your level actually has major issues and you need to think more carefully about how to deal with them. You've had this level since the start of April and it's far from resource-heavy; show a little initiative, or pass the level to someone else. I'm willing to work with designers and I don't want to be the villain here, but my patience is kind of wearing thin at this point.
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Originally posted by S.N.N.
The second key is really unnecessary here.

What about the people who accidentally missed with the shell and lost the first key to the first time?
Eh, I'll fix it anyway.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Originally posted by AnybodyAgrees
Originally posted by S.N.N.
The second key is really unnecessary here.

What about the people who accidentally missed with the shell and lost the first key to the first time?
Eh, I'll fix it anyway.


Assuming the key is only necessary for a secret, there is really no reason to provide another one. It's not like the player HAS to have the key in order to beat the level, and if they somehow lost the key in a ditch, no biggie; they can just take the normal exit.
Gee, it just seems like I'm uploading new versions of 1-4 left and right.
Anyway, it seems like every time I fix one problem, another arises. That is probably what makes it seem like my level is full of ugly stuff and bad design.
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
agie777 uploaded new versions of his level left and right, too. The difference is that he was responsive to feedback and went beyond testers' comments, thinking carefully about how to improve the level. You don't. Actually, your apathetic and sardonic attitude irritates me more than your level ever did.

You didn't make any major changes and are completely missing the point, as usual. Do you honestly think shortening those on/off block walls by a couple of tiles solves the underlying problem? It seems like you're taking our advice word-for-word without understanding what's really wrong with your level...and if you can't understand what's wrong with your level, then it will be that much harder to improve it in the end. I'll be frank with you, AnybodyAgrees: I think this level should go to someone else.

Let's see what others say, I suppose.
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Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Yeah, Agie improved his level greater in a smaller timespan. Of all of the World 1 level progress (screens, vids, propositions, etc.) Yours unfortunately is the only one that isn't cutting the mustard. The overall issue with the level is that it feels like it's just being patched with band-aids instead of actual repairs. The Switch gimmick doesn't feel like it's being creative enough for the level and is just there to carry/pad the level until it's time to call in Vic.

To compare it to something in the first Production, it would be similar to Oh Man, it's Hell where the Switch gimmick in that felt tacked on in an attempt to increase length. Now there is nothing wrong with having ON/OFF/P-Switches in a level, but the level needs to be built around them, not the other way around.

The girder tileset still isn't being used to the potential that it capable of. It feels that you're just using bits and pieces and sprinkling it through the level instead of decorating the level to really help give off that grass industrial theme. For comparisons sake, check out the other World 1 levels that are in progress or have been completed and hell, check out some videos of Planet Wisp from Sonic Colors (either version) for pointers on how to pull the theme off. Of course, the decorations are the least of the level's problems.

Well, what do YOU think I should do with the level(besides hand it over to someone else)?
Thank you for making Outrageous Mario World the 11th most downloaded hack on the site!

Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

I occasionally stream ROM hacks on Yoshi Lighthouse's Twitch account. Be sure to check it out!

Layout by Counterfeit.
Originally posted by AnybodyAgrees
Well, what do YOU think I should do with the level(besides hand it over to someone else)?


Originally posted by AxemJinx
I strongly recommend that you don't use giant walls of on/off blocks,


Originally posted by MrDeePay
The Switch gimmick doesn't feel like it's being creative enough for the level


Originally posted by MrDeePay
For comparisons sake, check out the other World 1 levels that are in progress or have been completed and hell, check out some videos of Planet Wisp from Sonic Colors (either version) for pointers on how to pull the theme off.


Sometimes, designers need to think outside the box. Although we can provide specific screenshots for certain issues, we're not always going to be able to say "if you move x here it'll become a good level".
AnybodyAgrees, take a look at this. I threw it together in 15 minutes, so it's really nothing special, but the idea is to use the p-whatevers and on/off blocks together to make something interesting. The potential is definitely there.

Now, this setup probably doesn't give quite enough leeway for World 1, there are no sprites (maybe not a problem in this context), and it's a little sloppy-looking, but that's fine- I don't want you to copy it tile-by-tile. I'd like you to study it, because I think it might help you come up with some ideas of your own.

Edit: Apologies for not moving Mario on the OW- I'll try to remember next time >_<
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Originally posted by AxemJinx
AnybodyAgrees, take a look at this.




It's probably not a good sign that I can't even really get past the first screen on that, is it? Upon hitting the ON/OFF switch, I'm practically stuck.

Really, I think the best way to introduce these blocks is to show what they do in a completely harmless environment first, then mix up simpler puzzles, then gradually get more complex. Even in your level, AxemJinx, they don't seem well-introduced.

...granted, if you're just showing off potential puzzle ideas, then carry on.
It's intentionally too hard and poorly introduced, even for the end of the stage; I just want AnybodyAgrees to look at it to help him come up with something similar, but more appropriate for World 1.

Yeah, there's no way I would start off a level like this XD
Just throwing around puzzle concepts, is all.
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Originally posted by Myself
IPS (again)

Revised all the areas mentioned, re-did puzzle number three to make it more complex, and finished the platforming area, 1A3. I did not, however, re-do puzzles two and three because it is not noticeably obvious that blocks can be pushed or that they float on sand, and they are used as an introduction to the mechanics and the concepts in these two are brought together in test number three.

Any other comments or suggestions now? I'm not moving on to the more complex puzzle area (1A1) until I get this right.

Feel free to test and reveiw the first two segments of the level, but before you post feedback please look into my thread, because some of your questions may already be answered.