Walder's Library [Spike Spikegel]

Share your own SMBX levels and play others' too.

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Walder
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Walder's Library [Spike Spikegel]

Postby Walder » Sat Jun 02, 2018 12:43 pm

Greetings and welcome to my library!
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Ancient books reside in the archives.
Spike Spikegel
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Toad to Success
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Transmitter
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Sawline Taxventure
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The Archives
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Macabre
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Autumnus Silva
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Delicate Mountain
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Skuld Woods
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Toxic
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Fiery
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Saturn
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Desertus Pyramis
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Beatus Litus
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The original Project Beach, it's successor was just me trying to adapt to the editor again after a few years of rustiness, I highly recommend trying this one out instead of Project Beach.
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Obustus Archipelago
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Glacialis Tera
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The Pit
Last edited by Walder on Fri May 20, 2022 3:58 am, edited 83 times in total.

OlieGamerTV
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Re: Scarecrow

Postby OlieGamerTV » Sat Jun 02, 2018 6:50 pm

That Koopa, it explains it all, it looks pretty cool! are there gonna be more screenshots?

Walder
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Re: Scarecrow

Postby Walder » Sat Jun 02, 2018 7:01 pm

OlieGamerTV wrote:
Sat Jun 02, 2018 6:50 pm
That Koopa, it explains it all, it looks pretty cool! are there gonna be more screenshots?
I doubt I'll add more than one screenshot for each level, and thanks! I wish I knew who made the GFX so that I could give props to them.

The levels are already out by the way.

jacktheloner
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Re: Scarecrow

Postby jacktheloner » Sun Jun 03, 2018 3:18 am

so i played both levels, and out of the both levels, i think project beach is better. here, separate reviews for both levels if you want.

project jungle
Spoiler: show
oh god. how can i say this. this level was very unfair due to the lack of power ups and the amount of tight spots. there were only three power ups in the whole level, one of which can be obtained through the main route, while the other two can be accessed through the side route. there was also that dino-riding koopa that suddenly appears in my face from time to time through the level, but i don't really mind. the first section was alright, but i felt that after the first section, you just got lazy, as there's a lot of cutoffs and also things that weren't supposed to be there. it also felt really empty and bland after the first section. i don't think you intended this, but one can break the stone block if they spin jump on it, i don't know if you meant that or not, but that felt very out of place. overall, the game play was terrible, and the aesthetics were eh.
project beach
Spoiler: show
in my opinion, the reason why i think project beach is better than project jungle is that i could see that you put a bit more effort into it. i really like the music choice for the surface, as for the underwater music choice, eh, it was good enough. there were some tight spots in this level, especially in the underwater parts, that makes this a bit unfair for me, but i don't really mind. there were some cutoffs tho, especially in the bonus underwater part with the torpedo spawner or whatever you call it. there's nothing much i can say for this level as it's short, but overall, the game play was alright, at least it was better than project jungle, and the aesthetics were also alright.

Walder
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Re: Scarecrow

Postby Walder » Sun Jun 03, 2018 9:10 am

jacktheloner wrote:
Sun Jun 03, 2018 3:18 am
so i played both levels, and out of the both levels, i think project beach is better. here, separate reviews for both levels if you want.

project jungle
Spoiler: show
oh god. how can i say this. this level was very unfair due to the lack of power ups and the amount of tight spots. there were only three power ups in the whole level, one of which can be obtained through the main route, while the other two can be accessed through the side route. there was also that dino-riding koopa that suddenly appears in my face from time to time through the level, but i don't really mind. the first section was alright, but i felt that after the first section, you just got lazy, as there's a lot of cutoffs and also things that weren't supposed to be there. it also felt really empty and bland after the first section. i don't think you intended this, but one can break the stone block if they spin jump on it, i don't know if you meant that or not, but that felt very out of place. overall, the game play was terrible, and the aesthetics were eh.
project beach
Spoiler: show
in my opinion, the reason why i think project beach is better than project jungle is that i could see that you put a bit more effort into it. i really like the music choice for the surface, as for the underwater music choice, eh, it was good enough. there were some tight spots in this level, especially in the underwater parts, that makes this a bit unfair for me, but i don't really mind. there were some cutoffs tho, especially in the bonus underwater part with the torpedo spawner or whatever you call it. there's nothing much i can say for this level as it's short, but overall, the game play was alright, at least it was better than project jungle, and the aesthetics were also alright.
Jungle isn't a long level, and I didn't want to reward the players with just some coins for exploring the side routes.

As for the cutoff and things that weren't there, mind giving me a few screenshots? I'd like to see some examples of my so called "laziness" .

The dino koopa runs. I'm not really surprised that it startled you, and is that really a problem?

Indeed, the stone blocks being breakable was something that I noticed way later on, that was a mistake, will further inspect the "tight spots" once I get home.

How fair is it just outright call the level terrible and call me lazy without any substential material to accompany the claim? Same goes for the graphics, you haven't commented on them besides that they were "eh".

Emral
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Re: Scarecrow

Postby Emral » Sun Jun 03, 2018 10:22 am

Generally speaking I think things should only be commented on if they're worth commenting on. In the case of aesthetics, this is if they look exceptionally good or are a detriment to the level's gameplay. In the case of both project jungle and project beach, the graphics work. Aside from one thing I'll get to in a bit. Generally though the fact that other levels used the same assets for a similar atmosphere doesn't make their usage in this case worse.

The dino koopas have been a very dangerous enemy in just about every level I played that had them. They're so fast and large that reacting to them is quite a challenge, especially when you're already quickly moving towards them. This level has pretty tame usage of them, though. The only enemy which I had issues with was this one:
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It's the only dino rider that isn't initially placed below the player, and it's placed in a narrow corridor with no escape. I couldn't predict that it would turn around halfway up the slope, so I took a hit here, which is why I'm invisible.

My biggest problem with the level is the fact that only some of the vines are climbable while all of them look climbable. The one time I died in the level was when I tried to grab the vine above the noteblock near the start, got thrown off and stumbled into a cheep cheep as a result. When using background object vines, make sure they're thinner and don't look like any of the default climbables.

Other than that it was pretty neat. Aside from the whoopsie with the breakable blocks which can make some areas a surprise kill trap. Always test your levels extensively!

Walder
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Re: Scarecrow

Postby Walder » Sun Jun 03, 2018 10:48 am

Enjl wrote:
Sun Jun 03, 2018 10:22 am
Generally speaking I think things should only be commented on if they're worth commenting on. In the case of aesthetics, this is if they look exceptionally good or are a detriment to the level's gameplay. In the case of both project jungle and project beach, the graphics work. Aside from one thing I'll get to in a bit. Generally though the fact that other levels used the same assets for a similar atmosphere doesn't make their usage in this case worse.

The dino koopas have been a very dangerous enemy in just about every level I played that had them. They're so fast and large that reacting to them is quite a challenge, especially when you're already quickly moving towards them. This level has pretty tame usage of them, though. The only enemy which I had issues with was this one:
Image
It's the only dino rider that isn't initially placed below the player, and it's placed in a narrow corridor with no escape. I couldn't predict that it would turn around halfway up the slope, so I took a hit here, which is why I'm invisible.

My biggest problem with the level is the fact that only some of the vines are climbable while all of them look climbable. The one time I died in the level was when I tried to grab the vine above the noteblock near the start, got thrown off and stumbled into a cheep cheep as a result. When using background object vines, make sure they're thinner and don't look like any of the default climbables.

Other than that it was pretty neat. Aside from the whoopsie with the breakable blocks which can make some areas a surprise kill trap. Always test your levels extensively!
Thank you for your feedback, just like the case of breakable stone blocks the vines were something that I noticed way too late.

As for the dino rider, I intended to surprise the player by an unexpected chase from behind, though the corridor is a tad narrow indeed, apologies to any poor soul that got hit there.
Last edited by Walder on Mon Jun 04, 2018 5:13 pm, edited 1 time in total.

jacktheloner
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Re: Scarecrow

Postby jacktheloner » Mon Jun 04, 2018 3:57 am

Scarecrow wrote:
Sun Jun 03, 2018 9:10 am
jacktheloner wrote:
Sun Jun 03, 2018 3:18 am
so i played both levels, and out of the both levels, i think project beach is better. here, separate reviews for both levels if you want.

project jungle
Spoiler: show
oh god. how can i say this. this level was very unfair due to the lack of power ups and the amount of tight spots. there were only three power ups in the whole level, one of which can be obtained through the main route, while the other two can be accessed through the side route. there was also that dino-riding koopa that suddenly appears in my face from time to time through the level, but i don't really mind. the first section was alright, but i felt that after the first section, you just got lazy, as there's a lot of cutoffs and also things that weren't supposed to be there. it also felt really empty and bland after the first section. i don't think you intended this, but one can break the stone block if they spin jump on it, i don't know if you meant that or not, but that felt very out of place. overall, the game play was terrible, and the aesthetics were eh.
project beach
Spoiler: show
in my opinion, the reason why i think project beach is better than project jungle is that i could see that you put a bit more effort into it. i really like the music choice for the surface, as for the underwater music choice, eh, it was good enough. there were some tight spots in this level, especially in the underwater parts, that makes this a bit unfair for me, but i don't really mind. there were some cutoffs tho, especially in the bonus underwater part with the torpedo spawner or whatever you call it. there's nothing much i can say for this level as it's short, but overall, the game play was alright, at least it was better than project jungle, and the aesthetics were also alright.
Jungle isn't a long level, and I didn't want to reward the players with just some coins for exploring the side routes.

As for the cutoff and things that weren't there, mind giving me a few screenshots? I'd like to see some examples of my so called "laziness" .

The dino koopa runs. I'm not really surprised that it startled you, and is that really a problem?

Indeed, the stone blocks being breakable was something that I noticed way later on, that was a mistake, will further inspect the "tight spots" once I get home.

How fair is it just outright call the level terrible and call me lazy without any substential material to accompany the claim? Same goes for the graphics, you haven't commented on them besides that they were "eh".
ok.
Spoiler: show
the red circles are the "cut-offs" and the green circles are stuff that weren't supposed to be.
ImageImage
behold. the thing that wasn't supposed to be. was that supposed to be a bullet bill or a stone block? oh well guess you wanted a mashup of both but that didn't work out well so okay. don't forget that bullet bill, stone block or whatever combination of words you wanted it to be has cut-off under it.
ImageImageImageImageImageImage
well i hope you can see your laziness in these eight screenshots, but what really surprised me is the 5th screenshot. you couldn't even bother to fill up the black thing. that's what i call laziness. oh yeah and to prove that the green circled circled in the end is true and not a fluke.Image
and i can guess that you might say the player may never ever reach there. but with enough determination or maybe some cheat codes they could swoop in there just fine.
and if you think that's all there is to it, i could find a whole lot of "minors" in this level, just that i'm way too lazy to even care about it. i will leave the rest for you to see. and don't you dare make me comment on the graphics, because it was somewhat inconsistent.

as for that dino koopa, i said i didn't mind. again i didn't mind. so it's not really a problem. never will, and never was a problem. i just wanted your honest thoughts on it. see if you were smart enough to put it there for difficulty or you just wanted it there for the sake of it being there.

sure, you couldn't just reward the player some coins and decided to give them power ups, but you could have at least increased the power ups on the main route, not just leave one on the second section and that's it. or maybe you aimed for a hard level and decided to do all this, because if you wanted to, then good job, it was pretty hard for me. and not in a good way.

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Re: Scarecrow

Postby Walder » Mon Jun 04, 2018 4:10 am

jacktheloner wrote:
Mon Jun 04, 2018 3:57 am
Scarecrow wrote:
Sun Jun 03, 2018 9:10 am
jacktheloner wrote:
Sun Jun 03, 2018 3:18 am
so i played both levels, and out of the both levels, i think project beach is better. here, separate reviews for both levels if you want.

project jungle
Spoiler: show
oh god. how can i say this. this level was very unfair due to the lack of power ups and the amount of tight spots. there were only three power ups in the whole level, one of which can be obtained through the main route, while the other two can be accessed through the side route. there was also that dino-riding koopa that suddenly appears in my face from time to time through the level, but i don't really mind. the first section was alright, but i felt that after the first section, you just got lazy, as there's a lot of cutoffs and also things that weren't supposed to be there. it also felt really empty and bland after the first section. i don't think you intended this, but one can break the stone block if they spin jump on it, i don't know if you meant that or not, but that felt very out of place. overall, the game play was terrible, and the aesthetics were eh.
project beach
Spoiler: show
in my opinion, the reason why i think project beach is better than project jungle is that i could see that you put a bit more effort into it. i really like the music choice for the surface, as for the underwater music choice, eh, it was good enough. there were some tight spots in this level, especially in the underwater parts, that makes this a bit unfair for me, but i don't really mind. there were some cutoffs tho, especially in the bonus underwater part with the torpedo spawner or whatever you call it. there's nothing much i can say for this level as it's short, but overall, the game play was alright, at least it was better than project jungle, and the aesthetics were also alright.
Jungle isn't a long level, and I didn't want to reward the players with just some coins for exploring the side routes.

As for the cutoff and things that weren't there, mind giving me a few screenshots? I'd like to see some examples of my so called "laziness" .

The dino koopa runs. I'm not really surprised that it startled you, and is that really a problem?

Indeed, the stone blocks being breakable was something that I noticed way later on, that was a mistake, will further inspect the "tight spots" once I get home.

How fair is it just outright call the level terrible and call me lazy without any substential material to accompany the claim? Same goes for the graphics, you haven't commented on them besides that they were "eh".
ok.
Spoiler: show
the red circles are the "cut-offs" and the green circles are stuff that weren't supposed to be.
ImageImage
behold. the thing that wasn't supposed to be. was that supposed to be a bullet bill or a stone block? oh well guess you wanted a mashup of both but that didn't work out well so okay. don't forget that bullet bill, stone block or whatever combination of words you wanted it to be has cut-off under it.
ImageImageImageImageImageImage
well i hope you can see your laziness in these eight screenshots, but what really surprised me is the 5th screenshot. you couldn't even bother to fill up the black thing. that's what i call laziness. oh yeah and to prove that the green circled circled in the end is true and not a fluke.Image
and i can guess that you might say the player may never ever reach there. but with enough determination or maybe some cheat codes they could swoop in there just fine.
and if you think that's all there is to it, i could find a whole lot of "minors" in this level, just that i'm way too lazy to even care about it. i will leave the rest for you to see. and don't you dare make me comment on the graphics, because it was somewhat inconsistent.

as for that dino koopa, i said i didn't mind. again i didn't mind. so it's not really a problem. never will, and never was a problem. i just wanted your honest thoughts on it. see if you were smart enough to put it there for difficulty or you just wanted it there for the sake of it being there.

sure, you couldn't just reward the player some coins and decided to give them power ups, but you could have at least increased the power ups on the main route, not just leave one on the second section and that's it. or maybe you aimed for a hard level and decided to do all this, because if you wanted to, then good job, it was pretty hard for me. and not in a good way.
Alright, Mr. Jerkass. I haven't skipped those because I was lazy, I didn't see them. The level lasts like 2 minutes with 3 powerups, it's really your lack of skill if you lost them all.

Be rude and I will act the same way, the reason I call these levels "projects" is because they are improvement levels, but that doesn't mean they are lazily designed, don't you dare call me lazy.

As for the "If you were smart enough part" even if I put it for the sake of it (which I did not) that wouldn't prove anything about my or anyone's intelligence, i invite you to realize that I made these for fun, not as a college thesis.

As for the graphics, while some are indeed problematic on a second look, It feels like some of those screenshots were just shown to prove your point. The bullet bill is supposed to be like that, and the pipes haven't bothered me or my friend at all, neither did the stone blocks alongside with the one that the forest bgo partially blocked.
Wow, you can get there if you try hard enough or if you cheat! Can't believe my level has such a major issue.

Another fact is that you haven't shown the so called tight spots, while the last part with the dino rider that chases back is quite tight, I haven't taken notice on any other parts which go against your claim that the level is "filled with tight spots".

I suggest that you stop the humiliating comments if you can't even see your own flaws. If not, you should change your signature to "Boastful on the outside,empty inside".

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Re: Scarecrow

Postby PixelPest » Mon Jun 04, 2018 9:07 am

Scarecrow wrote:
Mon Jun 04, 2018 4:10 am
Please cool down a little. Just because someone has acted rudely does not justify the attitude you stated of "if you're going to be rude I'm going to be rude". You're being a little too hostile here; name-calling and other behaviour like this is not an acceptable response.
jacktheloner wrote:
Mon Jun 04, 2018 3:57 am
Thanks for trying to give feedback but in the future please refrain from assuming that someone is lazy, etc.; not everyone has the same abilities or eye for detail

Emral
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Re: Scarecrow

Postby Emral » Mon Jun 04, 2018 9:57 am

Responses like these always make it seem like the staff takes troublemakers who start with bad attitude under their umbrella. Of course you're gonna be upset if someone's being an ass towards you, and the way to prevent that is to talk to the person who was an ass specifically, because without them the response wouldn't have happened.

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Re: Scarecrow

Postby KateBulka » Mon Jun 04, 2018 10:33 am

Scarecrow wrote:Be rude and I will act the same way
What you just said is "i will be as rude as this guy since he acted so to me". This is not right. You don't need to be rude to show you dont agree with him, only because he was "rude" to you. If it is, then don't be as low as him.
__________________________
Alright, so i decided to check out Project Beach, and heres my review:
First thing i want to say is, well, some BGOs didn't really fit into the style of that Tileset. Not only that, but i've seen 2 SMB1 Castles, which i still don't know why they are here. You could at least recolor them to smb3 color pallete, or remove them.
As for gameplay, level was very tricky, and at some moments i almost rage out. Also i really didn't liked this moment in this level:
Image
The Cheep-Cheep appears right after exiting the pipe, and i hugely disliked that moment.
As for the level itself, it was decent, but it felt "dead". I hoped underwater section would be longer.. I expected clouds bgos to be moving. There were some design flaws. And the music.. It fits not bad, but i wouldnt say it fits very well into the level.
In Addition
Spoiler: show
Scarecrow wrote:could you also elaborate more on the other tricky parts and the design flaws?
I found this part tricky.
Image
And the whole underwater section was very tricky and even hard.
Also i'll point out what makes me feel this level has a design flaws
For example this one
Image
Scarecrow wrote:What makes the level dead in your opinion by the way? I'm interested in further reading your feedback!
It just doesn't look alive. Some things are moving, but most are not moving, which make level feel dead.
Last edited by KateBulka on Mon Jun 04, 2018 12:37 pm, edited 2 times in total.

Walder
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Re: Scarecrow

Postby Walder » Mon Jun 04, 2018 12:16 pm

MyNameIsEric52 wrote:
Mon Jun 04, 2018 10:33 am
Scarecrow wrote:Be rude and I will act the same way
What you just said is "i will be as rude as this guy since he acted so to me". This is not right. You don't need to be rude to show you dont agree with him, only because he was "rude" to you. If it is, then don't be as low as him.
__________________________
Alright, so i decided to check out Project Beach, and heres my review:
First thing i want to say is, well, some BGOs didn't really fit into the style of that Tileset. Not only that, but i've seen 2 SMB1 Castles, which i still don't know why they are here. You could at least recolor them to smb3 color pallete, or remove them.
As for gameplay, level was very tricky, and at some moments i almost rage out. Also i really didn't liked this moment in this level:
Image
The Cheep-Cheep appears right after exiting the pipe, and i hugely disliked that moment.
As for the level itself, it was decent, but it felt "dead". I hoped underwater section would be longer.. I expected clouds bgos to be moving. There were some design flaws. And the music.. It fits not bad, but i wouldnt say it fits very well into the level.
Thanks for your feedback, while I don't really agree with the BGO point that you made, I can understand that the castles may seem funky for you; they were originally going to be enterable; however I couldn't find a GFX that would fit well into a beach castle.

Apologies for the cheep cheep moment, could you also elaborate more on the other tricky parts and the design flaws?

The "project" levels are mostly short, as they are indeed "projects" that I create in order to get feedback and improve my submissions in the future, which is why the underwater part was "demo-ish" , if you will.

What makes the level dead in your opinion by the way? I'm interested in further reading your feedback!


As for PixelPest, I really doubt you'd suck up the insults if you were in my shoes, and I haven't resorted to any ad hominems unlike the troublemaker here who has called my level a "terrible level designed by a lazy dumb creator".

I'm merely here to entertain myself and others, and I am not interested in arguments. However I won't suck up if someone bashes me over nothing.

And I have to disagree that I'll go as low as a person by bashing them back, as unlike them I am not being aggressive, I am merely responding properly to it.
Last edited by Walder on Mon Jun 04, 2018 12:25 pm, edited 1 time in total.

KateBulka
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Re: Scarecrow

Postby KateBulka » Mon Jun 04, 2018 12:25 pm

Scarecrow wrote:could you also elaborate more on the other tricky parts and the design flaws?
I found this part tricky.
Image
And the whole underwater section was very tricky and even hard.
Also i'll point out what makes me feel this level has a design flaws
For example this one
Image
Scarecrow wrote:What makes the level dead in your opinion by the way? I'm interested in further reading your feedback!
It just doesn't look alive. Some things are moving, but most are not moving, which make level feel dead.
Last edited by KateBulka on Mon Jun 04, 2018 12:36 pm, edited 1 time in total.

Walder
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Re: Scarecrow

Postby Walder » Mon Jun 04, 2018 12:28 pm

Ah, could probably loosen that entrance a bit, thanks.

As for the underwater part, I'll explore it personally to review it, thanks for pointing it out.

As for the other point; grass, corals and such move, in fact the only thing that should be moving when it's not is the fogs, but I assume that you are referring to moving layers, which I intend to include in my future submissions. Watch out!
Last edited by Walder on Mon Jun 04, 2018 12:31 pm, edited 1 time in total.

KateBulka
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Re: Scarecrow

Postby KateBulka » Mon Jun 04, 2018 12:30 pm

Scarecrow: Yes, i was referring to using more moving layers.

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Re: Scarecrow

Postby ElectriKong » Mon Jun 04, 2018 1:52 pm

So, are we implying that moving layers are required to make a good level?

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Re: Scarecrow

Postby Walder » Mon Jun 04, 2018 1:57 pm

Electriking wrote:
Mon Jun 04, 2018 1:52 pm
So, are we implying that moving layers are required to make a good level?
Personally, I prefer not using moving layers unless I have a good usage for it.

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Re: Scarecrow

Postby OlieGamerTV » 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

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Re: Scarecrow

Postby Walder » 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.


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