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Doomship

PostPosted: December 22nd, 2012, 10:38 am
by WiezKid
Doomship
It is supposed to look sort of like the NES levels. (Current Version: 1.1) Credit to Triple J and Yoshi42 for reporting glitches. If there are any glitches or things I can improve, please comment them and I will credit you.

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Super Mario 63
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Re: Doomship

PostPosted: December 24th, 2012, 5:16 am
by Yoshi42
You should fix this! If you get hit by a thwomp, the layers of your tiles are so thin, the thwomp pushes you under the tiles!

Re: Doomship

PostPosted: December 24th, 2012, 10:46 am
by WiezKid
Sorry about that glitch, but the glitch is Runouw's fault. The only way to fix it is to take the thwomps out, but I would rather keep them in. Thanks for telling me though.

Re: Doomship

PostPosted: December 24th, 2012, 12:16 pm
by CedarBranch
WiezKid wrote:Sorry about that glitch, but the glitch is Runouw's fault. The only way to fix it is to take the thwomps out, but I would rather keep them in. Thanks for telling me though.

There were a number of better ways to state that. Next time, please try to think about how your statements could be taken by others.



Review:

First off, the ship didn't look like it was well-constructed. There were disconnected parts that made it weird to look at, and I wasn't sure if some of the portions were even ship parts. There were also holes in a couple areas that could easily have been filled with decor.
Try working with a photo of a ship as practice. Sometimes a visual guide may help. Also, I'd spend more time on the design if I were you.

Another thing I should mention is item usage. It looks messy... the enemies seem like they were thrown right in just for kicks. There were far too many Goombas to begin with. They are all over the place, and they were just horribly spammy when pressing the switch at the end. The Big Bully was also unnecessary. I never needed to face it, and you could have just enclosed it, yet THAT wouldn't be a very good idea either. If you wanted a boss, give it its own enclosed room, then plan things out to make sure the boss works efficiently, yet be impassible until defeated.

The coins were also messy and overused. I do not know what else to say about THAT but to look at others' level.

About the Thwomp...
It pushes you below the Platforms (not Tiles) because they are passable only from below, and are delicate on contact. If you wanted to keep the Thwomps there, but prevent the "glitch" from occurring, just place blocks under each one, but also connect each of them with other Platforms if you still would want to keep the bridge too.

Lastly, it was a pointless decision allowing the player to "skip" the "boss" so easily. I'd leave it out, considering the boss is skip-able either way.


You know what? I must be killing you!
    I liked the flipping platforms placed below the ship. That gave it more of an "airborne" feel.

    You also gave it a potential Indoors portion with the window. Heck, maybe the pipe was supposed to take you inside, however, it wasn't mentioned...

    I also appreciate the determine to at least try the "Enemy Switch" trick out. It worked correctly, even though you did abuse it a bit too much with the Goomba spamming.


With that taken care of, I'll sum this up with the word "average." It had the potential of becoming a great success, but you had a few flaws too many.
I appreciate your desire to supply the community with your levels, and hope you continue doing so, and hopefully improve also!

Re: Doomship

PostPosted: December 31st, 2012, 11:38 am
by EpicGamer00
Triple J, that review was kind of mean. I know that WiezKid's level needs improvement but he is just a beginner. Be nice

Re: Doomship

PostPosted: December 31st, 2012, 11:41 am
by KABOOM
Really? Is it "mean" that he pointed out flaws in the level and how to improve them?
inb4rereg

Re: Doomship

PostPosted: January 1st, 2013, 2:01 am
by Harmless
EpicGamer00 wrote:Triple J, that review was kind of mean. I know that WiezKid's level needs improvement but he is just a beginner. Be nice

You obviously have not seen some of the more serious reviewers. Even then it's not mean to point out feedback and what did not work, no matter how strict the person may be. If a newcomer decides to think that the feedback was just mean and decides not to listen to it, that's his asking for not being a better designer.

(Edit: As for the level itself, I'll review it later.)

Re: Doomship

PostPosted: January 1st, 2013, 11:19 am
by Karyete
Every time I attempt to load the code, the level is not only empty, but I cannot scroll and the entire designer scrolls through the tilesets and fills the screen.

If you don't understand what I mean, load a level with no code.

Re: Doomship

PostPosted: January 1st, 2013, 12:51 pm
by -BY
Don't even need to load the code to see what's wrong with it.
The level size got removed. copy the code into word or whatever and add the size. If you don't remember it exact use a big one and fix it in the level then. After that just copy/paste the code into this topic again.

Adding the size like 200x30.

200 = x-size
30 = y-size for this example.

Just put it in the very beginning of the code then.