MrDeePay wrote:Ye Olde Spookhouse:- Outdated SP2.
- Demo appears behind the scenery when entering/exiting pipes in level 140, screens 00 and 02. </trivial>
- I may have some LevelASM code lying around that will make Demo's initial position face level on level entry (levels 13D-13E)
- Harmless enemies running about in level 140. Parakoopa and one Ninji (screen 05), another Ninja (screen 07), more Parakoopas (screens 08, and 0B-0C), and an Eerie (screen 0C). Then again, those all may be cosmetic appeal.
- Nice music, BTW. It helps enhance the setting very well though I'd consider a palette upgrade.
-Is this something that would be covered by whoever's working on the master copy, or something I should be addressing myself? I'm not sure what it is, if so.
-While it would be 'cleaner' if this didn't happen, I think the scenery tiles keep the area more coherent, as it were. Or something.
-That'd be groovy.
-The first and last Parakoopas you mentioned are for cosmetic appeal (theoretically?), and the Ninji on screen 05 that falls straight into the whole is just a quick gag. But all the other enemies you listed do get in the player's way (the latter ones are meant to if you're jumping too high on the Ninjis below them), so I wouldn't call them harmless. But if some enemy rejiggering is necessary, I can do that (unless it's minor enough that a higher-up would do so instead).
-It's just the 'default' ghost house theme (though does anyone else use it?), but I do think it works really well for the level. Would you have any particular suggestions on what the palette ought to be?
-While it would be 'cleaner' if this didn't happen, I think the scenery tiles keep the area more coherent, as it were. Or something.
-That'd be groovy.
-The first and last Parakoopas you mentioned are for cosmetic appeal (theoretically?), and the Ninji on screen 05 that falls straight into the whole is just a quick gag. But all the other enemies you listed do get in the player's way (the latter ones are meant to if you're jumping too high on the Ninjis below them), so I wouldn't call them harmless. But if some enemy rejiggering is necessary, I can do that (unless it's minor enough that a higher-up would do so instead).
-It's just the 'default' ghost house theme (though does anyone else use it?), but I do think it works really well for the level. Would you have any particular suggestions on what the palette ought to be?
If I might say so, it's nice to see that it's mostly little things rather than something outright wrong with the level.