Level Clearing
Re: Level Clearing
fireyblaze:
Firstly, I don't understand what you mean by that parrot coin message. Do the parrot coins reset every time demo dies? If that's the case, get rid of it. There's no reason for it in this level and makes no sense. The coin trail near the beginning is misleading because it doesn't signify that you have to veer to the right. After you beat the level, the ground is cutoff. About the level design, I didn't enjoy it too much. My main problem is that it was really conducive to the gimmick and it wasn't really fun to me either. But I don't really know what else to say; I just didn't like it to much. Maybe that's just me and someone else has to play it, but my tip for you right now would be to make the level feel like it was designed for the gimmick and not just be some high difficulty lava area.
Firstly, I don't understand what you mean by that parrot coin message. Do the parrot coins reset every time demo dies? If that's the case, get rid of it. There's no reason for it in this level and makes no sense. The coin trail near the beginning is misleading because it doesn't signify that you have to veer to the right. After you beat the level, the ground is cutoff. About the level design, I didn't enjoy it too much. My main problem is that it was really conducive to the gimmick and it wasn't really fun to me either. But I don't really know what else to say; I just didn't like it to much. Maybe that's just me and someone else has to play it, but my tip for you right now would be to make the level feel like it was designed for the gimmick and not just be some high difficulty lava area.
- Fireyblaze
- Posts: 4
- Joined: 14 years ago
Re: Level Clearing
Well, you see, even though they aren't necessarily puzzles, allowing the coins to be kept would let players use a previous switch on a future spot. It is mainly there to prevent breaking of my level through those means. Plus, I think that the difficulty of getting all of the coins in one run is something that this level's gimmick builds on because many of the coins require you to travel some through the map, but the slowing speed makes it stressful if you are running out of time.limepie20 wrote:fireyblaze:
Firstly, I don't understand what you mean by that parrot coin message. Do the parrot coins reset every time demo dies? If that's the case, get rid of it. There's no reason for it in this level and makes no sense.
I'll make sure to fix these.The coin trail near the beginning is misleading because it doesn't signify that you have to veer to the right. After you beat the level, the ground is cutoff.
I guess my level might not be using the gimmick to it's fullest, but I think that if I did exploit the gimmick fully, it would just lead to my level becoming annoying and tedious. I mean, sure, I could make the level require you to traverse the level forwards and backwards to get the most of the gimmick, but I'm sure that by the end of the level, the player will just want it over with.About the level design, I didn't enjoy it too much. My main problem is that it was really conducive to the gimmick and it wasn't really fun to me either. But I don't really know what else to say; I just didn't like it to much. Maybe that's just me and someone else has to play it, but my tip for you right now would be to make the level feel like it was designed for the gimmick and not just be some high difficulty lava area.
Also, I think that the enemies that I picked throughout the level become increasingly difficult as you proceed. I tried to make it a high intensity environment, but I made it decently short to compensate.
I'll wait for other opinions, but I will think of ways to improve my level if you truly think it needs to be redone.
- Giant Ninji
- Posts: 7
- Joined: 12 years ago
Re: Level Clearing
At least to help out here, i tried testing a level. Note that i did not fully test the level
fireblayze:
fireblayze:
- Giant Ninji
- Posts: 7
- Joined: 12 years ago
Re: Level Clearing
I meant that in a way that how the level is made doesn't really make feel like the level is supposed to slow down Demo (and plus I played it on my slow computer - that's a fault in my end.)
More things (to fireyblaze):
More things (to fireyblaze):
Re: Level Clearing
Here is my and Cheeseofdoom's level.
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- Muwha!
- Posts: 141
- Joined: 13 years ago
Re: Level Clearing
?????
Is this project dead now? Tenta are you going to fix those problems or not? Someone else could easily take your level slot and finish a level otherwise.
Is this project dead now? Tenta are you going to fix those problems or not? Someone else could easily take your level slot and finish a level otherwise.
- ProfessorDemetri
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- Location: BC, Canada
Re: Level Clearing
I'd say that no, this project is not dead, as there was posts just a few days ago about it?
As far as Tenta goes.. I have no idea. But the project itself is far from dead.
As far as Tenta goes.. I have no idea. But the project itself is far from dead.
Re: Level Clearing
I fixed most of the problems now. Just give me a minute. i don't always have free time.
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- Muwha!
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Re: Level Clearing
If you need help hop on msn and ill be glad to help.
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Re: Level Clearing
@ limepie20: You're cleared, although I think an extra mushroom in both sublevels would really help out. Also, pausing the game at certain moments will unlatch spike tops from the ground, although I guess that can't be helped.
- Fireyblaze
- Posts: 4
- Joined: 14 years ago
Re: Level Clearing
Well, from the 2 people who have commented on my level, it seems you want me to remake the level.
Using the same gimmick, can you suggest any specific changes? Because if you want me to utilize the gimmick, then the level becomes extremely tedious. If I don't, then the level becomes too easy and something that doesn't make an impact.
Just some specific tips to put me in the right direction would be nice.
Using the same gimmick, can you suggest any specific changes? Because if you want me to utilize the gimmick, then the level becomes extremely tedious. If I don't, then the level becomes too easy and something that doesn't make an impact.
Just some specific tips to put me in the right direction would be nice.
Re: Level Clearing
Well, right now, the level on its own is short. Also, it's kinda cramped inside the cave. The level is hard obstacle after hard obstacle. That's not what you want for your level.
Now I don't know whether Demo slows down because of how much time she's spent or how far in the level she's gotten. With the latter the level would be better. The reason why is every screen (or however you'd want to space it out) would have its own speed for Demo and so you will know what Demo's speed is in every part of the level, so you can design that part specifically around that speed.
Now, you will want to make the cave more open and less difficult. Something like an smw cave would work better. In fact, you should check out the original guy's level. If I remember correctly, his level more closely resembled an smw cave and was more conducive to the gimmick. I don't know what else to say. I'd just try designing a simple cave, test it, and see how it feels/if you like it.
Also, yes, I know that wasn't specific, but I don't know why you'd want anything specific for redisiigning a level.
Now I don't know whether Demo slows down because of how much time she's spent or how far in the level she's gotten. With the latter the level would be better. The reason why is every screen (or however you'd want to space it out) would have its own speed for Demo and so you will know what Demo's speed is in every part of the level, so you can design that part specifically around that speed.
Now, you will want to make the cave more open and less difficult. Something like an smw cave would work better. In fact, you should check out the original guy's level. If I remember correctly, his level more closely resembled an smw cave and was more conducive to the gimmick. I don't know what else to say. I'd just try designing a simple cave, test it, and see how it feels/if you like it.
Also, yes, I know that wasn't specific, but I don't know why you'd want anything specific for redisiigning a level.
Re: Level Clearing
tenta:
Your thwimp still has wrong graphics. Fix them, or take the thwimp out. Actually, the thwimp was only in one part and it was that one screen puzzle section, which I think you should remove completely because it was different from the rest of the level. The graphics for where a invisible coin block will be were way too obscure. Half of them are still pretty much invisible, and that doesn't work; it only frustrates the player. That one section with the bullet bill generator near the beginning of the level was way too much. It was unfairly difficulty. You have to deal with the slippery level, obscure invisible coin blocks, and bullet bills. I think the generator should not be there. Just stick to normal sprites. In addition, all of the homing (horizontally and vertically) bills seemed to unfair in this level because they are just too hard to deal with because of the slippery level setting. Maybe they'd be okay if the invisible coin blocks were visible.
This was definitely a step forward, but you're not quite there yet.
Your thwimp still has wrong graphics. Fix them, or take the thwimp out. Actually, the thwimp was only in one part and it was that one screen puzzle section, which I think you should remove completely because it was different from the rest of the level. The graphics for where a invisible coin block will be were way too obscure. Half of them are still pretty much invisible, and that doesn't work; it only frustrates the player. That one section with the bullet bill generator near the beginning of the level was way too much. It was unfairly difficulty. You have to deal with the slippery level, obscure invisible coin blocks, and bullet bills. I think the generator should not be there. Just stick to normal sprites. In addition, all of the homing (horizontally and vertically) bills seemed to unfair in this level because they are just too hard to deal with because of the slippery level setting. Maybe they'd be okay if the invisible coin blocks were visible.
This was definitely a step forward, but you're not quite there yet.
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- Banned
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- First name: Stephen
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Re: Level Clearing
I think the invisible coin blocks have a good enough outline. It's seems to be a matter of looking before you leap, although I might just be used to all the jumps.
Re: Level Clearing
The thing is, in most cases you can't look before you leap. A lot of times you are being chased by bullets or are on a p switch timer and must run fast. And even then, it could possibly be okay, but the level is slippery. It's just way too hard, and "looking before you leap" is frustrating, not fun.
Even in places right at the beginning were there are few enemies, it was hard for me to figure out where some invisible coin blocks are. The only way you can tell is by moving back and forth and seeing where stars in the background are being cut off for a split second because the outline is the same color as the background. This is very hard to do because of the slipperyness but even if the level wasn't slippery, all that work for ascertaining the location of one block does not seem worth it when jumping randomly produces more immediate results; then, the level is the same as it was before: jumping randomly.
Even if the outline, completely contrasting from the background, was bright yellow, you'd still have to look before you leap. You can't just run forward and move on with the level; you still have to watch out for those outlines, and I think it would play fine. Obviously, yellow is not a pleasant color for this level, but the color should be let to stick out.
Even in places right at the beginning were there are few enemies, it was hard for me to figure out where some invisible coin blocks are. The only way you can tell is by moving back and forth and seeing where stars in the background are being cut off for a split second because the outline is the same color as the background. This is very hard to do because of the slipperyness but even if the level wasn't slippery, all that work for ascertaining the location of one block does not seem worth it when jumping randomly produces more immediate results; then, the level is the same as it was before: jumping randomly.
Even if the outline, completely contrasting from the background, was bright yellow, you'd still have to look before you leap. You can't just run forward and move on with the level; you still have to watch out for those outlines, and I think it would play fine. Obviously, yellow is not a pleasant color for this level, but the color should be let to stick out.
Re: Level Clearing
I finally got my lazy ass to do something about this, here is Gelatin Factory with a remade first half.
http://www.mediafire.com/?cyfafbs3oua8cjn
it has a key for a treasure chest because apparently that treasure sprite is smarter than me.
Sorry It took so long.
http://www.mediafire.com/?cyfafbs3oua8cjn
it has a key for a treasure chest because apparently that treasure sprite is smarter than me.
Sorry It took so long.
Last edited by Paralars 12 years ago, edited 1 time in total.
Re: Level Clearing
well, this isn't originally my level, I'm just trying to finish it in a reasonable manner.
Some of the things you pointed out are supposed to be like that, some things I just overlooked because I didn't do much more than rebuild the whole level and redesign the first half.
I uploaded a new version with a few changes.
Some of the things you pointed out are supposed to be like that, some things I just overlooked because I didn't do much more than rebuild the whole level and redesign the first half.
I uploaded a new version with a few changes.
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Re: Level Clearing
Tenta: I just played the T&D version of your level again and I think you should fix this problems
You miss the outlines of the three coinblocks that lead up from the parrot coin.
Also this make be misconstrued as a puzzle.
If you had to remove some difficulty suggest removing the generator. The homing bullet should encourage a sane player to take his time, while the generator doesn't. Without the generator it's easy to go at a pace to look at the jumps. I think more time might also be required.
Also the p-switch thing at the end could use a reset door. Also at the beginning, there needs to be a sample block.
Limepie: I disagree about making the outline yellow. All that's needed is carefulness and I think the current version is at an optimal level. The problem is not the coinblocks themselves.
You miss the outlines of the three coinblocks that lead up from the parrot coin.
Also this make be misconstrued as a puzzle.
Also the p-switch thing at the end could use a reset door. Also at the beginning, there needs to be a sample block.
Limepie: I disagree about making the outline yellow. All that's needed is carefulness and I think the current version is at an optimal level. The problem is not the coinblocks themselves.
Re: Level Clearing
Paralars:
You really improved the first half. I don't see any immediate errors in it now. You just need to fix the second half now. That weird "employees only" thing was still there, so I imagine you haven't touched that half yet.
You really improved the first half. I don't see any immediate errors in it now. You just need to fix the second half now. That weird "employees only" thing was still there, so I imagine you haven't touched that half yet.
Re: Level Clearing
I changed a few boring parts in the second half and removed the lakitu part completely and replaced it with something else, it was just unclean with the cloud and all that.
I actually thought the "employees only" sign was a funny idea, because it looks like Demo actually follows the rules, even though there is no real barrier.
I had already changed that part to have a purpose, but now I changed it again.
I don't think there is much more that needs to be "fixed" now.
http://www.mediafire.com/?cyfafbs3oua8cjn
I actually thought the "employees only" sign was a funny idea, because it looks like Demo actually follows the rules, even though there is no real barrier.
I had already changed that part to have a purpose, but now I changed it again.
I don't think there is much more that needs to be "fixed" now.
http://www.mediafire.com/?cyfafbs3oua8cjn
Re: Level Clearing
well, there isn't much new stuff that would need approval, I'm just wondering if there is anything that REALLY needs to go.
I'm aware the music cracks a few times, but I think two or three 'bleep's in the level are tolerable when the music is fitting (which I think it is, at least I didn't find anything better in the rom)
(The bonus area is already fixed)
http://www.mediafire.com/download.php?cyfafbs3oua8cjn
Sorry for being impatient
I'm aware the music cracks a few times, but I think two or three 'bleep's in the level are tolerable when the music is fitting (which I think it is, at least I didn't find anything better in the rom)
(The bonus area is already fixed)
http://www.mediafire.com/download.php?cyfafbs3oua8cjn
Sorry for being impatient
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Re: Level Clearing
@ Paralars: Sorry for being late and lazy, but your level is cleared. It's definitely one of the cooler levels around. However, at the area with the "Employees Only" sign, the second time I threw a shell in to hit the block, the shell passed through the block and didn't hit it for some reason. It might be fixed if you move it up a block or so.
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Re: Level Clearing
Really sorry for the delay of over two months. Exams + waning interest in the level + life issues... Part of me has wanted to swear off using SMW for platform level making. However, I acknowledge that it does have its charm, even if it's incredibly frustrating to learn on-the-fly and thus hard even to make practice levels with what little innate motivation I have. Another part of me also thought that maybe I'd been silently removed from the level list, since I never got any PMs during the off-time.
Anyway here it is again. Part of what made me stop progress on this was that I couldn't figure out what part of the palette the fireballs used. It's an obvious appearance problem to have red fireballs coming out of green deadly plant secretions or whatever the "lava" is supposed to be. I'm still not sure what's going on with the fire traps, either.
http://bin.smwcentral.net/u/12461/1a.ips
P.S. I forgot to move the midpoint in an earlier draft and I noticed that it had already been downloaded twice before I replaced it with the version with the moved midpoint. Just so people know.
Anyway here it is again. Part of what made me stop progress on this was that I couldn't figure out what part of the palette the fireballs used. It's an obvious appearance problem to have red fireballs coming out of green deadly plant secretions or whatever the "lava" is supposed to be. I'm still not sure what's going on with the fire traps, either.
http://bin.smwcentral.net/u/12461/1a.ips
P.S. I forgot to move the midpoint in an earlier draft and I noticed that it had already been downloaded twice before I replaced it with the version with the moved midpoint. Just so people know.