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The Classic Creative Reassembly [team hack]

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Thanks guys, and yeah I was unsure about how fat to make the strings, I'll improve them.
Okay, I've been totally lacking in my new level so far. I might scrap the whole thing I've got and start from scratch, as what I wanted to do originally was a bit too much.

Not to mention, school has started, and my progress might be a bit slow. But I already stopped on my other project since.. BIG surprise, I lost interest in it. Damn it!

Whatever though, I didn't know what to do with it. I might just do little contributions for other hacks from now on. Who knows?

So that's my news report.
Click here to enter the world of mediocre!
Just pace yourself, no need to rush =) Rushing makes me lose interest in hacking also.

Originally posted by Lotica
Okay, I've been totally lacking in my new level so far. I might scrap the whole thing I've got and start from scratch, as what I wanted to do originally was a bit too much.

Not to mention, school has started, and my progress might be a bit slow. But I already stopped on my other project since.. BIG surprise, I lost interest in it. Damn it!

Whatever though, I didn't know what to do with it. I might just do little contributions for other hacks from now on. Who knows?

So that's my news report.


No problem we all struggle with this from time to time.

If I stop work on a level too long it practically becomes impossible for me regain interest and start it back up (and finish).

Don’t be afraid to restart a level from scratch if you feel that is best. I’ve had to do that many times myself when I didn’t like the direction I was going with my level. However make sure you are truly dissatisfied with it before you scrap it.


In other news I’ve finished my level “Mustard Cavern” (name pending). I’ll post the ips soon so you guys can try it out if you like.

I ended up moving one Yoshi coin, since I found it too hard to get without taking a hit.
I’ve been rethinking my level since I didn’t like the gfx I came up with before.

I decided to turn the level from the volcano theme to a fire mines theme. I’m using the original cave BG with a custom FG.



The FG graphics were based off of Mega Man 2 gfx.

How does it look?
It looks pretty good. I like the mix of the original cave BG and custom FG.
Steam: controversialbread
Thanks Mr.Man I was hoping the two sets would look good together.

I’ve started on some level design and wondered how it’d look if I used some vanilla FG as well:





It may clash a little but overall I like how it’s turning out.

Also the fire is animated.
Looks cool. I have to agree. It may clash a little with the original SMW graphics but it isn't a big deal though.
Alright guys here is my latest level (in Classic category):

Mustard Cavern
Click name for the ips if you’re interested in trying it out.
Originally posted by SilverSwallow
Alright guys here is my latest level (in Classic category):

Mustard Cavern
Click name for the ips if you’re interested in trying it out.


Three questions from me:

1. Can I test it, too? If yes, I'm going to post some screenies later

2. After I've finished my level, can I claim another one in a different category(Creativ, for example. However if yes, don't put me in right now)

3. How much levels are actually finished :33

Yeah that's all.
Originally posted by Shog


Three questions from me:

1. Can I test it, too? If yes, I'm going to post some screenies later

2. After I've finished my level, can I claim another one in a different category(Creativ, for example. However if yes, don't put me in right now)

3. How much levels are actually finished :33

Yeah that's all.


1. Sure that’s why I posted the ips, for people to test and give feedback.

2. Yes, you can make as many levels as you want; the only restriction is that you can only claim and work on one level at a time.

So after you complete your current level (and it’s tested and approved) you are free to claim something else if you want to.

3. We have about 13 of 54 levels done. A few of these like my “Ghost Dawn Lake” level may need to be tweaked a little for difficulty.
Originally posted by SilverSwallow


1. Sure that’s why I posted the ips, for people to test and give feedback.



First, Please change the cave's colour more to gold/mustard yellow, the orange doesn't fit the level name unfortunately.


I actually forgot one screenshot, but I have to say that the beginning is somehow lacking something, it's really empty. HOWEVER! I'm talking about the first moment at the top screen.


Ultra Big Picture


Legend


Screenshot 1 : I directly noticed the "bad" placement of the jumping koopa here, it simply doesn't do anything to me. I suggest adding a spike top at this place or changing the ground up there (where the koopa comes from) and putting a green and red/blue koopa up there, because now it feels really empty.

Screenshot 2 : I thought the coins leads to a solid platform, not resulting in death. I hate that if something like this happens. To prevent this to the player while playing, look at my suggestion in Screenshot #4 so that the player can notice it before.

Screenshot 3 : No, this place was how to describe it...I would place it behind the midway point (changing stuff around shouldn't be hard I GUESS.) Because thanks to the prior surprise rape by blue koopa and bullet bill you'll be small. After the midway point this could be awesome however :)

Screenshot 4 :My suggestion: Add blocks there, like coin blocks and one mutlipe coin block. It attracts the view of the player to right, noticing the pit.

Screenshot 5 :That's the surprise rape I'm talking about :)) Really, this was unfair, and if I hadn't been big, I've died.

Screenshot 6 :Really easy way to 1-Up. Include some kind of pit there to disable 1-Up farming.

Screenshot 7 :I suggest some coins there, to make it more rewarding to slide rather than jumping :)

Screenshot 8 : Another "unfair" part in my opinion, if you try to jump over chuck, he crushes you, under him reminds me of Kaizo difficulty. Make the ceiling a bit higher would be better. And add some coins, nope just kidding.

Screenshot 9 :Look at the timer, it's really low and I only got to the midway point.

Screenshot 10 : Again, i died here before the finish line (grrr) since the time was up...add somemore time please.

Screenshot 11 : I just want to mention that we should put blank ExGFX Files for the Sprites in the level, because of the well-known "OW Sprites causes weird sprites in title screen" bug.

(Alcaro said that blank ExGFX takes really small place, because it's "Predictable data" for the compression routine of SMW, so wasting for example ExGFX123.bin for no graphics could be useful)



Conclusion:


It is a funny level which with only some little polishing (other "screen placement", more time grr, only frustating thing) would be pretty cool. And moar coinz.


Here is a new idea/gimmick I came up for my level, fire crates. These crates house either a volcano lotus (screen 1), a fire/baseball Chuck (screen 2) or sometimes both (screen 3)! This creates the illusion that the crate is shooting off fire because it has become so hot.
Thanks for the feedback Shog it’s so easy to overlook stuff!


I think its okay for the start to be a little empty; it’s just the entrance after all.

The placement of the first bouncing koopa seemed okay to me since I always jumped up the “cave staircase” almost immediately which did not give him time to drop down. However I did notice that if you stall at that point he isn’t much of a threat. Anyway since I don’t have many choices with the sprite set I’ve chosen I think I’ll keep him there anyway.

Didn’t realize that players might mistake the coin trail as an indicator to safe ground. I did as you suggested and put coins to lure the player to the wall so they will most likely see the lava before hand and not follow the coins into it later.

I didn’t really find the blue koopa after the lift all that surprising but decided to remove him anyway.

I fixed the easy 1-up by removing that bullet bill launcher as it was pointless anyway. I originally had that launcher there to help the player get a Yoshi coin, but the Yoshi coin location was moved and I forgot all about removing the launcher.

I completely forgot about adding more time, it wasn’t an issue for me but I guess it was because I knew exactly where to go at all times and didn’t waste a second. Fixed.

I noticed the Chuck was a little close to the ceiling but didn’t think he could knock you up through it and kill you. Fixed it.

Thanks again for the feedback.
Also, I noticed this glitch:


Since these type of sprites will float on lava I suggest we disable this somehow. Furthermore I played your level and it's very fun, you must fix the things Shog noted though.
Aquamentus:I like those graphics, I don't really think they clash with the SMW-graphics at all. I think that floating box with a ladder attached on it looks a little weird though.
@Torchkas
Thanks for pointing that out, however I don’t think that’s really that big of a deal since there aren’t many instances where coins can be generated near lava, and fire balls bouncing off lava isn’t really all that odd anyway.

I’ve started brainstorming my next level; I’m not exactly sure what it’s going to be yet.

Here is a small pic showing what I’ve been thinking of doing:


I've been feeling uninspired with my “Tree Trip Bonus” level as of late so I’m going to go ahead and temporarily drop “Bonus Game 1” and claim:

23: [Reassembled Level 8]

(First world 5 claim!)
Hey just letting you know I haven't given up on my level. I just have been trying to finish an Aquatic Vertical level, which is growing very tedious haha. But I just wanted to check in and tell you that =)

I want to claim

2.10E: [Creative Level 6] secret exit

This would be a cave level with water aspects
@camoslash

Sounds interesting, I don't often see vertical water sections in levels.


@TheBassLP

Noted you've taken level 10E, I look forward to seeing a level from you.

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