About the first one, I didn't liked how these, well, "act like 17" things are positioned. I think more space between them could be fine. And the cement blocks have a wierd palette. And about the second, the top part is looking much squared for the slopes on the floor IMO. And in both of the screens, where are the enemies?
Anyways, your GFXs and palettes are fine.It's easily the best thing I've done
So why the empty numb?
About the 1st screenshot: The cement blocks palettes are a bit weird and these "wooden platforms" needs a bit space but everything is okay.
About the 2nd screenshot: This room looks a bit square but it's okay too.
@Austin: Well, the level isn't complete yet. That means the enemies are yet to be placed. Also, what "act like 17 things"? Also, about the square-like area, it's not yet done.
@DiscoMan: The wooden platforms are slightly changed. I removed 1.
@Both: The cement blocks are now changed to land.YOUR layout has been removed.
I do non-kaizo beta tests!
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A Mario and Luigi Story: The Universe's Star Demo 2:
Great level design and pallete, also, the OW design is somewhat blocky, but is amazing!
From what I can see so far; this hack is looking quite nice; the level design looks great and interesting as well. (I like your palettes a lot) The Overworld is looking pretty nice as well; despite the blockyness.
What do you think? Ignore the cutoff of screenshot 3. I realized that and fixed it already. There is no actual cape in the level. Or in world 1.YOUR layout has been removed.
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A Mario and Luigi Story: The Universe's Star Demo 2:
Looks ok, but I'll can have a better idea of your levels if you show full images of your levels. I cannot say much with just some pics.It's easily the best thing I've done
So why the empty numb?
Judging by the screenshots, this level looks good although it's palette seems a bit odd for me.
Your level design looks great, but one thing I have to say is that SMW and YI have two completely different graphics styles, that clash horribly when mixed. I like the idea of the hack, but the two graphics styles don't mix well.
SMW clashing with YI? I think it looks fine if you use it the right way. SMB3 with YI would be a bigger problem though but if you do a YI styled recolor of it, these objects/sprites would fit pretty well.
The design is nice though.
What do you know? I'm back to updating this hack after a long break of... hmm... I can't really think of an excuse.
But anyways... Here are some screenshots of the 4th level: Left or Right?
Self explanatory.
This is the left path. The secret exit.
Yay, coins!
Walkin' on clouds.
There's a free mushroom there. Let's go get it!
The secret goal...
...which leads you to the Yellow Switch Palace. (Not yet done)
Time to go to the right path.
Got nothing to say here :P
Aha! This is the normal exit.
Now, it leads us to a level that is already completed!
So... What do you think? All I have to do is do the yellow switch palace, 6th level and the boss of the first castle. The boss will be creative... kinda.YOUR layout has been removed.
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A Mario and Luigi Story: The Universe's Star Demo 2:
That level looks great! but that info box is necessary? I´m not very sure, but the player should try exploring both ways. I like the FG pallete very much!
EDIT: What creative boss would you use for a grassland world?
Originally posted by mes
That level looks great! but that info box is necessary? I´m not very sure, but the player should try exploring both ways. I like the FG pallete very much!
EDIT: What creative boss would you use for a grassland world?
The info box is not really necessary, but I have it there just in case. I'm thinking of a racing boss for world 1. Much trickier and better than it sounds.YOUR layout has been removed.
I do non-kaizo beta tests!
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A Mario and Luigi Story: The Universe's Star Demo 2: