Cleavaged Cliff

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Mudkip
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Cleavaged Cliff

Postby Mudkip » Sun Nov 26, 2017 12:20 pm

It's been a really long time since I last touched the SMBX level editor to create a level on my own and actually complete designing it. (Especially within the same day I started creating the level!) I think it's been at least like 3-4 years.
Anyway, since I actually want to go back to designing levels with SMBX I tried to make some really basic level I also want to use for my future episode, so I'd really like to hear some opinions on the level difficulty, length, fairness, appeal and most importantly, the fun factor.
The level difficulty is supposed to be medium and personally I don't think it's any hard, except for dealing with the wind as a newbie.
Big shoutout to PixelPest for making that ezpz lua asset, it helped me designing the level. I would really like to learn more about luna lua in the future, but my time recently has been rather limited (and it will probably stay like that in the future for some time).

Now on to the main topic, I present to you Cleavaged Cliff! A mountain level with very basic NPCs and some wind you can use to your advantage. The level is pretty straightforward, but you should see for yourself.

Screenie:
Spoiler: show
Image
Download:
https://www.mediafire.com/file/0sw6sjl9 ... 0Cliff.zip

Have fun!


EDIT:
I made this level with SMBX2, so I guess you need that editor to play the level properly.
Last edited by Mudkip on Sat Dec 16, 2017 7:21 am, edited 1 time in total.

PixelPest
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Re: Cleavaged Cliff

Postby PixelPest » Sun Nov 26, 2017 12:29 pm

Played the level and quite enjoyed it. It's simple but has some nice variation and tricky spots. I also like the atmosphere. If you're fine with it I'd like to record it and put it on my YouTube channel

Mudkip
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Re: Cleavaged Cliff

Postby Mudkip » Sun Nov 26, 2017 12:30 pm

Sure, go ahead!
Also dat was pretty quick whew

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Re: Cleavaged Cliff

Postby PixelPest » Sun Nov 26, 2017 12:34 pm

Mudkip wrote:Sure, go ahead!
Also dat was pretty quick whew
Yeah the screenshot you posted was simple yet intriguing and I liked the idea of it and thought it would be nice to play after spending an hour trying to record a hard level I've been working on. I'm also happy to see that the easyLuna.lua thing I made is being put to good use and am glad you were able to make use of it. Didn't notice it was there until after playing the level even as it seemed pretty natural. Thanks for giving it a go

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Re: Cleavaged Cliff

Postby Mudkip » Sun Nov 26, 2017 12:55 pm

There's a bug I discovered when using it though. When I tried placing the checkpoint on other spots with solid ground (the checkpoint as it is now is placed above a sizable), I always ended up a few blocks further up than intended when restarting the level after taking the checkpoint. I'm not 100% sure this is related to your lua help, since I didn't bother looking too much into it after solving the problem - but I guess this might be worth putting up.
Anyway thanks again a bunch for the asset! It's a godsend for people who can't deal with lunalua on their own.

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Re: Cleavaged Cliff

Postby PixelPest » Sun Nov 26, 2017 1:09 pm

I'm pretty sure the checkpoint issue is regarding the hitbox of the ring. The first time I jumped through it I missed the center and was like, "What." And then jumped right through the center and it collected. The larger graphics still likely has the same 32x32 hitbox and I'm pretty sure the hitbox of the checkpoint determines where the player spawns

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Re: Cleavaged Cliff

Postby krychonafide » Sun Nov 26, 2017 1:35 pm

That's working on 1.3.0.1?

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Re: Cleavaged Cliff

Postby Mudkip » Sun Nov 26, 2017 1:44 pm

I don't think it does. I honestly have no clue how all this compatibility stuff works. It might work if you have 1.3.0.1 with lunalua installed. I made the level with SMBX 2.0

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Re: Cleavaged Cliff

Postby PixelPest » Sun Nov 26, 2017 1:53 pm

TheToad89 wrote:That's working on 1.3.0.1?
You need SMBX2 to play the level. I'm not 100% sure if it would work on 1.3.0.2 (1.3.0.1 + LunaLua) as there are certain requirements that may not be there. Definitely will not work on 1.3.0.1

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Re: Cleavaged Cliff

Postby krychonafide » Sun Nov 26, 2017 1:56 pm

PixelPest wrote:
TheToad89 wrote:That's working on 1.3.0.1?
You need SMBX2 to play the level. I'm not 100% sure if it would work on 1.3.0.2 (1.3.0.1 + LunaLua) as there are certain requirements that may not be there. Definitely will not work on 1.3.0.1

Ok, thanks.

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Re: Cleavaged Cliff

Postby PixelPest » Wed Nov 29, 2017 4:36 pm


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Re: Cleavaged Cliff

Postby Ryuji231 » Thu Dec 07, 2017 10:20 pm

This level was a masterpiece. And the wind effect added a bit of a challenge through most of the level.
I can't wait to see what's next.

Mudkip
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Re: Cleavaged Cliff

Postby Mudkip » Fri Dec 08, 2017 4:44 pm

Thanks. That means a lot to me especially after trying to create a level after such a long time.

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Re: Cleavaged Cliff

Postby Ryuji231 » Mon Dec 11, 2017 1:33 pm

It's a great way to close out 2017

You're welcome BTW Mudkip ^_^

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Re: Cleavaged Cliff

Postby Shadow_Flame » Thu Dec 14, 2017 4:56 pm

Hey, Mudkip. I really, really liked this level! Here's what I think:

- The custom graphics are great, really pleasant to look at and feel natural.
- Music is very fitting, reminds me of native American Indian...
- For some reason, I couldn't see the cloud/wind effect. I played the level on SMBX 1.4.4, maybe that's why (also, I'm not using LunaLua)? I did see the clouds in the YouTube video though and they look fantastic!
- There is a spot in the second half of the level which might be a bit tricky. It's where you're holding on to the hovering block and you're supposed to go over spikes but I kept hitting the red blocks and thus losing altitude, causing me to touch the spikes on the left (see image below for exact location in the level):
Spoiler: show
Image
- Enemies felt a tad repetitive, maybe get 1 or 2 custom ones?

Overall, I really like this. It feels a bit linear at times but it's got such a lovely and pleasant atmosphere. Also, who can ignore that cloud effect! I'd give it 7.5/10 :)

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Re: Cleavaged Cliff

Postby PixelPest » Thu Dec 14, 2017 9:26 pm

Shadow_Flame wrote:Hey, Mudkip. I really, really liked this level! Here's what I think:

- The custom graphics are great, really pleasant to look at and feel natural.
- Music is very fitting, reminds me of native American Indian...
- For some reason, I couldn't see the cloud/wind effect. I played the level on SMBX 1.4.4, maybe that's why (also, I'm not using LunaLua)? I did see the clouds in the YouTube video though and they look fantastic!
- There is a spot in the second half of the level which might be a bit tricky. It's where you're holding on to the hovering block and you're supposed to go over spikes but I kept hitting the red blocks and thus losing altitude, causing me to touch the spikes on the left (see image below for exact location in the level):
Spoiler: show
Image
- Enemies felt a tad repetitive, maybe get 1 or 2 custom ones?

Overall, I really like this. It feels a bit linear at times but it's got such a lovely and pleasant atmosphere. Also, who can ignore that cloud effect! I'd give it 7.5/10 :)
You can't play anything made in 38A outside of that engine; not even 1.3 levels as they don't use the same physics. 38A doesn't have LunaLua so no, the wind function wouldn't work, and since that is the main gimmick of the level I'd consider this review to be pretty baseless since you didn't even experience the actual level. (Also you actually needed to make use of the wind at some points so idk how you completed the level and your complaint about the tricky part is not hard at all because you have the wind blowing you past the spikes.) Furthermore, just using custom enemies doesn't make a level better. I found the level very engaging since I actually experienced its main mechanic and the enemies were placed intuitively to challenge the player; I didn't find it very repetitive

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Re: Cleavaged Cliff

Postby Shadow_Flame » Fri Dec 15, 2017 12:49 pm

You can't play anything made in 38A outside of that engine; not even 1.3 levels as they don't use the same physics. 38A doesn't have LunaLua so no, the wind function wouldn't work, and since that is the main gimmick of the level I'd consider this review to be pretty baseless since you didn't even experience the actual level. (Also you actually needed to make use of the wind at some points so idk how you completed the level and your complaint about the tricky part is not hard at all because you have the wind blowing you past the spikes.) Furthermore, just using custom enemies doesn't make a level better. I found the level very engaging since I actually experienced its main mechanic and the enemies were placed intuitively to challenge the player; I didn't find it very repetitive
Now I understand. However, I want to point out that neither in the level name, nor in the level description does it explicitly mention that this is intended for 38A and this could easily confuse people (especially me as I don't often use 38A).

In that case, I will give a full review once I manage to test this in the right engine.

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Re: Cleavaged Cliff

Postby The0x539 » Fri Dec 15, 2017 3:27 pm

Shadow_Flame wrote:Now I understand. However, I want to point out that neither in the level name, nor in the level description does it explicitly mention that this is intended for 38A and this could easily confuse people (especially me as I don't often use 38A).
...then what led you to play this with 38A?

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Re: Cleavaged Cliff

Postby Shadow_Flame » Fri Dec 15, 2017 5:50 pm

The0x539 wrote:
Shadow_Flame wrote:Now I understand. However, I want to point out that neither in the level name, nor in the level description does it explicitly mention that this is intended for 38A and this could easily confuse people (especially me as I don't often use 38A).
...then what led you to play this with 38A?
That's what I'm trying to say - I never played this in 38A. I did it in 1.4.4 and that explains why I didn't get the wind effect.

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Re: Cleavaged Cliff

Postby ElectriKong » Fri Dec 15, 2017 6:02 pm

Shadow_Flame wrote:
The0x539 wrote:
Shadow_Flame wrote:Now I understand. However, I want to point out that neither in the level name, nor in the level description does it explicitly mention that this is intended for 38A and this could easily confuse people (especially me as I don't often use 38A).
...then what led you to play this with 38A?
That's what I'm trying to say - I never played this in 38A. I did it in 1.4.4 and that explains why I didn't get the wind effect.
They are the same thing. You need to play this in 2.0.


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