chdata wrote:raocow: I could barely get past some parts without savestates. Honestly it's harder than kaizo, because kaizo is just a bunch of tricky pixel perfect jumps and glitch abuse, but this is much harder feeling because of all the random deadly objects flying at you at once. With kaizo stuff I can "think" when I savestate but with this there's just too much stuff moving. The leaf gimmick and "go back through time" thing was pretty good though! Just needs to be a little easier.
This inspires a new rule: You must be able to beat your own level savestateless.
despite the fact that this was pointed out some times earlier, I thought this was obvious
limepie20: Your level was good enough without savestates. I liked the random hands. A few things though:
(I'm still playing the level, so I'll say more stuff if I need to eventually. I can die on that slope while big Demo due to the jumping effect.
By the way, I have a much better "no-jump" code that gets rid of the annoying spin jump sound and jump sound even though you don't get to really jump. I can kinda break this part by throwing the tofu across instead of carrying it above and around the blocking tofu things.
I also did it that way, I thought the carrying-it-over solution is just for the d coin
Level Clearing
Re: Level Clearing~
Re: Level Clearing~
It's not breaking the level it was intended that way. I'll fix that place where you can die and replace munchers.
- raocow
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Re: Level Clearing~
Alright, that's something that I can use.
I'll remove a few from the first 'white space' and the 'leaf' section.
Should I post the result again in Clearing?
I'll remove a few from the first 'white space' and the 'leaf' section.
Should I post the result again in Clearing?
the chillaxest of dragons
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Re: Level Clearing~
@Paralars:
First area:
Second area:
Third area:
In general, a pretty good level, that could need a lot of touch-ups.
(I may sound a little harsh... Sorry.)
[FakeEDIT] @raocow: Yes, re-post it here.
First area:
(I may sound a little harsh... Sorry.)
[FakeEDIT] @raocow: Yes, re-post it here.
Re: Level Clearing~
Paralars:
Also I meant as an official rule, or at least a very important guideline, that's mentioned in the OP.
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Level Clearing~
hey chdata.
Can i have that code you were talking about? I'll try to implement it into my existing code but that may be hard.
Can i have that code you were talking about? I'll try to implement it into my existing code but that may be hard.
Re: Level Clearing~
For the no jumping? If you can't figure it out, pm me your code and I'll try and fix it for you.
Code: Select all
REP #$20
LDA #$8080
TSB $0DAA
TSB $0DAC
SEP #$20
RTS
Trouble with a capital COW.
<math>\tan{A}\sin{N}</math>
Re: Level Clearing~
Got it working. Thanks. I didn't think it would be that simple. :p
New version, fixed everything chdata said. Instead of making new palettes i replaced the munchers with ones that Paralars made.
New version, fixed everything chdata said. Instead of making new palettes i replaced the munchers with ones that Paralars made.
Re: Level Clearing~
DS:
And the lakitu cloud part.. I will improve it.
chdata: I will change the munchers palettes If I find a good one without much trouble.DaxterSpeed wrote:@Paralars:
First area:Second area:Third area:In general, a pretty good level, that could need a lot of touch-ups.
(I may sound a little harsh... Sorry.)
And the lakitu cloud part.. I will improve it.
Re: Level Clearing~
Yeah I think the lightning cloud palette looks fine.
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Re: Level Clearing~
trimmed away some of the turret typed enemies in the second and third part (the first 'white area' and the leafy area)
the chillaxest of dragons
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Re: Level Clearing~
I got to say that this is one of the worlds absolutely best SMW levels, but it's just too hard. Usually, your levels contain "safe-spots", where you can stay around and wait for the obvious time to move forward, but this level does not. It's just insanely hard all the time. Most important problem are the fire spitting flowers. I'd say that you should remove them completely from the second to last area. And well, they would need modification so that their safety hitbox get's bigger. So that you don't have to stand over them to make them not appear.raocow wrote:trimmed away some of the turret typed enemies in the second and third part (the first 'white area' and the leafy area)
- ProfessorDemetri
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Re: Level Clearing~
So hi thur guys.
Eehmm, not entirely sure what else I can do to make this any better? Or where else I can go from here, so maybe it might be good to clear?
Just wanted to point out that I've been through the testing and dev. thread, and think that's time to start posting here.
Here shes is.
Eehmm, not entirely sure what else I can do to make this any better? Or where else I can go from here, so maybe it might be good to clear?
Just wanted to point out that I've been through the testing and dev. thread, and think that's time to start posting here.
Here shes is.
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Re: Level Clearing~
What I was doing 'wrong' finally clicked. I know several people said it, but the way DS said is the way that clicked - safe zones!
So I tried.. I tried limiting each stages to the 'main' obstacles, and helped make things a little easier here and there. Otherwise, testing is difficult to me now because I think I overplayed - I now die in the most idiotic of ways and just dropping down holes where things weren't problems.
So I offer this to the judges once more.
Do remember - my level design typicaly punishes rushing. And safe zones aren't always easy to spot, but they are there.
Oof!
So I tried.. I tried limiting each stages to the 'main' obstacles, and helped make things a little easier here and there. Otherwise, testing is difficult to me now because I think I overplayed - I now die in the most idiotic of ways and just dropping down holes where things weren't problems.
So I offer this to the judges once more.
Do remember - my level design typicaly punishes rushing. And safe zones aren't always easy to spot, but they are there.
Oof!
the chillaxest of dragons
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Re: Level Clearing~
Two things: I'm glad raocow understood what I meant, and I hope to play his level tomorrow.
And I'm currently taking my level away from submission and will start posting updates here instead. I've just done some general ExGFX cleanup and used more map16 to make it look a lot nicer. And as a bonus, I still have another empty GFX spot for graphics, and another half file that I've used for various, including backgrounds and animations.
So just gonna ask a little question here, if I believe that my changes are not mayor (E.G. Complete GFX swap or a whole new level), can I just post the level edits here? And skip that extra process of Testing and Development..
And I'm currently taking my level away from submission and will start posting updates here instead. I've just done some general ExGFX cleanup and used more map16 to make it look a lot nicer. And as a bonus, I still have another empty GFX spot for graphics, and another half file that I've used for various, including backgrounds and animations.
So just gonna ask a little question here, if I believe that my changes are not mayor (E.G. Complete GFX swap or a whole new level), can I just post the level edits here? And skip that extra process of Testing and Development..
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Re: Level Clearing~
If it's just graphics, you could downright post those in development and not bother to go through here - since it's just visuals and whatnot.
I mean, posting an update here just means that a blue or equivalent will look at it and say yes/no. I don't think you need to 'reclear' if what you're doing is making the graphics nicer, or what have you.
I mean, posting an update here just means that a blue or equivalent will look at it and say yes/no. I don't think you need to 'reclear' if what you're doing is making the graphics nicer, or what have you.
the chillaxest of dragons
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Re: Level Clearing~
As long as you don't go and cut everything off... that is completely a minor thing... and if it is cleared before the final graphics, you can always send an update with the changed graphics.raocow wrote:If it's just graphics, you could downright post those in development and not bother to go through here - since it's just visuals and whatnot.
I'm member number 499 (⬤)∀(⬤)
Re: Level Clearing~
Just to check - Does this apply for missing music as well?
If so, I'd better finish up those other little bits already.
If so, I'd better finish up those other little bits already.
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Re: Level Clearing~
Assuming that you don't want Geno's Woods to play in it.
Or a sky theme in a cave or something.
Or a sky theme in a cave or something.
Re: Level Clearing~
raocow
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Re: Level Clearing~
Teh.....
Very well. Though I'll remove the surprise mushrooms in that little 'arena', I'll also remove the plants that live over and under it.
If I do that, am I good to go?
Very well. Though I'll remove the surprise mushrooms in that little 'arena', I'll also remove the plants that live over and under it.
If I do that, am I good to go?
the chillaxest of dragons
Re: Level Clearing~
yeah, sounds good to me .
- raocow
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Re: Level Clearing~
Alright, tomorrow I'll do the fix, then disassemble everything for the submission thread.
Someone please do Prof. Demitri, that was posted before mine!
Someone please do Prof. Demitri, that was posted before mine!
the chillaxest of dragons
Re: Level Clearing~
ProfessorDemetri