This was an exciting, high-octane level. What was so special about it was the fact that it was just made out of Goombas and nothing else, and the level was super-nonlinear, particularly with the strange and special gimmicks that this level comes with, such as the double cherry and the berry blocks, both of which were pulled off very well, and a particular mention was the fact that some gimmicks can do negative to the player as well as positive, which is incredibly rare, and also the fact that the player can choose one of three paths at the start of the level, and can't turn back, and each section came with its own gimmick, many of which were facilitated by the use of "event switches" which trigger something special in the level, allowing for completion. This level requires the use of a lot of powerups as well, including the Kuribo's Shoe, Propeller Block, and Yoshi, and the signs were interesting, as the underlying message is shown in the graphic itself. However, in terms of design, if the player goes too far left if they took the second path they can see a blank space where the filler blocks end, and this appears to be the case in other sections as well.
I really enjoyed this level a lot! It's a very pretty landscape, with several tilesets combining together in ways that look great, and the layout of the level feels very natural yet complex. It's a lot of fun to explore in every way. There's an excellent variety of unique Goombas, and the fake ones are silly. Yoshi and Kuribo's Shoe are implemented really well, especially with how the shoes are attached to Goombas originally wearing them. The propeller block section is built very well, and I really like the signs that tell you whether or not you can use the various items offered in certain areas. The secret passage containing the Goomba coin is neat as well, and is indicated in a perfectly subtle way since it looks like an empty alcove. Interesting purpose for the Double Cherry, making it clone your powerup actually makes a lot of sense. The messages in the level are helpful, but I found the bridge event to be a little unclear, and I couldn't read the message box at first because I didn't realize it was associated with the switch that it disappeared with. Otherwise, impressive work!
This level had a solid aesthetic theme--grass and sky--and always stayed consistent. I never noticed any graphical problems. It’s also nonlinear, in all the right ways: it’s obvious what’s a secret and what isn’t, but you have to do some searching to actually find the secrets. There’s a part with a split path (a Yoshi area, Kuribo area and Propeller Block area) which adds even more to the replay value. Everything was well-placed, and there were some cool features like fruit blocks and wooden Goombas that were fun to stomp. My biggest criticism is that none of the cool things like Yoshi last very long. Sometimes you get a Kuribo’s shoe and lose it five seconds later. I know that’s the level’s theme, but I prefer being able to hold onto really fun things like Yoshi. Other than that, really good.
I really enjoyed this level a lot! The split path added some great replay value and the bonus areas were neat, although they were basic and not that impressive reward wise. The three different sections were really good and had lots of variety when you compared them, which I thought was super neat! They could have been more gimmicks introduced to the level such as moving layers to make it more lively, but I thought it was still very good.
I enjoyed this one. The level surely lives up to its name, many kinds of Goombas can be seen here. The different signs kind of feel excessive, it's like this is supposed to introduce the game to a player who's completely new to Mario. But on the other hand it's pretty cool. Also, I wouldn't mix that many tilesets as it kind of looks messy but overall it's a great level!
Last edited by Enjl on Tue May 27, 2014 1:16 pm, edited 1 time in total.
Oh, I using the middle mouse button (press down wheel) for horizontal scroll on BIG image.
P.S. small note: You can disable/enable animation in View menu for good view of exported image, I did fix bug with exported image (Made Animation resets to 1-st frame on export) and with this, in 0.0.8 I will add NPC view supports, I did capture all NPC's parameters, and now I can made NPC's module for we can correctly display them on map. And disabling of animation and collisions (placing block over block protection) for speed-up. If on map too many items (>7000-12000), animation effects will be slow performance. This is style, and not need in editing process.
P.P.S., Nice level
Last edited by Wohlstand on Tue May 13, 2014 12:10 pm, edited 3 times in total.
PGE Project, my Media and supported projects: show
kool thanks probably do a straight playthrough not covering the whole thing just so it doesn't spoil everything for the player and also depending my computer because i've been having difficulty recording anything, computer is kind of temperamental when it comes to recording if i can get something done i will defiantly post if not, its not the end of the world btw your level looks really unique judging from the screen that is though.
Ace wrote:I really like the mix of tilesets. What are those ghosties in the screenshots, though? I don't see them in the video.
Ghosties - is a dummy sprite, what temporary replacing NPC's on map (PlatGEnWohl editor <=0.0.7 Alpha), because I didn't made NPC support in editor, but, in 0.0.8 I will add NPC displaying. Understand, what not everything is so simple, on each NPC of ~75 parameters (grid position and GFX position relative by position included), what need for support them.
PGE Project, my Media and supported projects: show
Because I already have experimental NPC support in 0.0.8, I will send you the same section screenshot, but with NPCs: http://wohlnet.ru/sentfile/Mount_Kuribo_Section_7.png
(on this screen my editor displayed bug with render frames of goomba, based on "Dry-Bones" skeleton)
SilverYoshi100 wrote:[img]that.png[/img] that frame
Darkchao made an extractor program which extracts every hardcoded file for you. I've put a download link to it in the topic for my graphics pack in the graphics subforum on one of the latter pages, if you want to check it out!