Screenshot thread number NEIN (9)

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RudeGuy
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Re: Screenshot thread number NEIN (9)

Postby RudeGuy » Sun Dec 27, 2015 6:17 pm

Prado wrote:
Tinkerbell wrote: Also that one jumping is set wrong in the pipe...
What pipe? The first one or the last one? What I did wrong?
Every jumping piranha plant (the SMW one) is into the pipe when it should go in the same position of the others.

Ness-Wednesday
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Re: Screenshot thread number NEIN (9)

Postby Ness-Wednesday » Sun Dec 27, 2015 6:47 pm

Prado wrote:How is going the first section of my level? Scroll right to show more
Spoiler: show
Image
There are way too many Piranha plants, you should put more different enemies in the level (also why is there a Dry bones?).
I think the coin placement also needs some work and the area with the long line of coins needs some more slopes better NPC placement and a little more bgos since it looks bland around the middle.

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Re: Screenshot thread number NEIN (9)

Postby Hani » Mon Dec 28, 2015 1:06 am

Spoiler: show
Image

One of the levels from my project.

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Re: Screenshot thread number NEIN (9)

Postby Dracyoshi » Mon Dec 28, 2015 5:54 am

Prado wrote:How is going the first section of my level? Scroll right to show more
Spoiler: show
Image
I'll start with some graphical issues.
- Cutoff below the first pipe. I recommend just making it solid ground instead of a sizable, easy fix.
- The SMW trees, dare I use this word.. clash. Pretty badly. Furthermore, the shade color is nearly the same as the primary color, so I recommend darkening it a little if you're going to keep them.
(I recommend keeping them anyway, the scenery would be pretty barren otherwise.)
- Speaking of scenery, the level is a bit visually lacking. The slope needs some scenery, the pipe area lacks scenery and tile variation, and the middle of the section is completely flat and barely has any scenery at all. Not good for a forest level.

Now for the gameplay, arguably more important than minor visual complaints!
First, the wall of assumptions:
- If the vines aren't BGOs: A few of the vines seem like they might lead explorative players onto thinking that they'll find something if they climb them. The vine in the middle of the pipes in particular.
- If this isn't one of the first levels: The powerups seem very close together, and the level doesn't seem all that hard to make up for it.
- If the message blocks are just to teach the player stuff: Show, don't tell. Two message blocks in such a close proximity doesn't seem like a good sign, but I don't know what they say anyway.
- Pretty much all of the coins are going to be obtained without the player even trying. Not that bad, but good coin placement is always a neat bonus for a level.
- Why are there munchers at the bottom of a few pits? You can't escape, so all that it does is unnecessarily prolong the death of anyone with a powerup.
- The end of the section looks like it just gets easier at the end, and seems like it's just a game of waiting until a piranha retracts back into its pipe before you can continue.
- As other people have already mentioned, putting piranha plants on the ground is overall a bad idea. Players don't usually see it coming, and if you need to warn the player about the next obstacle in a level you probably(rule of thumb) shouldn't have that obstacle at all.

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Re: Screenshot thread number NEIN (9)

Postby zxcv » Mon Dec 28, 2015 6:53 am

Thanks for everyone by the help!

@Dracyoshi:

- The vines are BGOs, don't worry
- It's just my first level, it isn't for any episode, it's more for training
- I agree about the help boxes, I think that I will delete one of them and the dry bone will say it's message
- I will remove the murchers
- I REALLY have to improve the pipes area
- I won't abandon the ground piranha plants. Why this should be a bad idea? The problem is that I'm bad in design...

@Ness-Wednesday:

The dry-bones is friendly

RudeGuy
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Re: Screenshot thread number NEIN (9)

Postby RudeGuy » Mon Dec 28, 2015 7:18 am

Prado wrote: - I won't abandon the ground piranha plants. Why this should be a bad idea? The problem is that I'm bad in design...
He literally just told you why it's a bad idea: you aren't warned on where exactly are the piranha plants, and this may result in an unfair hit or death. It also looks strange.

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Re: Screenshot thread number NEIN (9)

Postby zxcv » Mon Dec 28, 2015 9:05 am

But a help box will contain the following message: " The soil of this forest is very fertile and piranha plants can live even without a pipe"

Anyway, I will use it just in little parts.

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Re: Screenshot thread number NEIN (9)

Postby Witchking666 » Mon Dec 28, 2015 1:59 pm

Prado wrote:But a help box will contain the following message: " The soil of this forest is very fertile and piranha plants can live even without a pipe"

Anyway, I will use it just in little parts.
You could at least use warning signs.

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Re: Screenshot thread number NEIN (9)

Postby ShadowStarX » Mon Dec 28, 2015 2:13 pm

Give me feedback with your honest opinions on this WIP:
Spoiler: show
Image

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Re: Screenshot thread number NEIN (9)

Postby Emral » Mon Dec 28, 2015 2:17 pm

Why do you even bother recolouring everything to SMB3? It wouldn't have looked bad with just the vanilla sprites (And the spinies are still SMB1 either way). Also, any particular reason why you refuse to use the standard brick blocks?

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Re: Screenshot thread number NEIN (9)

Postby ShadowStarX » Mon Dec 28, 2015 2:22 pm

Enjl wrote:Why do you even bother recolouring everything to SMB3? It wouldn't have looked bad with just the vanilla sprites (And the spinies are still SMB1 either way). Also, any particular reason why you refuse to use the standard brick blocks?
I'm planning to change to brick blocks and the question mark blocks.

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Re: Screenshot thread number NEIN (9)

Postby Mable » Mon Dec 28, 2015 4:39 pm

Boy i remember i did that and used smb3 npcs and people were telling me to use smb1 npcs bc they fapped to the gfx so hard.

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Re: Screenshot thread number NEIN (9)

Postby RudeGuy » Mon Dec 28, 2015 5:13 pm

Image

zxcv
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Re: Screenshot thread number NEIN (9)

Postby zxcv » Mon Dec 28, 2015 5:36 pm

witchking666 wrote:
Prado wrote:But a help box will contain the following message: " The soil of this forest is very fertile and piranha plants can live even without a pipe"

Anyway, I will use it just in little parts.
You could at least use warning signs.
Great idea!

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Re: Screenshot thread number NEIN (9)

Postby Mushroom King » Tue Dec 29, 2015 7:25 am

ShadowStarX wrote:Give me feedback with your honest opinions on this WIP:
I like the autumnal feeling from the level. It only miss some mushroom to renforce it.
The vine is screaming "8-bits" to me. Lack of colors/shading on it?

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Re: Screenshot thread number NEIN (9)

Postby AirShip » Tue Dec 29, 2015 9:26 am

Nobody ever made a frozen lake to SMBX, then, why not?
Image

Still needs some finishing touches...

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Re: Screenshot thread number NEIN (9)

Postby Emral » Tue Dec 29, 2015 9:28 am

I actually made one recently but haven't shown it off yet. Yours looks pretty nice.

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Re: Screenshot thread number NEIN (9)

Postby RudeGuy » Tue Dec 29, 2015 9:34 am

AirShip wrote:
Spoiler: show
Image
This looks really strange.
Anyway, the frozen lake graphics are quite nice.

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Re: Screenshot thread number NEIN (9)

Postby Fuyu » Tue Dec 29, 2015 9:43 am

Nice! Now that you mention it you're right, maybe because not many of us focus on world map GFX.

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Re: Screenshot thread number NEIN (9)

Postby AirShip » Tue Dec 29, 2015 9:55 am

RudeGuy07 wrote:
AirShip wrote:
Spoiler: show
Image
This looks really strange.
Anyway, the frozen lake graphics are quite nice.
Oh yes, well, these graphics world map are not yet complete, this explains the error.


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