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The Classic Creative Reassembly [team hack]

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@Mr.Man

Thanks, I’m glad you like the idea. I’m not all that familiar with Linux but I’d think you could run Zsnes some way on it. Besides testing you could also support us just by giving feedback on what users come up with, whether it be graphics, music, level design, or something else.

@tr9536on

Sounds good. Do you have any idea in mind yet? If you need any help coming up with a theme or gimmick don’t be afraid to ask.
I think ZSNES has a Linux build, Mr. Man.

Celarix | smlimitless@github | Avatar by Uhrix
Originally posted by SilverSwallow
@Mr.Man

Thanks, I’m glad you like the idea. I’m not all that familiar with Linux but I’d think you could run Zsnes some way on it. Besides testing you could also support us just by giving feedback on what users come up with, whether it be graphics, music, level design, or something else.

@tr9536on

Sounds good. Do you have any idea in mind yet? If you need any help coming up with a theme or gimmick don’t be afraid to ask.



Not really. It could be a level in space where you have a shooter like in super paper mario.. I could probably do it with my level of asm...
blunted
I've been kind of lacking in producing my level lately, due to a case of the Christmas Break laziness, but hopefully I'll be going to continuing on the level I have now, as I do have some progress with it.

As soon as I go up to the midway point, I'll post a picture of the level.
Click here to enter the world of mediocre!
Originally posted by tr9536on

Not really. It could be a level in space where you have a shooter like in super paper mario.. I could probably do it with my level of asm...


Hmm I don't think an outer space level would fit the world too well. How about having it take place high up in the clouds instead?

I like the sound of the shooter (Super Paper Mario was an epic game).

If you decide against the shooter, another idea could be to create a palace in the sky.

Of course these are just some ideas, you can come up with your own if you want, just make sure they fit the world.

World 3 is basically the "Mountain World" so some general themes to use could be: snow covered area, volcano, mountain without snow, cloudy area above mountains, bridge level, etc.

@Lotica
No big deal, I’ve been busy with Christmas events as well. They can be quite the time consumer.
Could I take classic level 2? Level 5 in LM, level 6 in world 2.
I would also like any one sub-level.

EDIT: LEVEL UP!
I used to use this site a lot back in like, 2011. Hopefully you don't remember me.
Originally posted by PokefreakofBACON
Could I take classic level 2? Level 5 in LM, level 6 in world 2.
I would also like any one sub-level.

EDIT: LEVEL UP!


Sure, Classic Level 2 is now yours.

I'll give you sublevel 145.
Cool. So what i was thinking for the level is that mario enters a desert temple. (castle graphics) The sublevel is before mario enter the temple.

Here's my dilemma:

Should i use castle music because it's the castle GFX, or should i use the ghost house theme because it's an abandoned temple?
I used to use this site a lot back in like, 2011. Hopefully you don't remember me.
Originally posted by PokefreakofBACON
Cool. So what i was thinking for the level is that mario enters a desert temple. (castle graphics) The sublevel is before mario enter the temple.

Here's my dilemma:

Should i use castle music because it's the castle GFX, or should i use the ghost house theme because it's an abandoned temple?


If the level takes place in an abandoned temple, then I would think that the tone is slower and/or more melancholy, and doesn't give the feeling of imminent danger. I would suggest that you use the ghost house theme.


Other Submissions of mine!
Originally posted by Deeke
Originally posted by PokefreakofBACON
Cool. So what i was thinking for the level is that mario enters a desert temple. (castle graphics) The sublevel is before mario enter the temple.

Here's my dilemma:

Should i use castle music because it's the castle GFX, or should i use the ghost house theme because it's an abandoned temple?


If the level takes place in an abandoned temple, then I would think that the tone is slower and/or more melancholy, and doesn't give the feeling of imminent danger. I would suggest that you use the ghost house theme.



Righto then. Carry on chap. (hurray for British accents!)
I used to use this site a lot back in like, 2011. Hopefully you don't remember me.
Yeah I agree the ghost house theme would work better if you are going for an abandoned temple feel.
My level V1.0

Anything to change?
I used to use this site a lot back in like, 2011. Hopefully you don't remember me.
Originally posted by PokefreakofBACON
My level V1.0

Anything to change?


Umm... are you sure you put your level in, because I can't access it from the first map.
Click here to enter the world of mediocre!
...oops

My level V1.1
I used to use this site a lot back in like, 2011. Hopefully you don't remember me.
What you have so far is alright, I suppose. Your first level (the one with the tides) I think could use a bit of work, as the pacing of the level has some problems. High tides make the level slower and easier to traverse, whereas low tides make the level faster but harder to go through. However, the level has some areas where it is impossible to go through in the low tide, which defies that particular quality of low tides. Essentially, the level is playing "Red Light/Green Light" if you aren't rushing through it as fast as possible. The second level (the temple) is fine in itself, but it certainly doesn't give the appearance of an abandoned temple of any kind. The level is brightly colored and full of activity from enemies. I suggested the Ghost House music before, but the music was not exactly meant to be used with those graphics. Since this appears to be the "vanilla" section of the game, I would suggest that you use the ghost house graphics (alongside the spikes and boxes should you need them), while continuing to use the castle enemies. Also, use enemies a bit more sparingly so that there is a more notable feeling of emptiness.


Other Submissions of mine!
Originally posted by Deeke
What you have so far is alright, I suppose. Your first level (the one with the tides) I think could use a bit of work, as the pacing of the level has some problems. High tides make the level slower and easier to traverse, whereas low tides make the level faster but harder to go through. However, the level has some areas where it is impossible to go through in the low tide, which defies that particular quality of low tides. Essentially, the level is playing "Red Light/Green Light" if you aren't rushing through it as fast as possible. The second level (the temple) is fine in itself, but it certainly doesn't give the appearance of an abandoned temple of any kind. The level is brightly colored and full of activity from enemies. I suggested the Ghost House music before, but the music was not exactly meant to be used with those graphics. Since this appears to be the "vanilla" section of the game, I would suggest that you use the ghost house graphics (alongside the spikes and boxes should you need them), while continuing to use the castle enemies. Also, use enemies a bit more sparingly so that there is a more notable feeling of emptiness.


I believe that first level was Snifit's level.

But anyways, Deeke is right. The appearance of the level does not feel like an abandoned temple. The only thing you could really do with the original Mario World graphics, etc. is to change the palette to a dark, creepy tone. Remember how in a history class of some kind, you would imagine being in some kind of ancient tomb, build by the Egyptians? Kind of like that imagining, dark and gritty. I can't really show how I would do that, but just think of something like that.

And also, to give off more atmosphere in the level, try to use enemies that would work with the abandonment feeling, like dry bones, etc. You get the picture.

Make it feel abandoned, that's all.
Click here to enter the world of mediocre!
It's a good start PokefreakofBACON but it has some issues.

First off the difficulty is way too high for a world 2 classic level.
If you’re going for a temple look I suggest changing the gray palette to a brownish one.

Something like this:

There are no power ups at all in the level, you should definitely put one at the beginning.

I'd also suggest lowering the ceiling at the start so there is less open space.



This part is somewhat cheap, forcing you to lure the thwomp down while a fireball jumps through the floating platform.



What’s up with changing the palettes of the turn blocks and halfway point? Not a huge deal but you should generally leave those palettes alone.



A little too much slow down here and sprite memory errors. I suggest removing some of the sprites here.



The ground palette here isn’t too good.

The level also seems just a tad bit too short, try to add around 5 more screens.



Here is a brief look at my next level “Mustard Depths”:





Going to make good use of carrot top lifts and bullet cannons. The level is also planned to have a lot of slopes and lava.
Looks pretty nice. I agree, the carrot lift and cannon use is pretty interesting here.
Yet again, nature has been toying with me. I recently had part of my laptop break and had to order a new part for it. The part is here now. I'm going to be focusing on finishing my secret santa level for most of tomorrow but hopefully I should FINALLY be able to start my level soon. I am very sorry for having delayed.
SMWC's official dentist since 2011.

YouTube - Threads - Bluesky
That's alright marioVsshadow there isn't any huge hurry or anything. I am curious of how your level will turn out however.

Yeah I was busy with my Secret Santa project as well (got it in right before the first deadline) and as a result haven't gotten much work done on my bonus game level. I should hopefully have more to show on it soon.

An idea for the main theme/gimmick I got is to have a lot of tree leaves/branches hiding coins and traps. Traps won't kill you but instead warp you to the exit, which means you'll miss out on more coins and one ups further along the way (the goal of any bonus game is to rack up 1-ups).

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