Level Clearing
Re: Level Clearing~
Wait so darkbuu can clear?
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Level Clearing~
blues, darkbuu, and if he decides to show up anonymousbloodlust.
the chillaxest of dragons
- Lv27MarkerMMan
- Posts: 7
- Joined: 14 years ago
Re: Level Clearing~
@ raocow
I played your level and ran into a peculiar obstacle. In the room after the killer leaves room, where you are underwater and the platforms rise up and down, if the platforms rise up into me they instantly kill me. Was this intended?
I played your level and ran into a peculiar obstacle. In the room after the killer leaves room, where you are underwater and the platforms rise up and down, if the platforms rise up into me they instantly kill me. Was this intended?
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing~
Thanks for reminding them raocow ^_^ ha...
And thanks Darkbuu. That's precisely what I wanted. Shall be fixing those right now and uploading another version.
And thanks Darkbuu. That's precisely what I wanted. Shall be fixing those right now and uploading another version.
- raocow
- the death of the incredible huge
- Posts: 4078
- Joined: 15 years ago
- Location: maybe the Wizards are the most complex, and the sales guys are up their daily
- https://raocow.talkhaus.com/
Re: Level Clearing~
Yeah, though I suppose I could lower them by one or two blocks and add munchers on the top so it seems more 'on purpose', huh?Lv27MarkerMMan wrote:@ raocow
I played your level and ran into a peculiar obstacle. In the room after the killer leaves room, where you are underwater and the platforms rise up and down, if the platforms rise up into me they instantly kill me. Was this intended?
the chillaxest of dragons
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing~
Okie dokie broski.
Did those fixes, and made a new patch.
Here she is.
Did those fixes, and made a new patch.
Here she is.
Re: Level Clearing~
After many RL shenanigans I think I'm ready to place my level in this particular thread device machine.
just go to the right and into the first door.
just go to the right and into the first door.
- noseman999
- Posts: 0
- Joined: 14 years ago
Re: Level Clearing~
Well, I improved my level, added a new sublevel and some other touch-ups. But the main difference between this one and the one I posted on page 8 (or was it 7. I can't remember) is that the NEW final room has all the features from all the previous rooms:
I don't know what is the religious property of a giant clump of dirt that is just sitting there?
- raocow
- raocow
- ProfessorDemetri
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Re: Level Clearing~
Hrrm... What happened to the clearer guys? o.o...
Re: Level Clearing~
ProfessorDemetri wrote:Hrrm... What happened to the clearer guys? o.o...
In limbo.
- ProfessorDemetri
- Posts: 0
- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing~
Oh I see, I see. Thought as much. Oh man, real life. lol.LightSlei wrote:ProfessorDemetri wrote:Hrrm... What happened to the clearer guys? o.o...
In limbo.
I just thought that they might be busy, tis all. Thanks though ^_^
Re: Level Clearing~
ProfDemetri:
First of all, you should get rid of that one spot at the begining when you wait for the p switch because if you just stand right next to the blocks you don't even get hit. At least make it so you have to move around on that part. Also, if you can, you shoul'd try to make a bottom of the vine tile it looks awkward when it cuts off, especially with these graphics. Right after the p swicth part there is a wrong corner tile and when you hit the vine block and climb up you should make those frozen blocks act solid.
Major cut off with the lava and bottom of the ground right here. Also, layer priority issue with the turtle under me. And to the right of that the blocks that you hit cut off. They should just be solid too. Tile 130, I believe.
Lava and ground cutoff near after the midpoint. Oh God, you need more time I won with literally 1 second left. I reccomend at least 100 more seconds unless you want that to be a challenge which I don't reccomend. Also, after thinking about it I think your level should only have one exit because you basically have to play the same exact same level twice except one of the times you have to hold x/y half the time but whatever.
TheSlyPig:
Not much to say. Cool level and cool gimmick. Except the thwomp palette was bad.
Noseman:
I still love your level but for me the new last room kinda ruins it for me. You either need a second midpoint or get rid of it or something. Its way too hard and now its way too hard to get to the midpoint. I couldn't even beat the last room with savestates because the layer 2 thwomp part is like impossible.
First of all, you should get rid of that one spot at the begining when you wait for the p switch because if you just stand right next to the blocks you don't even get hit. At least make it so you have to move around on that part. Also, if you can, you shoul'd try to make a bottom of the vine tile it looks awkward when it cuts off, especially with these graphics. Right after the p swicth part there is a wrong corner tile and when you hit the vine block and climb up you should make those frozen blocks act solid.
Major cut off with the lava and bottom of the ground right here. Also, layer priority issue with the turtle under me. And to the right of that the blocks that you hit cut off. They should just be solid too. Tile 130, I believe.
Lava and ground cutoff near after the midpoint. Oh God, you need more time I won with literally 1 second left. I reccomend at least 100 more seconds unless you want that to be a challenge which I don't reccomend. Also, after thinking about it I think your level should only have one exit because you basically have to play the same exact same level twice except one of the times you have to hold x/y half the time but whatever.
TheSlyPig:
Not much to say. Cool level and cool gimmick. Except the thwomp palette was bad.
Noseman:
I still love your level but for me the new last room kinda ruins it for me. You either need a second midpoint or get rid of it or something. Its way too hard and now its way too hard to get to the midpoint. I couldn't even beat the last room with savestates because the layer 2 thwomp part is like impossible.
- ProfessorDemetri
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- Joined: 14 years ago
- Location: BC, Canada
Re: Level Clearing~
Thank you for doing this.limepie20 wrote:ProfDemetri:
First of all, you should get rid of that one spot at the begining when you wait for the p switch because if you just stand right next to the blocks you don't even get hit. At least make it so you have to move around on that part. Also, if you can, you shoul'd try to make a bottom of the vine tile it looks awkward when it cuts off, especially with these graphics. Right after the p swicth part there is a wrong corner tile and when you hit the vine block and climb up you should make those frozen blocks act solid.
Major cut off with the lava and bottom of the ground right here. Also, layer priority issue with the turtle under me. And to the right of that the blocks that you hit cut off. They should just be solid too. Tile 130, I believe.
Lava and ground cutoff near after the midpoint. Oh God, you need more time I won with literally 1 second left. I reccomend at least 100 more seconds unless you want that to be a challenge which I don't reccomend. Also, after thinking about it I think your level should only have one exit because you basically have to play the same exact same level twice except one of the times you have to hold x/y half the time but whatever.
Thanks again.
Re: Level Clearing~
Going to give it a shot now, although not really sure if the music fits. Want another opinion since Testing & Discussion has died.
@limepie: I thought it sounded odd when playing but wanted to know it if it was just me, alright I'll try the one you linked me to and see if it's good or not.
@limepie: I thought it sounded odd when playing but wanted to know it if it was just me, alright I'll try the one you linked me to and see if it's good or not.
Last edited by LightSlei 13 years ago, edited 1 time in total.
Re: Level Clearing~
LightSlei: The music. I'm not entirely sure about it. Wait for some more opinions on it. I may try to find a better song. Unless you like it like this.
edit - I think i found something much better. Also, new version of my level. I fixed some gamebreaking issues.
edit2 - Oh also, ignore the obvious moon in the 2nd sublevel.
edit - I think i found something much better. Also, new version of my level. I fixed some gamebreaking issues.
edit2 - Oh also, ignore the obvious moon in the 2nd sublevel.
Re: Level Clearing~
Limepie, Monty on the Run causes the game to crash everytime it loads my level so can't use that. Still looking at options to replace it with.
Re: Level Clearing~
So, here's another versioin of my level, I think I covered every advice DS and chdata mentioned I could use.
So I changed some palettes, added some animated flags I made a while ago and some other stuff...
And I used chdatas water drops to make him happeh.
And please note that the fireballs and bowser statues are still slide-killable, but as far as I understand that is okay as long as it is changed in the final (yea, I use a pretty old baseROM).
So here is ,now with
So I changed some palettes, added some animated flags I made a while ago and some other stuff...
And I used chdatas water drops to make him happeh.
And please note that the fireballs and bowser statues are still slide-killable, but as far as I understand that is okay as long as it is changed in the final (yea, I use a pretty old baseROM).
So here is ,now with
DaxterSpeed wrote:a lot of touch-ups.
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Re: Level Clearing~
I really like the level now, can't say I can complain about anything really worth complaining about. The only thing I'm wondering about is where the keyhole is. Where is it?
Re: Level Clearing~
so you found the key but you didnt find the note that it just represents the treasure chests's position ;)
Thanks, btw.
should I submit nao?
Thanks, btw.
should I submit nao?
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Re: Level Clearing~
Nope. Lemme try 100% this thing, then you're fine. (I suck at that BTW.)Paralars wrote:so you found the key but you didnt find the note that it just represents the treasure chests's position ;)
Thanks, btw.
should I submit nao?
Re: Level Clearing~
so you mean getting all d coins the treasure and finding all secrets?
I placed the d coins with the impression that they save even without getting them all in one try.
Also there is a bunch of little "secrets" and tricks that help you get a second chance or something, if you want to test all those I can make you a spoilering list.
I placed the d coins with the impression that they save even without getting them all in one try.
Also there is a bunch of little "secrets" and tricks that help you get a second chance or something, if you want to test all those I can make you a spoilering list.
Re: Level Clearing~
So yeah I think I'm going to stay with Candy Constellation so feel free to go through it.
It starts off awkward but by the 3rd screen it feels right IMO.
It starts off awkward but by the 3rd screen it feels right IMO.
- Cheeseofdoom
- Posts: 0
- Joined: 14 years ago
Re: Level Clearing - Big Fat New Rule
Me, over a month ago wrote:Hi there clearing thread!
Here is the (hopefully) final version of my level, slot 11B. It is to be simply titled "Time"
Yeah. So uh, here that is again, if anyone would like to look through it.
Re: Level Clearing~
Cheeseofdoom:I can't find anything wrong with your level except maybe the chest location shouldn't take you right to the end because you miss a lot of the level.