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128: Smoldering Shrine - DPhoenix29/EvilDonuts

Complete

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Is a message box going to explain that only Yoshi can stand on these, because I didn't know, which caused me to die.

I believe the blocks are used in earlier levels, if I need to I'll find a way to tell the player that only yoshi can stand on them without using a message box (because message boxes are very limited, concidering you only get two)

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You can get stuck here. The boo will then push you, causing you to die.

Thanks for letting me know, will be fixed

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If you get the power-up quickly, you will get stuck here and die.

My mistake, that block was for testing purposes and I forgot to remove it

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The skulls are never right. At this part, I had 4 skulls... later I had 3... now I only have 2.

I thought I fixed that, it usually never happened to me so I thought it was fine, I'll see if I can get rid of that problem.

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Other than that, I liked the sublevel. I liked that you had to use the boo blocks to get the SMWC coin, and the same for getting Yoshi.

Just fix up those problems, and then it should be fine.

Thanks, I'll try to fix all that stuff as much as possible

So as for the level itself. As of right now, whether I'm actually going to use the fire lakitu in the level is uncertain. If he could be slowed down to the speed that he was going in the video he might not be as annoying, and if he would try to stay at the top of the screen if possible, that would be a nice bonus and I could use him in sections that he can't be used in at this moment.

I'm also considering getting my brother (Evildonuts) to help with the level a bit, hopefully he can help get some good ideas for the level, since right now I'm kinda low on ideas on how to design some parts of the level

and thats all for now, expect more updates and a better test level in the near future


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
I'll slow down that Fire Lakitu a bit in the next update. The only reason it goes so fast in the base ROM is because Jimmy52905 is a sadist and wanted it to be as fast as possible in his level (where it was never actually used, of course).
Well, good to hear that SNN. So in this case you might still stick to your idea with the Fire Lakitu usage after the midpoint? I think it would be a GREAT addition to your stage and to world 7.

Extras



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

Advertising Space

Originally posted by Chanagaburu
The sublevel is good, but there are a few problems with it.

http://i223.photobucket.com/albums/dd295/bored2tearsTrader2340/meow_00001.jpg
Is a message box going to explain that only Yoshi can stand on these, because I didn't know, which caused me to die.


Those blocks exist in Shivering Cinders, which is two levels before this one. However, it would be nice for levels much earlier in the game to include the blocks as well, if mainly to show that they're only solid for Yoshi.

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No updates as of yet, I'll try to get something out by tomorrow night.

This post is mostly to say that I'll be on vacation from this wednesday until sometime sunday. I'll probably still get some work done on the level thanks to my brother's laptop, but I don't know if I'll have access to the site during that time.

And as a final note, my brother (EvilDonuts) is going to help me with the level so his name can be added to the title.

Edit: Its almost 1 AM here and I pretty much have nothing new to show. Might be able to rush something out before I go to sleep, but then it would look like the last disaster. I'm going to be doing quite a bit of planning and stuff while I'm on vacation (while everyone else is swimming probably, since I always skip out on that). So by sunday I should have plenty of ideas then I'll be able to throw some stuff together and get something nice out of it (I'll have access to lunar magic while I'm there which is a plus, if I get really bored I may try some graphical stuff).

Anyway I'll still post updates while I'm on vacation (we're taking our Wii), just that there isn't much chance I'll be able to post screenshots/video/ips's/etc.


And finally I'm setting myself (and my brother) a deadline as of now, so I don't end up doing it at the last minute: Have a half decent/full rough draft level by September 3rd (even if I miss this one by an hour or a half a dozen hours, it will at least insure that it will be close enough to being finished that it will be ready for the Sept 17th deadline).

Well thats the heads up for now, enjoy the rest of your day/night/whatever.

August 29th edit: Sorry for the lack of updates. We're done with our vacation, so work will resume at a more regular pace. Neither one of us did much for the level on our vacation, we were kind of too busy vactioning and enjoying ourselves, so not much got done that is worth showing. We'll be busy over the next few days, expect the next update by tuesday at the latest.

August 30th edit: Updates coming in about an hour or so tomorrow morning/afternoon (more will be done by then giving more stuff to test). First half is very close to being done and about 3/4 of the level should be done by tomorrow night. If all goes well most of the level design should be done by friday or saturday (right on schedule hopefully). Which should give two weeks to make changes/fixes.


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
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Yay, It's IPS time. So far we have finished up to part 3 (which means only one part left to go).

Level 128 version 0_2

Levels 128, 157, and most of 159 were made by me
Levels 158, and a few portions of 159 were made by EvilDounts

Things to note:
>Midway Point doesn't work at the moment
>On level 128 I forgot to put the beginning pipe back in the proper place
>Since it was left there, the pipe tile on screen 00 can be used to go straight to level 159 (due to the midway not working)
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know)

Thats about all I can think of for notes, enjoy

Oh and thanks S.N.N. for slowing the fire lakitu, now it's not overly annoying and is usable.

Edit: Can the title be changed to include both our names. And feel free to give level name suggestions, I can't think of anything good to name it


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
I have mixed feelings about this level. I don't understand why people feel the need to make their levels labyrinths. They really aren't that fun to play unless they're done really well, and in this case, it feels like there are so many different ways to go.

Let me point out some stuff at random, without screenshots:

-Level 159. Screens 05 - 08 feel like filler, and then 09 - the end utilizes the Fire Lakitu rather poorly, simply due to the bumpy terrain. My suggestion? Right after the Yoshi block wall on screen 04, flatten out the land and introduce the Fire Lakitu there. A few screens with easy obstacles would work, and then screens 09 and onwards can have your altered terrain.
-Also in level 159: the purpose of taking the upper route to get the SMWC coin is totally ruined when you consider the fact that you can just ride up on the Boo Block. I'd do something about that.
-Level 158 as a whole almost feels unnecessary. It's not particularly interesting or difficult, and it really adds a lot of length to an already long level. I would suggest either shortening it substantially, or getting rid of it entirely.
-Level 157 is alright, but be a bit less excessive with the items there. Two springboards and a bunch of P-Switches (which don't even seem necessary) make things more confusing than they need to be.
-Clever effect on 128. That part seems fine.

So yeah .. fix up this stuff before the midway, introduce the Fire Lakitu in a more fair/easy to follow manner, and then build on that until the end. Once you deal with all of that, I think you'll have a nice level on your hands.
Originally posted by S.N.N.
I have mixed feelings about this level. I don't understand why people feel the need to make their levels labyrinths. They really aren't that fun to play unless they're done really well, and in this case, it feels like there are so many different ways to go.


I definitely agree with this sentiment. I played this level a day or so ago and had trouble enjoying it. I had no idea where I was supposed to go, and felt like I was cheating the level constantly by spin jumping on ghosts or using trampolines to skip lateral sections and climb upwards faster. I'm not saying the maze concept is necessarily bad, it just feels kind of clunky and too long to me.

tatanga
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Level 128 version 0_3

Hopefully its a little better then the last version. Should at least be a little less confusing.


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
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No updates as of yet, I was hoping to get more feedback after I adjusted it. Download link is in previous post.

I'd like to get previous stuff fixed up before moving on (especially since the last part focuses on the Fire Lakitu and I want to get the first part he shows up in right first).


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
I'm kind of in agreement with SNN here. It is an interesting idea you've got going with the first area "wrapping" around in a circle, but there's nothing to really hint where you should be going in this maze. There are used blocks that would require a P-Switch (located very close by), but only if you're taking the cave route (Level 158)... of which the entrance is right next to the burning pillar route (Level 157) which doesn't require it. I'm thinking of two possible options here, you could make the P-Switch more difficult to find and have that cave lead to an SMWC coin, or make the burning pillar area actually require using the Yoshi to enter.

...which brings me to Yoshi. What's the point of even having Yoshi in this level? In Level 128 it seems like by using him, I end up greatly restricting where I can go with all the Yoshi Block barricades, and I cannot seem to find a single use for the dinosaur that I couldn't accomplish without him. Same kinda goes for Level 157, I can use the P-Switches or even Boos to get to places, and should I actually bring him to Level 159 through that way, I'm forced to ditch him at the midpoint. I'd suggest making him necessary or useful for something (Yoshi has far more uses than just dismounting him for extra jump height), or just removing him from your level design entirely.

I also noticed this level was rather stingy with powerups, particularly if I took the cave route, with at least sixteen screens between the first powerup at the begining and the next one in the cave, more if you factor in the possibility of players getting lost. There are also no powerups after the midway point if you happen to die past it, save for a Fireflower that requires quite a bit of effort to attain by requiring the Fire Lakitu to open the enclosure.

And now, some screenshots.




I know it's probably a result of testing purposes, but you could've at least cloned this pipe at the start of the stage (I'm guessing that is what you were going for with this?)



I don't like requiring stompable enemies to enter pipes like this, because if you kill this Fire Bro and fail to enter the pipe above him, you're stuck... wait, what's this? There's a Boo hiding off to the right side of this spot? Still, the fact that you make getting into this pipe so obnoxious just baffles me.



What the... those foreground bricks were coins?!



Also, why not use invisible POW coins here instead of making me wait out the P-Switch to get these, as it seems that is the only point to using the switch here is getting coins.

On top of that, notice how I have a P-Switch with me while I'm waiting. I get the feeling there's a few too many in this level that don't really serve much purpose.





These screenshots (invisible spiny in the first one and invisible Boo in the second) demonstrate sprite memory issues caused by the Fire Lakitu.



The Fire Lakitu can end up tossing fireballs into this ceiling landform, making it more of an annoyance to get past this wall when I have to position him correctly.

...I think that's about everything I could find.
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...which brings me to Yoshi. -rest of text-


He's as useful as you want him to be. You don't need to use him, take him if you wish or you can leave him there. As for ditching him at the midway, I'll concider having him for the rest of the level depending on how well he works with the fire lakitu and it is kin

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I know it's probably a result of testing purposes, but you could've at least cloned this pipe...


Originally posted by an earler post
>On level 128 I forgot to put the beginning pipe back in the proper place.


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I don't like requiring stompable enemies to enter pipes like this...


Oops... I forgot to put a platform there, has been fixed (never meant for it to be annoying to get up there)

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Also, why not use invisible POW coins here instead of making me wait out the P-Switch to get these, as it seems that is the only point to using the switch here is getting coins.


Sounds fine to me, has been fixed

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On top of that, notice how I have a P-Switch with me while I'm waiting...


Most of them do serve a purpose if you use them relatively close to where you find them and not take them everywhere (I think this has to do with the fact that almost every hack requires you to take p-switches all over the place). It feels like I need a message block that says "You don't need to drag the p-switch ten miles to use it or through the pipes, etc.".

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I also noticed this level was rather stingy with powerups...


List of Powerups:
Level 128 - screen 02
Level 157 - screen 00
Level 158 - screen 02,07
Level 159 - screen 00,04(was added in the newest version at bottom of post),0A

I have no idea where you got the sixteen from unless you missed the first one in Level 158

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sprite memory issues


sprite memory issues... yay! I'll get that fixed.

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The Fire Lakitu can end up tossing fireballs into...


I'll fix that up.
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New Patch, Yay. I Fixed some stuff up.

Level 128 version 0_3-1

Notes (some old, some new)
>Midway Point doesn't work at the moment
>On level 128 the beginning pipe wasn't put back in the proper place, it will be for the final version
>The pipe tile on screen 00 can be used to go straight to level 159 (due to the midway not working)
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know)
>Fire Lakitu causes some sprites to disappear, will be fixed


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40

The coins almost seem to point more to the left than on the platform directly below. It's very easy to overshoot from above and fall in the lava, so I'd add one more brick to the left there (hope that made sense).


In regards to the skull raft disappearing: have you tried using sprite index 10?


Uh, I got permanently stuck up here. I couldn't find a way back down.


The wrap effect is ruined here. You can see coins on the left going into the pipe, but there is actually a P-Switch tile there upon coming out.


Floating P-Switch tile.


What's the point in even going up that ladder? There is literally nothing there besides a Boo Block (which can be led away from below just fine). Also, there is a cutoff brick wall tile there.


I have to now agree with GeminiRage in regards to Yoshi. In fact, I couldn't even figure out HOW to get him past this little level. It seems like every section is blocked off if I have him, which renders him pretty useless and tacked-on as a whole.


Seems pretty dumb that I can go through these blocks when the switch is pressed (since there is literally no indication that you can do so).


Another floating P-Switch tile.


The Fire Lakitu area is better now, but you need to get rid of that roofing area there, as he'll more than likely throw stuff into it.
If you're basing your last area around the Fire Lakitu, I'd advise doing away with any kind of "roofing" completely.

That's all for now.
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Originally posted by S.N.N.
pics/comments


Fixed all problems mentioned

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If you're basing your last area around the Fire Lakitu, I'd advise doing away with any kind of "roofing" completely.


I'll definitely try to do this as much as possible.

New Patch: Level 128 version 0_3-2

Fixed Stuff and did away with the Yoshi restrictions (sprite index 10 seemed to stop the skull raft from disappearing, although with minor slowdown in a few spots that I'll try to remove. This is the main reason I tried to keep Yoshi out of certain areas).

Notes (some old, some new)
>Midway Point doesn't work at the moment
>On level 128 the beginning pipe wasn't put back in the proper place, it will be for the final version
>The pipe tile on screen 00 can be used to go straight to level 159 (due to the midway not working)
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know)
>Fire Lakitu may still cause some sprites to disappear (I think I fixed it but I haven't tested that too much)


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40
Just a couple of minor things:


This hole is extremely irritating to get in if you're on Yoshi and/or big.


You're supposed to jump off of Yoshi to get up there, right? Sounds good to me .. but what is the point of the springboard already up there.

I'm going to talk to Sonikku and see if he can fix the aiming of the Fire Lakitu (and I'm going to slow down the firing a bit more as well if that's alright with you). I could see it being very frustrating otherwise.
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This hole is extremely irritating to get in if you're on Yoshi and/or big.


I'll fix that

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You're supposed to jump off of Yoshi to get up there, right? Sounds good to me .. but what is the point of the springboard already up there.


Those blocks below the springboard are breakable by the fire lakitu's fire balls, so the original intention was to get the fire lakitu to break those blocks and use the spring to get up there

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I'm going to talk to Sonikku and see if he can fix the aiming of the Fire Lakitu (and I'm going to slow down the firing a bit more as well if that's alright with you). I could see it being very frustrating otherwise.


That's fine with me

Sept 15th edit: Expect something by friday
Sept 19th edit: This is still being worked on, expect something within the next 24 hours, I've just been busy with other things for the past while, but that shouldn't be a problem any more. It's nearing completion and will definitely be done by the deadline.


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40

Originally posted by DPhoenix29

Sept 19th edit: This is still being worked on, expect something within the next 24 hours, I've just been busy with other things for the past while, but that shouldn't be a problem any more. It's nearing completion and will definitely be done by the deadline.


Well, it been more than 24 hours, Also, you can double post if your giving an update, cause in the forum list it looks like you haven't updated since the 8th...
Layout by LDA during C3.
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Crap, forgot to put something up, I'll have something up shortly

Sorry about that


edit: Here's what I got. The final part is playable at least (that's about all I can say about it)

Version 0.4 (don't play this one it sucks

I don't know, my creative side is kind've crapping out at the moment. The final part could be a hundred times better but I just don't know what to do with the fire lakitu. I'd love to just have it not show up at all in the last part, since I don't know what to do with him in it. If I had some ideas of what I could do with the last part of the level then I might be able to make a half decent end to the level See edit below
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old notes that still apply:

>Midway Point doesn't work at the moment
>On level 128 the beginning pipe wasn't put back in the proper place, it will be for the final version
>The pipe tile on screen 00 can be used to go straight to level 159 (due to the midway not working)
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know) fixed I believe
>Fire Lakitu may still cause some sprites to disappear (I think I fixed it but I haven't tested that too much)


EDIT: Actually cancel that, I might actually have something that could work for the end of the level. Any ideas are still welcome of course (I'm aware that the end in version 0.4 look like shit, it's been pretty much tossed).


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40

Extras



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

Advertising Space

Posting so DPhoenix can post his IPS, and to get around the 24hr waiting period.

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Thanks MrDeePay (right when I was gonna post an update too).

Full Version:

Level 128 - Version 1.0

Anyway, I completely redid the whole last section, and I believe it turned out a lot better then my previous attempt (located in the last post). Enjoy, feedback is greatly appreciated. I could also use name suggestions (I can't think of a darn thing).

>Midway Point doesn't work at the moment
>On level 128 the beginning pipe wasn't put back in the proper place, it will be for the final version
>The pipe tile on screen 00 can be used to go straight to level 15A (forgot to set it to go to the halfway but it shouldn't be a problem since 15A needs more testing anyway)
>The flower beside the pipe tile is for testing purposes
>The Boos have one glitched animation frame if you look at them long enough (not sure what we're going to do about it since the Fire Lakitu and the boos share that tile).
>And pieces of the second skull raft like to disappear occassionally (if anyone knows how to fix this without removing sprites it would be nice to know) fixed I believe
>Fire Lakitu may still cause some sprites to disappear (I think I fixed it but I haven't tested that too much)


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Red Tales: Part 1: Hack is being worked on. Committed to finishing this time
Levels Complete: 6/29 Exits: 16/40

Complete