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[069] Monocloud Castle [Done.]

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And so it begins....


Final Package Here
Layout by LDA during C3.
The title reminded me of SNN's Cumulus Chapel from SMWCP2.

There's not too much to say from the screenshot, but hopefully you'll do something great with what you have. :)
Click here to enter the world of mediocre!






Just some stuff.
Layout by LDA during C3.
Hey, it looks quite good actually. I like how you used those foliage tiles as clouds, you're one of the persons who has used the vanilla graphics with creativity.
However, you should try to alternate the colors a bit more... Except if it was your point to make your level somewhat monochrome.

EDIT: Nevermind your level's title explains everything #w{:s}
I agree, it looks a tad too grey, but the effects are well done. Good use of the leaves (?) to create some background clouds.

Nothing new here except for a name change to fit the effect of the level.

Also, anyone know how people are making those animated gif for the level previews?
Layout by LDA during C3.
LICEcap does the job well.
I personally think the bricks could have a darker color. That may be just me though. Also the bullet bill cannon is looking really funky seeing as its on (what I assume to be) palette 3. Other than that, good level.
Cool keep working!

Small preview on how some of the layer 3 stuff looks.




Need to fix that layer priority bug on the vertical section. Just need to dig up the code somewhere...
Layout by LDA during C3.
1st gif: Make the Layer 3 scroll setting "Variable 2" so that it doesn't look awkward just sitting there.
2nd gif: I can't really say much. It looks decent.

Originally posted by Lightvayne
Need to fix that layer priority bug on the vertical section. Just need to dig up the code somewhere...

http://smwc.me/1188967

That one doesn't work for the level mode I am using. I already found the correct version if anyone needs it:
Code
lorom
header

org $0584BE		;\ Enable Priority for Level Mode 07 & 08
db $20,$20		;/

org $0584C1		;\ Enable Priority for Level Mode 0A
db $20			;/

org $0584C3		;\ Enable Priority for Level Mode 0C, 0D & 0E
db $20,$20,$20		;/

org $0584C8		;\ Enable Priority for Level Mode 11
db $20			;/

org $0584D5		;\ Enable Priority for Level Mode 1E & 1F
db $20,$20		;/
Layout by LDA during C3.
From the GIFs, the scrolling with the clouds is nicely done.

Stupid me was about to complain about the colors, but then I look at the title... wow! I read ahead of things too much.

Although, I would probably do something about the shading on the bricks, mainly the Bowser Castle bricks. They look a bit... well, dull, in some areas. Again, could be related to the title.

But overall, nice looking level.
Click here to enter the world of mediocre!

So I am pretty much done with the level at this point. I would like to be able to get 1 or 2 people to play test it for me if possible. Post here and I will send you the link.
Layout by LDA during C3.
Okay, here are the results.



Well, giving the player Cape and flower at the very beginning may give the first impression that this level is going to be very difficult or the player may break the level. (even though you can't)



This koopa is a bit unexpected, even though it doesn't actually hurt the player at first so maybe you could remove it.



This moving Question block might disappear, forcing the player to use their cape, which the player may of already lost.



These thwomps come out of nowhere and not even the coins help, the player might ignore them and end up getting hit.



Maybe you could make all of the door tiles act as a door, because I had to open it up in lunar magic just to check that they were actually doors.



You forgot to enable custom pallets, didn't you?



In all, this level was pretty interesting, but some players may have a hard differentiating between what it solid and what is passable and also, why are the pallets for the sprites and Mario not monochromatic like the FG and BG?

So that is my feedback of your level, I hope you make some changes! #smw{^_^}

@ first pic. That was something I added in for testing purposes. It will not be in the final version and actually has already been removed
@ second pic. The koopa starts far enough away were you should see it coming without a problem, you have at least 2-3 seconds to react before it even kicks it.
@ third pic: that flying ? block wasn't meant to to be used as that sort of bridge. Jumping across to the other set of block should be doable without it. I will however remove the ? to get rid of any confusion.
@ forth pic: fair enough, I may rearrange that section then.
@ fifth pic: the door it set to open up from the middle, though to make it easier for the other players, maybe enabling the tiles to the left and right side of it won't be such a bad idea.
@ final pic: another temp room, but will be replaced with something a bit more appealing.

Thank you.
Layout by LDA during C3.
You could also just make it act like a set of double doors (aka SMW's boss doors).

As much as I would like to, I'm not allowed to edit the tileset in that type of matter.
Layout by LDA during C3.

Offical beta test is available
(best if used in anything that is not zsnes)
Layout by LDA during C3.
Great level. I loved how you designed it, it's really nice and varied. Although I'm very unsure about the aesthetics, since it's just... very confusing. In the part inside the castle there were lots of tiles which confused me if they were solid or not. If I were you, I'd make the difference between each part of the castle more evident (aka making FG parts lighter and making the BG parts darker).
While you're at it, I'd also make the difference between layer2 and layer3 more evident in the very first part with the stationary layer3 clouds (which I'd love to see moving to be honest).
A part which needs polishment is this one: the player here has too little time to understand the situation at first try and complete the section.
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