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JDCGames Collaboration 2: Cancelled

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Originally posted by Daizo Dee Von
salad

Originally posted by Daizo Dee Von
teleport blocks

Originally posted by Daizo Dee Von
clay pipe

What


thanks for the feedback
Later.
Originally posted by Neidave

Well, here's my feedback on it.

Everywhere:
-NO ExGFX! =/ Just use a ice palette Pokey. Gosh, I should read more =P
-The palette on the Bullet Shooters are kind of too dark and blue. Why not use the original palette for the Bullet Shooters?
-Try making the ground more like snow so it looks more icy, also is that your avatar in the dirt? I do suggest turning those into stars or mushrooms because 1) too chocolate and 2) it looks quite ugly.

0:02:
-You might wanna ether leave a note that you can run up the walls or make a trail of coins.

That's the only errors I see, I do suggest waiting for JDC to look at it. It would help a lot more if we actually play it.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

Thanks for your Feedback! I'm probably going to give you a Little Demo tomorrow and looking at the graphics... As JDC said, the pokey is Not too chocolate and the mushroom in the ground will be changed!
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

@ShadowFire: The level's looking good so far! I don't really understand what Daizo's saying about the palette or coins - they look perfectly fine to me. I'm sure you're aware of the cutoff, SF, but try and fix them with ExGFX. If not, it can always be fixed after insertion.

@Niedave: It's looking good so far! I have to say the avatar in the dirt seem a bit odd to me. As Daizo suggested, maybe stars in the dirt may work? In addition to what Daizo says, I also have a few nitpicks of my own:
-I've never really been fond of people using slope tiles as triangles. I'd recommend changing the graphics back. You don't have to though.
-The fog doesn't go all the way to the top of the level. This can easily be fixed by having custom layer 3 that does this. Don't worry - this addition can be added after insertion into the base ROM.
Apart from that, it's looking pretty cool. I'm looking forward to playing it eventually.




In addition, I'd really like it if some of you could test This for me. This is the completed version of the forest level I showed a while ago. I decided to start the level over so Daizo has more of a free range with the bubble idea.

If I'm honest, the level isn't the best really (I felt I could have done better), but I'll see what you think regardless.
Ignore the end pipe, as that will eventually lead to the boss room.
Thanks!
I've just tested it save stateless and so far its pretty nice, but I do have some nitpicks and errors.

Everywhere:
-(nitpick) I don't really like the dots on the trees if I'm honest, why not add some Berries/Apples?
-The coins should be more brownish, just enough to fit the level (I don't mean change the colour completely, just make it so that its a brownish blue and a brownish yellow).
-(Optional) You could change the states bar palettes to a brownish shade.

First part:
-Seems a bit generally easy, but I guess that's all right if you wanted that VIP feeling in it (Easy then a surprise difficulty).

Second Part:
-In Screen 0 & 1, there is grass cutoff with the slopes. Ether ExGFX would work or just (re)move the grass.
-In Screen 3, I noticed a log there. You could place a moon there for someone to fly up there =D
-To prevent stupidity from the original JDCGames Collab with its Castle Levels, try not to make the player travel so far just to die in the boss. But the langth seems fine as long as the boss in the end isn't too long.

Rate: 7.3/10
I really like the level actually, just fix these errors and the level should be alright and ready to go =)
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

I don't find this level any easy, it's pretty hard actually. :P I agree with Daizo about the trees, but I don't think you should change everything to brown, it would be too boring in my opinion.

Yeah, the design of the level is excellent for me, and if your intention was make it as hard as possible you really did it. :P I don't see anything wrong with it at all, so yeah.

~

Also everyone, I finished my level and JDC already tested and reviewed it. If anyone is interested in playing/testing/whatever, here is it. :D
It's easily the best thing I've done
So why the empty numb?
Originally posted by Daizo Dee Von
I've just tested it save stateless and so far its pretty nice, but I do have some nitpicks and errors.

Everywhere:
-(nitpick) I don't really like the dots on the trees if I'm honest, why not add some Berries/Apples?
-The coins should be more brownish, just enough to fit the level (I don't mean change the colour completely, just make it so that its a brownish blue and a brownish yellow).
-(Optional) You could change the states bar palettes to a brownish shade.

First part:
-Seems a bit generally easy, but I guess that's all right if you wanted that VIP feeling in it (Easy then a surprise difficulty).

Second Part:
-In Screen 0 & 1, there is grass cutoff with the slopes. Ether ExGFX would work or just (re)move the grass.
-In Screen 3, I noticed a log there. You could place a moon there for someone to fly up there =D
-To prevent stupidity from the original JDCGames Collab with its Castle Levels, try not to make the player travel so far just to die in the boss. But the langth seems fine as long as the boss in the end isn't too long.

Rate: 7.3/10
I really like the level actually, just fix these errors and the level should be alright and ready to go =)


-I think the dots on the trees are fine to me.
-I've changed the palettes of the coins to be more "brown".
-Changing the status bar palette isn't recommended in any scenario: it's a tad bit unprofessional.

-To combat the first part being easy (It's no5t that easym but easier than part 2), I've made it a tiny bit harder. I've also made one part ion the second half a bit easier, in aim to balance the difficulty of the level a little.

-Fixed the grass cutoff.
-I placed that whilst designing the level as I had a balloon there. The log at the top isn't necessary there now so I'll remove it.
-I understand this, which is why the second area is shorter than the 1st. =P

Thanks for the feedback. =D
1 Complaint about your comment:

Originally posted by JDC
-Changing the status bar palette isn't recommended in any scenario: it's a tad bit unprofessional.

Oh really? Actually I think it is a nice touch.

E: Sorry Austin, the level is perfect! Nice work.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

The athletic sky level is finished, I'll post it tomorrow since it's already midnight here, and I'm also still polishing it.
:P
Eh, I'm sorry, but I won't be able to work on my level (World 1 Castle - Underwater City). First I ran out of inspiration, then I miserably failed my maths and so I need to focus more on school.

However, here are ideas I had:

- The city has been flooded and is now haunted by the ghosts and bones of the former citizens;

- Using the "bone-throwing Dry Bone stays on ledges in one level" thing and so, use said Dry Bones, like in Bowser's Castle of the original;

- Boos and Boo Lazers would also have been used;

- Changing the Thwomp for a Castle Block GFX and, since the "a bit angry" and "very angry" frames are made by writing another tile over the original face, I would have replaced the "a bit angry" frame by a Boo that has half its pixels cut (half-transparent) and the "very angry" one to be a full Boo, so it looks like Boos take parts of the buildings to try and crush you;

- The level would have started with a vert short vertical section (more of an intro) where you descend to the bottom of the water (I had this done).

- The second half of the level would have had moving Layer 2.

So yeah, that's it. I'm really sorry for the inconvenience. Anyone who wants it can take it.
I've got a few more screenshots of my level to show, overall progress is going well, i'd say I just got past the half way mark of the main level. I've got the enemies worked out for this one now too.

Anyway, screenshots =)


A little update to the very first section. I was a bit slow to react but picture 2 paratroopas here too =P


This is upto the part I showed last in my other post, this particular screen is now complete. (The red koopa did have a shell but again, bad timing =P)


Super Koopas will play a good part in this level.


And this is just about coming up to the midway point.

Comments/Criticisms anyone? =)
That's really cool, but I'd decrease the number of small trunks a bit. While they're a good decoration, they are too repetitive if there are many in a row. One or two per big trunk side are enough.
It's easily the best thing I've done
So why the empty numb?
I tried to improve the pallette again as well as I changed the mushroom in the ground-tiles:



And here is what I´ve got so far as an ips-patch: http://bin.smwcentral.net/u/20871/icyskiestest.ips

What do you think?

Sorry if I´m posting to much, but as this is a Collab I´d like to let you know what I´m doing...
C3 stuff: http://www.smwcentral.net/?p=viewthread&t=67626 HDMA-Codes and Custom Music included!

1 Island Of Vanilla Feeling: http://www.smwcentral.net/?p=section&a=details&id=5988

MaSeHiHa World 1: http://www.smwcentral.net/?p=section&a=details&id=6055

DINGS Demo: https://www.smwcentral.net/?p=section&a=details&id=12147

Originally posted by Neidave
Sorry if I´m posting to much, but as this is a Collab I´d like to let you know what I´m doing...

Actually that's a good thing your doing so, that way we are sure you are working hard =)

I'll test it when I get back.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

@Neidave: The IPS is looking good so far. I think perhaps the pokey can be adjusted at screen 5(not much room for mario; move it a few spaces to the right), and also the triangle issue. The palette's looking good now. =) Aside from those minor things, it's good. =) Keep up the good work.

@Mr Esc: That's looking really awesome so far. =) I really quite like the palette and overall atmosphere you are using. It adds to the atmosphere quite nicely. Unlike Austin, I actuallyt think the amount of tree trunks looks OK. Of course - you can alter that if you wish. One thing I would suggest would be to perhaps add a few more coins to guide the player a little more?

@Mhat: Awesome! Feel free to post it/PM me when you're ready. Preferably post as other people can test then.
Originally posted by Neidave
And here is what I´ve got so far as an ips-patch: http://bin.smwcentral.net/u/20871/icyskiestest.ips


I've just given your level a playtest Neidave.

I think you're definitely on the right track so far, I like the level design in general so far =). I have a few suggestions for you though that could help to improve the level.

-First problem is the pokey graphics i'm afraid. They look good, but you have overwritten the default pokey graphics rather than using an exgfx file for them. I'd suggest that you move these new graphics to an exgfx file and use it from there so that the pokeys are snowmen in just your level.
-On Screen 04 with the 2 moving bridges, it's kind of a bit of a blind jump I think, despite it being safe at the bottom. I'd sugggest putting some coins down to help guide the player down a little =).
-Unless you were planning to put one soon, I think it'd be good if you could try and put a power-up in somewhere in the screens you showed so far =).
-This is just a preference, but I think the light blue grass is a bit too saturated, can I suggest toning it down a little?

Other than that, I like what you've got so far, i'll be looking forward to seeing more of this level =)
1C - Athletic Sky
EDIT: The level is complete, btw. Now time to work on my CI level!
That's pretty awesome Mario's Hat.

problems
-The first yoshi coin was a little awkward to obtain without getting hit
-Perhaps the 5th yoshi coin could do with being in a better place? I'm not 100% sure where it could go at the moment, but there should be a suitable place for it. If not - just leave it as it is. It's only a minor nitpick really. =P

Suggestions
-What's the name of the music you've used? It seems to fit quite well.
-As for level names, how about Jagged Jeopardy?


Review
As usual, the atmosphere is fantastic. I quite like the ground here - it's great without going too overboard on the GFX. To be honest, this is towing the thin "minor ExGFX" rule a little really. I suppose it's just about acceptable in terms of how much ExGFX there is, but be sure to make sure it is quite minor changes next time. Other than the things mentioned though, not really many complaints.
91%





Edit: I am going to claim level 10B (Themed Factory B) for my next level!
The Ground GFX came from the mushroom tiles, so I thought it would be okay, heh. I can change it if it's too chocolate. Also, I'm pretty sure that the music is Mega Man 3 - Snake Man's Stage from the music section.
Cool name btw, I'll use it. :3

EDIT: Yeah, not too sure about the fifth Yoshi Coin's placement, but I'm out of ideas for them :/ Also I personally had no problems with the first Yoshi Coin, but I can change it if it's too hard / annoying.
EDIT2: What happened with JDCGames? Looks like there is almost no activity there.

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