what the whaaaaaaaaAAAAAAAATTTTTTKil wrote:Here's a thing. http://www.gamearchaeology.com/9-6.zip Maybe it's too easy. If your lunadll isn't working the level won't make any sense.
THANKS KIL
NOW HOW AM I SUPPOSED TO FOLLOW THAT UP
what the whaaaaaaaaAAAAAAAATTTTTTKil wrote:Here's a thing. http://www.gamearchaeology.com/9-6.zip Maybe it's too easy. If your lunadll isn't working the level won't make any sense.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Yeah I agree but I don't really know what to put there that's from the vanilla smb set.Besides that I would only suggest attempting to replace the blocks with more interesting-looking tiles and stuff, but it could be fine as it is, to draw more attention to the gimmick.
Skynet.That makes raocow a victim of proprietary software.
swirlybomb wrote:revisiting 8-3:
The beginning and ending platforms (that is, with the castles on them) could just as easily be mushroom platforms, I think, or other 'solid ground' terrain if it seems appropriate. The giant sets of blocks above... I mean, technically any sort of stuff (pipes, terrain, designs) could go in there, but at the same time I wonder if that sort of thing would be too visually distracting and make it harder to focus on the actual path (which you kinda need to do because of the gimmick). So the solid blocks may actually 'work' in that sense. If that makes sense at all.Kil wrote:Yeah I agree but I don't really know what to put there that's from the vanilla smb set.Besides that I would only suggest attempting to replace the blocks with more interesting-looking tiles and stuff, but it could be fine as it is, to draw more attention to the gimmick.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Thanks :) Sorted that out, big oversight on my end too!swirlybomb wrote: 5-3's looking really nice! Just remember to turn the music back on the 'normal' way before submitting it :v (or it may not matter, I dunno) Also the flagpole doesn't have blocks to the above-right of it preventing jumping 'over' the flagpole (apologies for not noticing this before); but other than that, I'd say you're good to go :)
Skynet.That makes raocow a victim of proprietary software.
8-3 looks good.cheez8 wrote: Also, since I'm done messing around with it for now, here's another draft of 8-3. Hopefully it's still not way too hard or anything. I've noticed there's one small place now where the player can be trapped forever, but I'm pretty sure there's no possible way to get into that situation without making a conscious effort to do so.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
Dang it, I forgot to test that part. I'll have to try and fix that.swirlybomb wrote: After going through warp #10 (heading on the World 8 Warp path) and then going through one of the 'backward' pipes, the screen doesn't scroll back in section 4 so you fly through the walls and stuff and die in the pit.
Well, it's intended to be a hint to SMB:LL (http://youtu.be/2y4R7UbUJqA?t=2m). I'll change it to make it a tad easier.swirlybomb wrote:Getting to that warp zone is now possible as big Demo, though I feel like still having a pit underneath to kill you if you don't turn around while ducking seems a tad unfair?
I made it so that unless you go toward the secret, the screen doesn't scroll, so as to make the secret more secret-y. I can change it if that breaks some rule.swirlybomb wrote:When entering warp #11 (heading to the World 7 Warp), the screen gradually scrolls back for a while before actually taking you to the next section for some reason.
Yeah, that's intended.swirlybomb wrote:I should point out that the invisible blocks that lead to the World 6 Warp, being 5 tiles off the ground, are a tad awkward to get onto (requiring jumping to the next platform and then back onto the block), but if that's intended, then I suppose it's fine.
whaaaaaattt I've never seen that area before...! I understand what you're going for, then.Compound Fraxure wrote:Well, it's intended to be a hint to SMB:LL (http://youtu.be/2y4R7UbUJqA?t=2m). I'll change it to make it a tad easier.
...Well, now that you tell me, it starts working as intended.Compound Fraxure wrote:I made it so that unless you go toward the secret, the screen doesn't scroll, so as to make the secret more secret-y. I can change it if that breaks some rule.swirlybomb wrote:When entering warp #11 (heading to the World 7 Warp), the screen gradually scrolls back for a while before actually taking you to the next section for some reason.
Hope I didn't make you gut the difficulty or anything; I think it looks pretty good myself, though. My only suggestion would be to move the second jumping Paragoopa in the underground section; currently he hits the blocks and turns around, making him a non-threat (unless that's intended as a tiny gag or something).Doctor Shemp wrote:Redid 9-4 to reduce enemy spam in the second section.
That's adding content, not removing it!! :vClemasterable wrote:Maybe make the platform 2 blocks wide instead?
It's meant as an homage of sorts to Lost Levels; in 5-1 you have to hit invisible blocks to get over a wall, and in 8-2 you have to find a vine to escape a loop. I think I could provide a not-too-obvious hint at what the solution is if necessary, though.Clemasterable wrote:Don't make the blocks invisible and maybe remove the giant brick wall right next to it
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
The former is the intended solution, either with a bullet jump or with a running jump. Both work, although if you scroll the screen far enough a running jump will be out of the question.swirlybomb wrote:8-3 seems alright. Is the intended solution for getting past the first tall cannon "bullet jump from the left side of the screen onto the bricks above" or "bullet jump from underneath the bricks"? If it's the latter, I might suggest adding a shorter cannon below to aid in jumping over the cannon normally just because that kind of bullet-jump is annoying; but the former works regardless, so it's not necessarily necessary.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
UPDATE: It was indeed the right file, but as I expected I messed up a few things. Here's the fixed one.Zyglrox Odyssey wrote:[Here, have a file that may or may not be the correct 9-2. I'm too lame to actually check if it is or not, you figure it out.]
3 things;aterraformer wrote:0-1
It's kinda dumb but I don't know. The whole "I cannot get LunaDLL to work for no one knows reason" kinda bummed me out. I don't even know how well some sections would work out but if they are terrible, I shall change. Bad timing for something of this situation but that's what happens when I get bummed, I procrastinate.