Cotton Sky Collosus 1
Do you remember my MAGLX2 entry which placed 75th place? Here is the next version of Cotton Sky Collosus!
A big Blue and Gray Sky-Ruin level themed with visual effects.
Screenshots (provided by The Thwomp King)
Download link is not ready yet.
Credits in the GFX folder.
Music Credits goes to Paragonx9 and Aonia.
See you at the next sequel of Cotton Sky Collosus! NOTE : if you're visual level haters just mess up my life / don't like this level / want to bully me until i ded in this thread, then don't post in this thread.
Last edited by Alagirez on Thu Jan 28, 2016 6:45 pm, edited 7 times in total.
Although i like most of what i see on your screens.
You should really stop Recoloring the npc's too.
Because if you are playing a Blue Level with Blue Bgo's and a Blue Background
Using Blue npc's Can really mess up your gameplay.
witchking666 wrote:Although i like most of what i see on your screens.
You should really stop Recoloring the npc's too.
Because if you are playing a Blue Level with Blue Bgo's and a Blue Background
Using Blue npc's Can really mess up your gameplay.
This was entered in TTK's visual level contest. That contest prohibited me to use normal colors so i did it.
Don't worry the power-ups uses normal colors.
Also thanks!
Downloading this level takes incredibly long, because one of your songs has a ridiculous amount of metadata. I suggest using music in .ogg format for better quality and smaller filesize.
Also the propeller block filter doesn't work. Mario can still jump very high as though he holds nothing.
Enjl wrote:Downloading this level takes incredibly long, because one of your songs has a ridiculous amount of metadata. I suggest using music in .ogg format for better quality and smaller filesize.
But SMBX doesn't support music(s) with .ogg format....
Enjl wrote:Also the propeller block filter doesn't work. Mario can still jump very high as though he holds nothing.
Enjl wrote:Downloading this level takes incredibly long, because one of your songs has a ridiculous amount of metadata. I suggest using music in .ogg format for better quality and smaller filesize.
But SMBX doesn't support music(s) with .ogg format....
LunaLua SMBX does, and since that's slowly becoming the standard...
Design & Gameplay: Good + I'd like to say that this level is relatively good, even if there quite a few issues. The NPC placement is mostly good and the gameplay was relatively fun. | The difficulty curve is a bit too big in the level. You also have a SLIGHT overuse of 1×1 slopes, so either have more 2×1 slopes and less 1×1 slopes or just have less from both. - The section before the boss is glitchy as hell. Moving conveyor belts just kill enemies and if you have a conveyor belt at a wall, you can easily glitch through it, and in this level, you can get stuck bc of that glitch. You also seem to overdetail the levels with the invisible smb1 axes and platforms appearing from nowhere. You also have "hitaswitchtohitanotherswitchandseewhathappens" syndrome, true it wasn't that noticable in this level, you rather had "lookarandomplatformappearingfromnowhere" syndrome in this level. The boss was also tedious, boring and just plain unfun. And please, make the powerup space more frequent. Not like this (x is powerup, - is empty and c is checkpoint and b is boss or level end): xx--x--------------c-x-x-------------xx-b, but like this: -x----x----x---c--x----x----x--b And why did you give a hammer suit for no reason at the end?
Atmosphere & Visuals: Good + The tileset mixing is well done in the level, but there were issues in the atmosphere too. | The music wasn't that fitting, but not that unfitting either. The color palette was relatively good, but the level was too duocolored. It's not a good idea to recolor coins to the level's main color palette. Either do: yellow, grayish yellow (in a grayish level), darker yellow (in a darker level) or white for coin colors. - There were a lot of weird shapes inside the ground, mostly because the slope thing I mentioned before.
Score: 6/10
A relatively good but totally not great level with a lot of issues
Moved to 'Pretty Good'
Design & Gameplay: Good + I'd like to say that this level is relatively good, even if there quite a few issues. The NPC placement is mostly good and the gameplay was relatively fun. | The difficulty curve is a bit too big in the level. You also have a SLIGHT overuse of 1×1 slopes, so either have more 2×1 slopes and less 1×1 slopes or just have less from both. - The section before the boss is glitchy as hell. Moving conveyor belts just kill enemies and if you have a conveyor belt at a wall, you can easily glitch through it, and in this level, you can get stuck bc of that glitch. You also seem to overdetail the levels with the invisible smb1 axes and platforms appearing from nowhere. You also have "hitaswitchtohitanotherswitchandseewhathappens" syndrome, true it wasn't that noticable in this level, you rather had "lookarandomplatformappearingfromnowhere" syndrome in this level. The boss was also tedious, boring and just plain unfun. And please, make the powerup space more frequent. Not like this (x is powerup, - is empty and c is checkpoint and b is boss or level end): xx--x--------------c-x-x-------------xx-b, but like this: -x----x----x---c--x----x----x--b And why did you give a hammer suit for no reason at the end?
Atmosphere & Visuals: Good + The tileset mixing is well done in the level, but there were issues in the atmosphere too. | The music wasn't that fitting, but not that unfitting either. The color palette was relatively good, but the level was too duocolored. It's not a good idea to recolor coins to the level's main color palette. Either do: yellow, grayish yellow (in a grayish level), darker yellow (in a darker level) or white for coin colors. - There were a lot of weird shapes inside the ground, mostly because the slope thing I mentioned before.
Score: 6/10
A relatively good but totally not great level with a lot of issues
Moved to 'Pretty Good'
pls STOP give me another weird syndrome name because I don't like it.
anyways...
i appreciate it.
Last edited by Alagirez on Wed Feb 10, 2016 6:35 pm, edited 1 time in total.
Please behave and learn to accept criticism (not referring to Sanct's comment, but rather calling back to your reaction to ShadowStarX's review). Sanct's comment was superfluous and uncalled for, but I can assure that nobody here wants to cause you any harm.
Agreed, if you don't learn to accept negative criticism you're not going to have a good time later on in life.
People CAN hurt your feelings and it's up to you to realise if it's actually them wanting to or you just being easily offended.
(And I can tell you that being easily offended is NOT a good thing, this is a general thing not even an SMBX thing. It will cause a lot of trouble later on in life if you keep this way.)
That aside the level has a nice palette, a lot of decoration and variation.
Perhaps a little too much variation. If you're going to use an enemy less than 3 times you might as well not use it (unless it's a boss or something special) as it makes the level inconsistent.
I think your biggest issue (and this is in all of your levels) you're too afraid your levels will feel underwhelming so you cram as much as possible into one level. And that usually doesn't end well either. You should try to find a concept or idea first and then build the level around it, will make a lot more interesting levels.