(Eyebleed warning) Waffleberry Fear

They're not that bad, but they're not that good either.

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Alagirez
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(Eyebleed warning) Waffleberry Fear

Postby Alagirez » Fri Mar 06, 2015 12:25 am

what a bad palette 0/10
Image
sorry for long image
enjoy it! credits in GFX folder
Download : CLICK HERE!
Last edited by Alagirez on Wed May 04, 2016 12:03 am, edited 1 time in total.

SilverDeoxys563
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Re: Waffleberry Fear

Postby SilverDeoxys563 » Fri Mar 06, 2015 12:46 pm

I am going to make a wild guess and say that you based this off of the Third Reality levels in TSRPR, right? The level title almost sounds perfect for a level themed around that too.

Waddle
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Re: Waffleberry Fear

Postby Waddle » Fri Mar 06, 2015 12:51 pm

could you please, please use normal colours for once.

Witchking666
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Re: Waffleberry Fear

Postby Witchking666 » Fri Mar 06, 2015 1:35 pm

Waddle Derp wrote:could you please, please use normal colours for once.
Yeah you should
You can love pink and purple and there is nothing wrong with that but you shouldnt use pink in every level you make i personality like yellow a lot but not all my levels Are yellow
Just use normal colours and it will all look better

Waddle
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Re: Waffleberry Fear

Postby Waddle » Fri Mar 06, 2015 1:36 pm

witchking666 wrote:
Waddle Derp wrote:could you please, please use normal colours for once.
Yeah you should
You can love pink and purple and there is nothing wrong with that but you shouldnt use pink in every level you make i personality like yellow a lot but not all my levels Are yellow
Just use normal colours and it will all look better
thats partially what I meant.
The saturation on all of his graphics are way too high, making them very unpleasant to look at.

Erik
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Re: Waffleberry Fear

Postby Erik » Fri Mar 06, 2015 2:11 pm

My eyes!!!!
anyways, cool level, I like the design and the graphics are cool, but a little too colourful.

Alagirez
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Re: Waffleberry Fear

Postby Alagirez » Fri Mar 06, 2015 9:44 pm

I like a level which that level just has 1-2 colors. Sorry if you don't like it :(
using normal color is boring for me.....

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Re: Waffleberry Fear

Postby HeroLinik » Sat Mar 07, 2015 8:36 am

Level Review: Waffleberry Fear by andialifbatara

Reviewed by castlewars.


Level Design: 8.13/10
Well I have to say that I was really impressed with the level, and design exudes one thing - variety - in so many aspects. Judging by the screenshot alone it seems as though it's a typical linear run but there's a lot more to it. In fact, there is loads of really clever layer changing and moving which is shown by the skilful use of npc-178 (axe), and these factors gave the level a unique touch, as well as making the level feel less static. As well as the layer changing and clever gimmicks, there are still older gimmicks left in there such as the invisible block pathway that was in a level in TI2. As well as the variety in the gimmicks, the level is just vibrant and basking with colour, and it's filled with many blocks that are of different sizes, which doesn't make the level get repetitive over time and this again shows variety. However, with a good level usually come the downsides - I didn't really like where you placed the checkpoint as it's not roughly halfway through the level, and there's no major section coming up - I would move it towards the end of section 3 if I were you, not at the very start. As well as that, placement of the axes can cause a problem - at the very end of section 1 there's a platform that rises up when the player hits an invisible axe - but it's not apparent to the player there's an axe there - they may be tempted to jump over it, causing them to fall into the pit. It would be better if you actually made an axe column so the player is going to hit it no matter what, or pushed the axe further back so the platform's risen before the player approaches it. Finally, I noticed in one spot near the end of the level (section 4) that it's actually possible to walk on the ceiling as it's not been bricked up properly - completely bypassing a barrier that has to be removed, thus kinda breaking the level. However, they're really only minor issues that can be easily remedied, and the level's still really good design-wise.

Music: 8.4/10
The music seems to give off this first-world vibe, and it actually fits the level really well considering that it's a linear run. It makes the player feel really hopeful that they're going to beat the level and it fits the colours of the level well - bright upbeat music always goes well with bright upbeat colours. However, it might seem as though the music really shouldn't really be that bright because the background is actually a little on the dark side - but still, it's a really good music choice nonetheless.

Graphics: 7.8/10
Don't get me wrong, those graphics look really grabbing with all that pink, and there are good sides to the graphical aspects of the level - nearly all the graphics blend in with each other, meaning there's no cut-offs and clashes, and the level is also nicely decorated, and it's lovely to see a level that's decorated naturally and not artificially. Also, you used Sednaiur's SMB1 GFX pack, which is always a delight to see in SMBX. However, most of the level's flaws fall under this section. As Waddle Derp said, the saturation is too high, which means it can strain your eyes. Unfortunately it's also really hard to differentiate between the sizable blocks and the standard tiles because the shades of the sizable blocks are the same as those of the standard tiles. This means it's easy to get mixed up between the two, so darkening the sizables will help fix the issue. The Munchers as well have the same issue - they're the same colour as the tileset and the background, meaning that it can be hard to tell where they are. Also, I found a weird issue in section 3, which I won't mark you down for as it's SMBX's fault:
Spoiler: show
Image
As you can see, the poison water and the tiles seem to blend in a strange fashion. As it's an SMBX problem, it's best you avoid doing things like that. Try not to brick up the top of poison water with tiles to avoid a recurrence of this issue.

NPC Placement: 7.85/10
Although it's usually on NPC placements that levels struggle at, here the NPCs seem to be placed really well, but some of the Swoopers would love to see a relocation as in some cases they're placed in annoying spots without the player noticing them until too late. Also, I don't like this setup here:
Spoiler: show
Image
When you've got a Goomba and a Spiny on the same platform it'll be really risky stomping the Goomba without taking damage, and sometimes it'll be really hard to spot the Spiny underneath. Enemies aside, coin placement is okay, but in some places it turns into a bit of a coin smorgasbord - when the player purifies the poison water in section 3 for example, coins appear that form the shape of an arrow, and if it weren't busy enough with the Cheep-Cheeps, I wouldn't do that because the player knows that they have to go that way anyway. The Dragon Coin quest gave this level a nice touch of nonlinearity but it seems that there seems to be a bit too many - there's 6. Having 6 instead of the expected 5 can be achieved, but only if some of them are placed in super-secret spots that the player won't notice them. The coin at the very end of the level for example, I would remove it if I were you because it seems pointless. However, they're only tiny flaws that have easy remedies - once again, the pros easily outweigh the cons.

Overall Result: 8.05/10
Trust me, I haven't reviewed a level for ages since last summer, and when I saw this level I just had to review it because it looks so attractive. It actually is - as well as the graphics, the layer changing and events are very attractive as well. However, if you fix the flaws such as moving the checkpoint and darkening the sizables you'll be on your way to a good level sometime.

Imaynotbehere4long
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Re: Waffleberry Fear

Postby Imaynotbehere4long » Sat Mar 07, 2015 9:04 pm

andialifbatara wrote:I like a level which that level just has 1-2 colors. Sorry if you don't like it :(
The reason nobody likes a level with only 1-2 colors is because it causes the NPCs to blend in with the background and scenery, making it difficult for the player to tell where enemies are, especially Swoopers (npc-271); their wings are literally the same color as the sky.
andialifbatara wrote:using normal color is boring for me.....
The reason everyone else uses normal colors is because normal colors don't cause people's eyes to bleed. Like literally everyone else mentioned in this thread, the palette choice is the level's biggest problem; it hurts to look at those graphics. I'd even go as far as to say that this level's graphics are worse than Cotton Sky Collosus' graphics.

Anyway, my review:

Aside from the aforementioned terrible graphics, this level isn't that bad. There's quite a bit of variety with the block and NPC placement, along with events that quickly move blocks on/off-screen (is that your signature design choice now? Those same events are in, like, all of your levels). There's even one part where the block formation that the player's about to jump on suddenly moves off-screen, only to be replaced by another, less interestingly-shaped platform. Yay for pointless aesthetics!(though, admittedly, that part scared me more than any horror game could ever hope to).

Of course, along with the level's good points, there are also some non-palette-related flaws:
Spoiler: show
While this can only be seen in-game if you're as suicidal as Castlewars, the fact that you used ordinary blocks as the lower part of the lava causes them to blend in a strange fashion with the normal blocks. I recommend having them sprite-swap a foreground object instead, like background-24.
castlewars wrote:Image
Speaking of the lava, why did you make it look like water in the first place, along with having the switch to change the other lava into water? It would be more streamlined if you just had the lava look like lava and the lava that turns into water already water (so the player wouldn't have to hit a switch). Then, you wouldn't need to interrupt game-play with the message that differentiates the two waters and the message that says when the water isn't poisoned anymore. After all, it's not like the previous lava also changes into water, revealing a previously unreachable secret, so as it stands now, the "poisoned water" part is just gimmicky and unnecessarily interrupts the flow of the level.

Speaking of the water:
Spoiler: show
Never use transparent foreground objects to represent water. Not only is this an eyesore separate from the other graphics, but it also makes it difficult to see the player and foreground=0 enemies, like the Blooper. Also, SMBX began to lag at this part. I recommend replacing these with background objects; this will also remedy the fact that the top of the water only has four frames when it should have eight.
Image
Also, you should be careful when putting background objects in front of sizables, because if you're not careful, this happens:
Spoiler: show
Image
While this is probably the most minor complaint I have, the piranha plant here is off-center of the pipe since you moved the pipe to avoid cutoff. It would be better if you just moved the pipe and the Piranha Plant to the next unit on the left.
Spoiler: show
Image
Lastly, how am I supposed to get the dragon coin in Section 4? I see that there's an event that moves the mushroom blocks down, but I can't find what triggers it, not even in the editor. Assuming it isn't impossible to get this dragon coin without cheating, I agree with Castlewars that you should remove the dragon coin at the very end, right after the SMB3 Roulette sprite-swap. I also agree with Castlewars that you should give npc-178 nogravity=1 and make a wall of them before the "duhe" layer so that the player won't end up jumping over the ax, falling in the pit, and dying.

Summary:
GOOD:
-Music fits the level okay.
-Block placement is well done.
-NPCs are varied and placed well.

BAD:
--GRAPHICS ARE TERRIBLE.(wow, I never thought I'd say that)
-Strange block-blending.
-Pointless "poisoned water."
--TRANSPARENT FOREGROUND OBJECTS AS WATER.
-Necessary ax-event isn't certified.

In conclusion:
While this could have been a Pretty Good level (despite its other flaws), your terrible palette-swaps really take away from much of the enjoyment the player might have had playing this level. Because of that, I'd say this deserves a 5.5/10.

Alagirez
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Re: Waffleberry Fear

Postby Alagirez » Sun Mar 08, 2015 10:42 pm

Thanks for castlewars and Imaynotbethere4long (sorry if i'm wrong) for the reviews.
I can't solve the translucent problem. sorry
"poisoned water" my bad English....
please upload the images in postimage because my computer isn't support imgur...
let me to fix that. Have a nice day! :)
average again

Imaynotbehere4long
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Re: Waffleberry Fear

Postby Imaynotbehere4long » Sun Mar 08, 2015 11:00 pm

andialifbatara wrote: I can't solve the translucent problem. sorry
But I told you how to fix it in my review!
andialifbatara wrote:"poisoned water" my bad English....
Wha--no; "poisoned water" is grammatically correct, but the poisoned water gimmick itself serves no purpose in the level. Like I wrote earlier, it would be more streamlined if the first instance of the "poisoned water" was just a bottomless pit and the second instance (where the player turns it into water) is just normal background water by default. Then, you wouldn't need the message blocks or events that explain the poisoned water to the player, either.
andialifbatara wrote:please upload the images in postimage because my computer isn't support imgur...
What if I post the links instead of use the IMG brackets:
Spoiler: show
transparent foreground objects are terrible:
http://i.imgur.com/FqrG1vi.png
background objects in front of sizables:
http://i.imgur.com/VFRnrgT.png
off-center pipe:
http://i.imgur.com/Lnxt6SQ.png
Did that work?
andialifbatara wrote:average again
If it weren't for the colors of the graphics, this would have easily been Pretty Good. Also, why did you make that line of text transparent?


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