Language…
15 users online:  AmperSam,  Ayami, bucketofwetsocks, Dispace,  Donut, Enan63, Green, Hayashi Neru, Joosh, pnaha, ShadowMistressYuko, signature_steve, Sweetdude, Tomi P, Znes.609 - Guests: 243 - Bots: 293
Users: 64,795 (2,377 active)
Latest user: mathew

Mario's Kool-Aid Acid Trip

Standard

I see it, I'll change it to something better. :D
My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
At last! School's out, and I'm on summer vacation! You know what that means...moar levulz! Work on this project will resume immediately.

I made a little progress here and there during what little spare time I had. Soon, I'll edit this post with a picture of Raspberry Ruins. Expect to see it sometime this evening!!

EDIT: Here it is!

http://i1119.photobucket.com/albums/k638/Biospark88/raspberry_ruins_prelim.png

Enjoy!

yczedit: table stretch begone
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
At last! School's out, and I'm on summer vacation! You know what that means...moar levulz! Work on this project will resume immediately.

I made a little progress here and there during what little spare time I had. Soon, I'll edit this post with a picture of Raspberry Ruins. Expect to see it sometime this evening!!

EDIT: Here it is!

http://i1119.photobucket.com/albums/k638/Biospark88/raspberry_ruins_prelim.png

Enjoy!


HOLY! Nice light rays effect! It looks really awesome! I also like how you made the vines transparent! Great job!

- BlackMageMario


yczedit: table stretch begone
I really, really dig that effect myself. But there doth be a fly in mine ointment:





I get this glitchy mess in-game. I'm still a noob in some areas. Why are the light beams glitched? When I scroll right with R, the castle blocks go with it, but the rest of the level remains stationary.

The beams and vines are on Layer 1, and the rest of the level is on Layer 2. Do I have to disable vertical scrolling, horizontal scrolling, or something else?

And I can't get the initial position right. The rock wall background and castle blocks come out misaligned, and Mario sometimes dies. Plus, the line guided platform falls off as soon as it appears on screen.

Yeah, I'm not very good with layer 2 levels. They always turn into clusterfracks in my hands.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
nice work as always, Biospark. One thing with the picture, its a bit big. you probably should link it or trim it. I would hate to see it removed by a mod. I'm having problems with layer 2 as well,you seeI'm a total fail at them.:(
glad to see your out of school. :D
My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Yep, I have a problem with table stretches. I tend to upload screenshots straight from LM if my level is in less than playable condition. Mods normally fix it anyway. (YCZ, have you seen this yet?)

I'll try to avoid it in the future...

Anywho: Thanks for the positive feedback, and stay tuned for more. A sublevel is in the works!
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
Mods normally fix it anyway. (YCZ, have you seen this yet?)

...you know, you could just post it as a link yourself if you know that it's going to stretch the tables.


On another note: to get scrolling to work correctly in that kind of layer 1/2 combination level, the layer 2 scrolling rate should be set to Constant/Constant.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
Originally posted by Biospark88
Mods normally fix it anyway. (YCZ, have you seen this yet?)

...you know, you could just post it as a link yourself if you know that it's going to stretch the tables.


On another note: to get scrolling to work correctly in that kind of layer 1/2 combination level, the layer 2 scrolling rate should be set to Constant/Constant.


I'll try that. But do I also have to turn off vertical scrolling? And do you know why my light beams are glitched? They're made from diagonal dirt tiles, recolored to solid cyan and placed on a translucent Layer 1.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Progress ho! Watermelon Citadel has actual content now! Here are two images, hyperlinked to avoid table stretches:

Watermelon Citadel, green side
Watermelon Citadel, red side

Purple coins are place markers for doors and/or pipes. The colored blocks forming the numbers will be ExAnimated with a waxing and waning brightness. I got the idea from Mischief Makers.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Somebody? Anybody?
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I love the palettes you have. They are awesome. :D

Are you planning on releasing a demo? I can't really judge the level design of a level with only screen shots....

-BlackMageMario
Sorry, don't expect a demo anytime soon. I'm a slow and plodding (read: lazy) hacker, and I'm just now resuming work after about a month's hiatus. But keep your eyes peeled for new screenies, as I'm still cranking out level designs.

Patience, my friends.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Update ho! This time with a whopping eight shots of a new level, Guarana Graveyard! With vanilla gravestones!





Yes, I'm aware of the layer priority shenanigans in the second screen. I'm still a little inexperienced, so how do I go about fixing them?
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Originally posted by Biospark88
Yes, I'm aware of the layer priority shenanigans in the second screen. I'm still a little inexperienced, so how do I go about fixing them?


Make the ground beneath the layer priority stuff have layer priority. That would fix it, more than likely.

Anyway, looking pretty nice! While the purple and pink ground is kinda odd, it still looks good.

Also, Pokemon Crystal rankset bros unite! :D

- BlackMageMario
Well... Not too bad. But the ground color seems a bit... off. Plus the pipe looks pretty bad. Those grey hills weird lines on them. Otherwise, it's not too bad.
YOUR layout has been removed.

I do non-kaizo beta tests!
Check my profile for more details.

A Mario and Luigi Story: The Universe's Star Demo 2:
50%
Status: Dead until I regain interest. Link to hack thread.

Originally posted by mariocool1999
Well... Not too bad. But the ground color seems a bit... off. Plus the pipe looks pretty bad. Those grey hills weird lines on them. Otherwise, it's not too bad.


I'll try to fix that--I saw it too. As for the ground color, what do you mean by "off"? do you want me to darken/desaturate it? And personally, the pipe looks all right to me, but it's your opinion...

I'll edit this post with tweaked screenies once I make them.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
I agree, the color is "off" a bit, it doesn't shout "Guarana"... An idea could be using a standard spooky cemetery palette (greys, desaturated greens, and browns) and then make a red haze from the fog... It sounds cool to me but then again I'm not making that level. But it is worth looking up what Guarana looks like cause its kinda creepy lookin in some pictures. Its red, black, and either a pale beige or white.

Just my two ironic bits,
Echo, out.
My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)
Originally posted by Lost ECHO
I agree, the color is "off" a bit, it doesn't shout "Guarana"... An idea could be using a standard spooky cemetery palette (greys, desaturated greens, and browns) and then make a red haze from the fog... It sounds cool to me but then again I'm not making that level. But it is worth looking up what Guarana looks like cause its kinda creepy lookin in some pictures. Its red, black, and either a pale beige or white.

Just my two ironic bits,
Echo, out.


I have googled Guarana, and I don't think the color scheme fits real well in this level. It would look too similar to Tamarind Terror. Even the mist in that level is reddish already. I like the purple myself--maybe I just need to desaturate it a bit, and let the level name stand on artistic license.

I'll post some alternate palettes shortly. And, since no one commented on them, do my vanilla grave stones look good?

EDIT: How's this?


I changed the pink to a mint-greenish color, gave the sky a redder tinge, and desaturated the purple in the dirt. The sea is a little bluer, too.
"(Z->)90° - (E-N²W)90°t=1"

Supporting:


Current project: Mario's Kool-Aid Acid Trip
Oh wow, the palette looks great Biospark! I'm guessing the Fire Flower and Cape near the start are just for testing? :P

- BlackMageMario
It is a good palette, and if your using a red color scheme elsewhere then another idea could be making the enemies red, like make the fishing boo's flame a dark red, give all the dry bones and ghosts a redish tint... It is fine as it is but I keep thinking there should be some red somewhere...If only to create a counter-balance in the palette or give enemies some distinction from their normally desaturated colors (like the graveyard makes the enemies inside it bloody red :D).

I'll be right back with some screenies of my progress for once...

Edit: Here they come!



The main level has changed quite a bit, but the palette has stayed the same for the most part.



Its kinda hard to implement digging chuck and the coin game cloud in a tide level without slowdown, but I think I've managed brilliantly (so long as you aren't a complete beginner :P).



I tried to make this level as easy as possible, as such there are a few of opportunities for easy 1-ups but the most I've got in a playthrough is 4... Also the floating plants palette has not been changed, I'm wondering if it would look better if I did so that it matches the rest of the vegetation. Let me know how it looks please.

One more...



This is why I haven't put out any updates lately... I'm having trouble making decorations out of Map16 for a desert level but I think these "sand mounds" are a start. they come in prioritized and non-prioritized types so it looks like Mario & Yoshi are going through it.

As always, nitpick it to bits so I can make it even better.
Echo, out.

P.S. I like the gravestones, but make them all the same size so it looks like "rows of gravestones"
My Current Hacking Project: "Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)

Standard