Walder's Library [Spike Spikegel]

Share your own SMBX levels and play others' too.

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KateBulka
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Re: Scarecrow

Postby KateBulka » Mon Jun 04, 2018 2:54 pm

Electriking wrote:
Mon Jun 04, 2018 1:52 pm
So, are we implying that moving layers are required to make a good level?
Well if you are using a clouds bgos then that would be nice to see them moving.

OlieGamerTV
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Re: Scarecrow

Postby OlieGamerTV » Mon Jun 04, 2018 5:40 pm

Scarecrow wrote:
Mon Jun 04, 2018 2:51 pm
OlieGamerTV wrote:
Mon Jun 04, 2018 2:40 pm
I just tried the Project Jungle, and it did look very fun, i even found a "what im assuming is" a hidden room, and i even beat it twice, in the middle of making a vid of this, but... I most likely suck at the game, as its very hard, it looks cool, and it has some really nice looking enemies, but there were a few objects and BGO's that didn't look right...
Spoiler: show
The Area where you have to bounce on a Camo Beetles (Yes, im calling them that) over muchers, didn't look right as they were slightly hovering.
Some Pipes dont look right when they are attached to the ground.
I kinda added my own graphical touch to my copy, by adding slightly cracked pipes, and making the pipes look better with the ground, minor things, but still, this level looks so nice! and the music fits it so good! good job sir!
Spoiler: show
ImageImageImage
Thank you, and the cracked pipes look great!

As for the hidden room, it contains a secret that requires a bit of patience.
hmmm... some waiting prehaps? ;) guess i got some investigating to do then.

Shadow_Flame
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Re: Scarecrow

Postby Shadow_Flame » Thu Jun 07, 2018 5:08 pm

Hi there, Scarecrow. I played through both your levels and here's what I think:

Project Beach:
- I liked the music and feel it fit the level really well.
- Really enjoyed the graphics - blocks, backgrounds, enemies, etc. The level flowed quite well and had a nice ambience. I was plesantly surprised to see that the baby fish wouldn't hurt me :)
- I'm a big fan of exploration levels and like that the first section of this level offered many ways to go which naturally interconnected.
- When warping through some of the pipes, it seems like the warps were placed in the middle of a horizontal pipe when Mario comes out of it rather than connecting with the ground. Not sure if that was intentional or a flaw but it looks strange...
- I think there was something wrong with the death animation for the green and red fish. When I killed some of them with a fireball, they all of a sudden turned very white. Hope it's not something that happened just to me.
- The level felt a bit short and didn't have a checkpoint but I guess this is better than having to endure an unnecessarily long level.

Project Jungle:
- Once again, music fits really well (can't criticise DKC!)
- Loved the graphics. Although I've seen them in other levels before, I feel that you combined them in a natural way. Saying that, the Twhomps felt a bit out of place for me in the jungle environment.
- I thought that some sections were quite hard and enemies were sometimes placed in an unfair way. For example, what Enjl has mentioned above about the last Dino enemy right before the end, which you can hardly avoid at all and damage is almost inevitable. Also, I really struggled with those Munchers at the top left corner of the first section (where the first dragon coin is, above the starting point). Perhaps removing one of the Munchers?
- The position of these 2 enemies:
Spoiler: show
Image
I'd question whether the Thwomp is really necessary there.
- That random section with Mr Saturn was very bizarre. Was he there just as an Easter egg?
- Some vines were not climbable and that was easily confusing as there was a music block underneath one of them, making me think that I could climb it and it ultimately led to me falling down and dying. Perhaps getting rid of the vines that are not climbable or putting a warning sign for players?
- The level didn't feel too long (although no checkpoint in sight) but I did die a lot more times in it compared to the beach level. Especially in that first section...

Overall, I really enjoyed both levels, although I prefer the beach one. They had a really good graphics setting and were pleasant to go through. I'd recommend looking at changing some enemy placements but other than that, I felt they were both really good and allowed for sufficient amount of player exploration. I'd give Project Beach 8.5/10 and Project Jungle 7.5/10.

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Re: Scarecrow

Postby Walder » Thu Jun 07, 2018 5:25 pm

Shadow_Flame wrote:
Thu Jun 07, 2018 5:08 pm
Hi there, Scarecrow. I played through both your levels and here's what I think:

Project Beach:
- I liked the music and feel it fit the level really well.
- Really enjoyed the graphics - blocks, backgrounds, enemies, etc. The level flowed quite well and had a nice ambience. I was plesantly surprised to see that the baby fish wouldn't hurt me :)
- I'm a big fan of exploration levels and like that the first section of this level offered many ways to go which naturally interconnected.
- When warping through some of the pipes, it seems like the warps were placed in the middle of a horizontal pipe when Mario comes out of it rather than connecting with the ground. Not sure if that was intentional or a flaw but it looks strange...
- I think there was something wrong with the death animation for the green and red fish. When I killed some of them with a fireball, they all of a sudden turned very white. Hope it's not something that happened just to me.
- The level felt a bit short and didn't have a checkpoint but I guess this is better than having to endure an unnecessarily long level.

Project Jungle:
- Once again, music fits really well (can't criticise DKC!)
- Loved the graphics. Although I've seen them in other levels before, I feel that you combined them in a natural way. Saying that, the Twhomps felt a bit out of place for me in the jungle environment.
- I thought that some sections were quite hard and enemies were sometimes placed in an unfair way. For example, what Enjl has mentioned above about the last Dino enemy right before the end, which you can hardly avoid at all and damage is almost inevitable. Also, I really struggled with those Munchers at the top left corner of the first section (where the first dragon coin is, above the starting point). Perhaps removing one of the Munchers?
- The position of these 2 enemies:
Spoiler: show
Image
I'd question whether the Thwomp is really necessary there.
- That random section with Mr Saturn was very bizarre. Was he there just as an Easter egg?
- Some vines were not climbable and that was easily confusing as there was a music block underneath one of them, making me think that I could climb it and it ultimately led to me falling down and dying. Perhaps getting rid of the vines that are not climbable or putting a warning sign for players?
- The level didn't feel too long (although no checkpoint in sight) but I did die a lot more times in it compared to the beach level. Especially in that first section...

Overall, I really enjoyed both levels, although I prefer the beach one. They had a really good graphics setting and were pleasant to go through. I'd recommend looking at changing some enemy placements but other than that, I felt they were both really good and allowed for sufficient amount of player exploration. I'd give Project Beach 8.5/10 and Project Jungle 7.5/10.
Hello there, Shadow_Flame. Thanks for your review!

First of all, I appreciate your compliments. I think the fish thing might be a graphical error of the sprites, apologies for the unpleasing sight.

As for the warping, I didn't really understand, but I'll make sure to check if anything funky happens with pipes on my future levels.

Indeed, Project Beach was short as I became kind of bored so I decided to finish the level instead of extending it without really wanting to.

Indeed, Project Jungle has perhaps been the most educational levels out of the two I've posted so far, It's certainly flawed such as in the ways you mentioned like the vines (which I honestly thought were unclimbable and never even attempted to do so), the breakable stone blocks, the thwomps, the last Dino rider etc....

But I believe the level still isn't half bad and I am glad to hear that someone enjoyed it! As for the Mr.Saturn section, did you know that place actually has a secret dragon coin? Just gotta relax a bit....

Oho, didn't except to rate so high with my "Project" levels to be honest, I'm eager to see how my latest level, Fiery does!

Shadow_Flame
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Re: Scarecrow

Postby Shadow_Flame » Thu Jun 07, 2018 5:28 pm

Scarecrow wrote:
Thu Jun 07, 2018 5:25 pm
Hello there, Shadow_Flame. Thanks for your review!

First of all, I appreciate your compliments. I think the fish thing might be a graphical error of the sprites, apologies for the unpleasing sight.

As for the warping, I didn't really understand, but I'll make sure to check if anything funky happens with pipes on my future levels.

Indeed, Project Beach was short as I became kind of bored so I decided to finish the level instead of extending it without really wanting to.

Indeed, Project Jungle has perhaps been the most educational levels out of the two I've posted so far, It's certainly flawed such as in the ways you mentioned like the vines (which I honestly thought were unclimbable and never even attempted to do so), the breakable stone blocks, the thwomps, the last Dino rider etc....

But I believe the level still isn't half bad and I am glad to hear that someone enjoyed it! As for the Mr.Saturn section, did you know that place actually has a secret dragon coin? Just gotta relax a bit....

Oho, didn't except to rate so high with my "Project" levels to be honest, I'm eager to see how my latest level, Fiery does!
You're welcome, Scarecrow! I'm happy that it's been a good way to learn and I think you've got a lot of potential with level design so keep calm and carry on ;) Looking forward to future levels...

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Re: Scarecrow [Fiery]

Postby Walder » Thu Jun 07, 2018 5:33 pm


Shadow_Flame
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Re: Scarecrow [Fiery]

Postby Shadow_Flame » Fri Jun 08, 2018 1:30 pm

Scarecrow wrote:
Thu Jun 07, 2018 5:33 pm
Fiery is out!
Hi again! I just played through your Fiery level and here's what I think:

- Once again, music fits really well.
- Great use of graphics in terms of backgrounds, blocks and enemies. I had the feeling that the brown Thwomp's colour kind of clashed with the rest of the gfx but not significantly.
- I was able to glitch through the wall in this spot:
Spoiler: show
Image
- The rising lava surprised me at first and I died in that section 2-3 times.
- This jump felt a bit unfair:
Spoiler: show
Image
I suggest raising the blocks a bit.
- It felt like there were quite a few power-ups spread across the level. Players can get 'spoilt' that way...
- As I said, I liked the backgrounds but it wasn't apparent straightaway to me that I can stand on top of those big brown pillars.

Overall, the level seemed to be a decent length, not too long and not too short. I enjoyed the mid-boss encounter and it felt adventurous in a way. The level did feel a bit linear at times and I would've liked to see a bit more exploration (e.g. secret rooms with goodies). I'd give this level 7.5/10.

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Re: Scarecrow [Fiery]

Postby Walder » Fri Jun 08, 2018 1:50 pm

Shadow_Flame wrote:
Fri Jun 08, 2018 1:30 pm
Scarecrow wrote:
Thu Jun 07, 2018 5:33 pm
Fiery is out!
Hi again! I just played through your Fiery level and here's what I think:

- Once again, music fits really well.
- Great use of graphics in terms of backgrounds, blocks and enemies. I had the feeling that the brown Thwomp's colour kind of clashed with the rest of the gfx but not significantly.
- I was able to glitch through the wall in this spot:
Spoiler: show
Image
- The rising lava surprised me at first and I died in that section 2-3 times.
- This jump felt a bit unfair:
Spoiler: show
Image
I suggest raising the blocks a bit.
- It felt like there were quite a few power-ups spread across the level. Players can get 'spoilt' that way...
- As I said, I liked the backgrounds but it wasn't apparent straightaway to me that I can stand on top of those big brown pillars.

Overall, the level seemed to be a decent length, not too long and not too short. I enjoyed the mid-boss encounter and it felt adventurous in a way. The level did feel a bit linear at times and I would've liked to see a bit more exploration (e.g. secret rooms with goodies). I'd give this level 7.5/10.
Heya, I appreciate you putting the effort into giving reviews!

The brown Thwomp has been added at the last minute, It was the most fitting one I could find, to be frank.

Ack, I usually try to make sure that glitching doesn't happen in "blocky" levels, but it seems I missed that one.

I actually didn't have much difficulty there, did you try spinjumping?

Yeah, after some complains about Jungle I decided to spread more, though I went overboard which hit my head after a bit of time, though I can at least say that I've truly found the "middle ground" of powerup placement, if you will.

The first time pillars can be climbed on is when a red goomba drops right on top of it, although I felt that would give the clue perhaps something went wrong or it's something that's missable? In any case I'll probably give a more clear example if I ever pull another vague concept like the pillars, thanks for your feedback.

I kinda wanted to do a linear level this time, although I see where you are coming from, will probably give those pipes a little more magic in the future :)


I am glad you enjoyed the level, and I assure you that your feedback has been taken!

OlieGamerTV
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Re: Scarecrow [Fiery]

Postby OlieGamerTV » Fri Jun 08, 2018 5:06 pm

To be fair, the easiest way to fix that glitch, is to raise the roof by one, and thats that sorted.

Walder
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Re: Scarecrow [Fiery]

Postby Walder » Fri Jun 08, 2018 5:52 pm

OlieGamerTV wrote:
Fri Jun 08, 2018 5:06 pm
To be fair, the easiest way to fix that glitch, is to raise the roof by one, and thats that sorted.
Indeed, I've updated the download link.

OlieGamerTV
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Re: Scarecrow [Fiery]

Postby OlieGamerTV » Fri Jun 08, 2018 6:10 pm

Scarecrow wrote:
Fri Jun 08, 2018 5:52 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 5:06 pm
To be fair, the easiest way to fix that glitch, is to raise the roof by one, and thats that sorted.
Indeed, I've updated the download link.
Image
nice thwomp. ;P

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Re: Scarecrow [Fiery]

Postby Walder » Fri Jun 08, 2018 6:14 pm

OlieGamerTV wrote:
Fri Jun 08, 2018 6:10 pm
Scarecrow wrote:
Fri Jun 08, 2018 5:52 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 5:06 pm
To be fair, the easiest way to fix that glitch, is to raise the roof by one, and thats that sorted.
Indeed, I've updated the download link.
Image
nice thwomp. ;P
Did you re-shade it or is that a glitch?

OlieGamerTV
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Re: Scarecrow [Fiery]

Postby OlieGamerTV » Fri Jun 08, 2018 6:21 pm

Scarecrow wrote:
Fri Jun 08, 2018 6:14 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 6:10 pm
Scarecrow wrote:
Fri Jun 08, 2018 5:52 pm


Indeed, I've updated the download link.
Image
nice thwomp. ;P
Did you re-shade it or is that a glitch?
i re-shaded it, i used the original thwomp, gave him a heat style shading, and added a bit of black ash on the bottom spikes. :)

Walder
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Re: Scarecrow [Fiery]

Postby Walder » Fri Jun 08, 2018 6:22 pm

OlieGamerTV wrote:
Fri Jun 08, 2018 6:21 pm
Scarecrow wrote:
Fri Jun 08, 2018 6:14 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 6:10 pm


Image
nice thwomp. ;P
Did you re-shade it or is that a glitch?
i re-shaded it, i used the original thwomp, gave him a heat style shading, and added a bit of black ash on the bottom spikes. :)
Ah, looks nice!

OlieGamerTV
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Re: Scarecrow [Fiery]

Postby OlieGamerTV » Fri Jun 08, 2018 6:32 pm

Scarecrow wrote:
Fri Jun 08, 2018 6:22 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 6:21 pm
Scarecrow wrote:
Fri Jun 08, 2018 6:14 pm


Did you re-shade it or is that a glitch?
i re-shaded it, i used the original thwomp, gave him a heat style shading, and added a bit of black ash on the bottom spikes. :)
Ah, looks nice!
Image
here is the Thwomp's NPC Image. ;P its a .gif, and it isn't changed from the original shadow.

Walder
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Re: Scarecrow [Fiery]

Postby Walder » Fri Jun 08, 2018 6:36 pm

OlieGamerTV wrote:
Fri Jun 08, 2018 6:32 pm
Scarecrow wrote:
Fri Jun 08, 2018 6:22 pm
OlieGamerTV wrote:
Fri Jun 08, 2018 6:21 pm


i re-shaded it, i used the original thwomp, gave him a heat style shading, and added a bit of black ash on the bottom spikes. :)
Ah, looks nice!
Image
here is the Thwomp's NPC Image. ;P its a .gif, and it isn't changed from the original shadow.
Thank you! I'll be sure to use it when I create another lava level, doubt I'll use it on Fiery though, done with that level for now.

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Re: Scarecrow [Autumnus Silva]

Postby Walder » Sun Jun 10, 2018 7:44 pm

Autumnus Silva is out, try it out here!

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Re: Walder [Autumnus Silva]

Postby Walder » Thu Jun 14, 2018 5:23 pm

Toxic is out, and here's a speedrun of my previous level, Autumnus Silva by Eclipsed, kudos!

Toxic
Spoiler: show
Image
Autumnus Silva WR Speedrun

MECHDRAGON777
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Re: Walder [Toxic]

Postby MECHDRAGON777 » Sat Jun 16, 2018 4:57 am

Considering the origin of that tileset, I will actually try this level myself in the morning if I am free, or Tuesday.

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Re: Walder [Toxic]

Postby Walder » Sat Jun 16, 2018 10:24 am

MECHDRAGON777 wrote:
Sat Jun 16, 2018 4:57 am
Considering the origin of that tileset, I will actually try this level myself in the morning if I am free, or Tuesday.
I hope you enjoy it!

Speaking of which, I've just updated the level, the annoyingly never ending barrel noises should be dead now.

Yeah... hopefully no more problems left with it...
Spoiler: show
Image


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