Originally posted by LightvayneOr you could make it just drain your meter faster, like 1-2 seconds before it kills you.
That's not a bad idea at all, actually. The air meter sprite doesn't use an extra bit, so I could request for someone to edit the sprite so it has two different drain/raise speeds depending on the extra bit.
Originally posted by Slit08Only tip I have to give you design wise would be the fact that you should put something in the last paret of said room since there is a large empty space after you collected the final bue mushroom.
That part was completely unfinished; I've even said so myself.
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1.) Please include the pipe background in the second room as well. A black background doesn't look that good.
Also clearly unfinished. Not to mention the fact the transparent sublevels all use layer 2 transparency for the water, so I couldn't add a BG in it conventionally. I'll worry about the BG when the level itself is finished.
Quote2.) Why does the background flash?
Thought it'd look neat, so I kept it from the original level I grabbed the BG from.
Quote3.) After you designed your stage you could actualy change the FG! I think that SCORPION's FG tiles that he is using for his stage would fit this level's theme a lot better since it is supposed to be a factory cavern.
1.) I prefer a purely metallic/mechanical look for the level while letting the general atmosphere (music, BG, excessive swimming action, etc) take cover of the rest.
2.) SCORPION's FG/BG set currently isn't available anyway even I wanted to use it. Plus I don't know what BG/FG slots it use and what it would overwrite.
QuoteSo I guess there will be a Toxic Tower area with purple toxic water rising. It would be pretty awesome. In this case you should only make the purple water rising not the whole screen autoscroll so that the player can still climb up the room at his own speed.
I was considering that already, but a similar concept has been done twice in the collab already. And while there is a good chance that a second checkpoint may be needed, I don't want to drag the level out to the point of it being a road trip.
More work on the next sections of the level. I'll try to take Lightvayne's proposal and run with it, except having to some parts of the level where Mario needs to dive into the water for only a couple of seconds. Oh no, the green toxic water isn't gone from this point on, there'll be another submerged section, though Mario'll need to make a choice on how to swim through. No, it has nothing to do with Switch block statuses.