Moderator: A2MTers






Pheonix wrote:Putting this here, if only because I haven't got any comments on this iteration and I really want this thing to be done and done.

Argumentable wrote:This level was a pretty good metaphor for talkhaus


Cup wrote:And just an idea clarification here, I think where we're not mesh vision wise, is I was actually thinking "boss levels" sort of things! Literally! Something that was boss fight in name, but played like a level, because it's different and while not totally original, it leans towards slightly unique. I feel that making the level you two would want would start reaching into the sprite spammy difficulty of S Mario's sprite spammy levels. While I love S Mario, it's not the kind of game I can play without save states. I'm not disagreeing however! The level I had in my mind was slightly more difficult that this, but sprite limits forced me to rethink some things.





Argumentable wrote:This level was a pretty good metaphor for talkhaus
shdwdrgnix wrote:Now I still have more things I want to test on the Lunatic area, since I changed a lot of things recently.
But I have a version that has everything that was mentionned being fixed with several areas that are changed quite a bit.
Havent imported the lunatic sublevel yet so its innacessible.
Yatagarasu

Argumentable wrote:This level was a pretty good metaphor for talkhaus
Septentrion Pleiades wrote:
Easier fixes:
-There are dark blocks that are hard to see which like odd. One of the four 8x8 tile areas are invisible
Will fix that
-Easy mode seems more lazy than a joke. May I suggest the Skull Raft Ride of Shame
Its the secret exit, if I make something too easy, it would end up in an early world but wont work too well since the other difficulties are much more harder.
-Color code the difficulty of the pipes.
That is quite hard to fix because the palette messes up for the pipes on almost every subscreen.
I could however use koopa shells to color code them
Harder things:
-Dry bones and floating(why?) sparkies are inconsequential for the most part. Rethink enemy options
Not too sure what else I could place instead
-Flight area is too hard. Can't see how it would be fun even if I could pass it. Reset door is kind of a punishment for getting those lives.
I' ll make it more suited for practicing since lunatic uses some flight tricks.
-How are midpoints suppose to work? Hard midpoint brought me to easy.
They work with the multiple midway patch I'm unable to do that sadly
-Lava actually has nothing to do with nuclear fusion. Seeing a sun like harasser(like phanto, lakitu with sun graphics) at some point in hard/lunatic would fit in well. Or you could just make Sun related normal enemies(like the mace).
I could if someone is willing to redraw the graphics afterwards.
Nuclear fusion is only for lunatic anyways.
shdwdrgnix wrote:Septentrion Pleiades wrote:
Easier fixes:
-Easy mode seems more lazy than a joke. May I suggest the Skull Raft Ride of Shame
Its the secret exit, if I make something too easy, it would end up in an early world but wont work too well since the other difficulties are much more harder.
I mean that the easy room had no content whatsoever. The skull ride with no danger would get the EASY MODO across better.
-Color code the difficulty of the pipes.
That is quite hard to fix because the palette messes up for the pipes on almost every subscreen.
I could however use koopa shells to color code them
Looks like a job for map16. Pipes like that may already exist in the rom, but I'm not sure.
Harder things:
-Dry bones and floating(why?) sparkies are inconsequential for the most part. Rethink enemy options
Not too sure what else I could place instead
It's not like you have to ask permission to use different enemies. You could even splice enemy sets
-Lava actually has nothing to do with nuclear fusion. Seeing a sun like harasser(like phanto, lakitu with sun graphics) at some point in hard/lunatic would fit in well. Or you could just make Sun related normal enemies(like the mace).
I could if someone is willing to redraw the graphics afterwards.
Nuclear fusion is only for lunatic anyways.
Maces are the most prominent enemy and could like be made into glowing yellow/white spheres.

Argumentable wrote:This level was a pretty good metaphor for talkhaus
alex2 wrote:Nesting replies like that is fucking confusing. Avoid doing that.
Nah.

Argumentable wrote:I'm mad and your opinion is wrong
~Alex, every post ever

Users browsing this forum: Pholtos and 1 guest