Re: 1-1 Castle Grounds (No cutoff screenshot :) )
Posted: Mon Mar 05, 2018 3:34 pm
Please post all of your levels in a single topic
So should I make a new topic?PixelPest wrote:Please post all of your levels in a single topic
No. Use this topic8lue Storm wrote:So should I make a new topic?PixelPest wrote:Please post all of your levels in a single topic
Thank you, it was my first try at kaizo.
I don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.TheTrueMarioMaster wrote: ↑Tue Dec 04, 2018 8:47 pmDungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
Then which enemies are resprited as Reznor and do you plan on updating the level when Beta 4 comes out?8lue Storm wrote: ↑Tue Dec 04, 2018 10:51 pmI don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.TheTrueMarioMaster wrote: ↑Tue Dec 04, 2018 8:47 pmDungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
The enemy is the Mega Mole due to its perfectly resized effect and no, I don't plan on updating it. The Mega Moles are fine as they are.TheTrueMarioMaster wrote: ↑Tue Dec 04, 2018 11:58 pmThen which enemies are resprited as Reznor and do you plan on updating the level when Beta 4 comes out?8lue Storm wrote: ↑Tue Dec 04, 2018 10:51 pmI don't have access to Beta 4 (This is the 3rd time I have to explain that, for some reason), and no, those aren't Hammer Brothers either, they are just regular enemies resprited as Reznors.TheTrueMarioMaster wrote: ↑Tue Dec 04, 2018 8:47 pmDungeon Thing looks like a level I would be interested in playing, my only question is are those real Reznors that are going to be in beta 4 or resprited hammer bros?
Apparently the path wasn't done properly, as I used an old folder to make the level. Sorry 'bout that. wow, i worked so hard on the difficulty and i got a 5/20? guess i'll have to train moreMECHDRAGON777 wrote: ↑Fri Dec 07, 2018 8:38 amOkay, it took me 14 tries for this and three of those tries was me trying to fix the music. You listed the music by some weird path in the editor "levelsizedadventure/Challenge Stage Hurry.ogg" instead of "Rapid Ridge/Challenge Stage Hurry.ogg" which through it off. Also, in the video, the music starts right away, even though I unchecked it. Then again, this is one of the few music things I am used to messing with. (I just forgot to set it to silent.) Anyway, let's get to the difficulty of this level: Rapid Ridge is a fun level and I would give it a 5/20 on my personal difficulty scale.Spoiler: show
Note: Anything above a 10 is reserved for levels that are a pain to play due to how hard they are. Kaizo-lite levels start appearing at a scale of 13/20.
The screen transition is an API (sorry enjl i forgot the real name for previous API) made by Mr. Yosho, scrollCam.lua, and the Fire Flower is in Beta 3 none of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :pTheTrueMarioMaster wrote: ↑Wed Dec 05, 2018 11:51 pmYou got me interested in it so I went a played the level and I got to say I'm disappointed with the reznors for they did absolutely nothing although the level concept itself was interesting in how you transitioned from screen to screen and how killing all the reznors on a screen opens that screens gate. Also like how you traverse back and forth in the level to get the things needed to progress and that block you can hit to instantly refresh your fire flower which I'm pretty sure isn't in vanilla beta 3. Have any more non-kaizo levels planned in the future for I might try those.
Well, a 5/20 is actually incorrect. It is more of a 3.5, but yeah. Something tells me you are using that as a joke though, right?8lue Storm wrote: ↑Sun Dec 09, 2018 2:04 pmApparently the path wasn't done properly, as I used an old folder to make the level. Sorry 'bout that. wow, i worked so hard on the difficulty and i got a 5/20? guess i'll have to train moreMECHDRAGON777 wrote: ↑Fri Dec 07, 2018 8:38 amOkay, it took me 14 tries for this and three of those tries was me trying to fix the music. You listed the music by some weird path in the editor "levelsizedadventure/Challenge Stage Hurry.ogg" instead of "Rapid Ridge/Challenge Stage Hurry.ogg" which through it off. Also, in the video, the music starts right away, even though I unchecked it. Then again, this is one of the few music things I am used to messing with. (I just forgot to set it to silent.) Anyway, let's get to the difficulty of this level: Rapid Ridge is a fun level and I would give it a 5/20 on my personal difficulty scale.Spoiler: show
Note: Anything above a 10 is reserved for levels that are a pain to play due to how hard they are. Kaizo-lite levels start appearing at a scale of 13/20.
The screen transition is an API (sorry enjl i forgot the real name for previous API) made by Mr. Yosho, scrollCam.lua, and the Fire Flower is in Beta 3 none of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :pwrote: ↑Wed Dec 05, 2018 11:51 pmYou got me interested in it so I went a played the level and I got to say I'm disappointed with the reznors for they did absolutely nothing although the level concept itself was interesting in how you transitioned from screen to screen and how killing all the reznors on a screen opens that screens gate. Also like how you traverse back and forth in the level to get the things needed to progress and that block you can hit to instantly refresh your fire flower which I'm pretty sure isn't in vanilla beta 3. Have any more non-kaizo levels planned in the future for I might try those.
I didn't think those blocks were in the beta at all since it looked like the filter blocks you go through in beta 4 would do that instead and that you just coded up the blocks function in Lunalua.8lue Storm wrote: ↑Sun Dec 09, 2018 2:04 pmnone of the things i use in my levels are on Beta 4, otherwise you wouldn't be playing them! :p