[Factory] Mushroom Factory

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Navag8r
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[Factory] Mushroom Factory

Postby Navag8r » Fri Jun 14, 2019 10:12 am

Update notes: (Version 1.1)
Spoiler: show
- Grinders + tracks changed to maglx version.
- Dragon coins changed to star coins.
- Checkpoint swapped with built-in mm-style checkpoint.
- Replaced the "falling goombas" with collectible event triggers.
- Replaced the bg track with my own edited version.
- Changed the pit in section 1.
- Fixed various other layer issues.
- Lined up background objects properly.

Difficulty: ★★★☆☆
Exits: 1 (SMB3 Item Roulette)
Dragon Coins: ✓ (1 requires green switch)
Players: Mario, Luigi, Toad (Edit: Playable with Captain Broadsword)
Powerups: All Allowed
Sprites: Airship
Music: The Weapons Factory - Super Mario RPG

Images:
Spoiler: show
Image
Image
Image
Downloads:
Last edited by Navag8r on Sat Jun 15, 2019 11:20 am, edited 1 time in total.

Emral
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Re: [Factory] Mushroom Factory

Postby Emral » Sat Jun 15, 2019 6:22 am

Not gonna get into the level's overall quality much here since I'm not really the best at articulating these things beyond "get some experience and experiment with different ideas and ways to design."
So I'll focus on the formalia and straight-up oopsies.

- You used Dragon Coins instead of the Dragon-Coin-resprited Star Coins
- You used the npc-192 checkpoint, which has been deprecated in the SMBX2 MAGLX3 build, which is the one suggested to be used for devkit compatibility (and which you even USED in order to get those switch palace blocks for the dragon coin)
- SMBX2 MAGLX3 build also has a SMM flag checkpoint by default. NPC 430.
- On that note, there's also the deprecated lineguides and old grinders here
- SMBX2 MAGLX3 also has a collectable trigger NPC which removes the (never even present) need to drop goombas into a pit to trigger proximity events. I suggest you use that you-know-where. The "Activate" event trigger will happen as soon as the npc comes onscreen
- I didn't know what to do here, so I jumped on the goomba
Spoiler: show
Image
- ^^ instead, perhaps block the path off with NPC-only blocks and link the wall disappearance to the statue's death or something
- I thought the koopa resprites were just shells I could pick up, so I got hurt by them
- Are there even any mushrooms made in this factory?

Navag8r
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Re: [Factory] Mushroom Factory

Postby Navag8r » Sat Jun 15, 2019 11:26 am

Thanks for the advice, I've rolled out an updated version of the level improving on the errors you mentioned.
Enjl wrote:
Sat Jun 15, 2019 6:22 am
- Are there even any mushrooms made in this factory?
The mushrooms being made at the factory are the goombas.


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