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 Post subject: madnesstown
PostPosted: Fri Jan 31, 2014 10:50 am 
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Shy Guy
Shy Guy

Joined: Wed Jan 29, 2014 5:59 pm
Posts: 9
It's my battle zone with the background in 3D.
You're on the car which go straight on.
Video : http://www.dailymotion.com/video/x1ap96 ... videogames

Download : http://www.mediafire.com/download/wqeio ... sstown.zip


Last edited by Emral on Tue Feb 11, 2014 11:04 am, edited 1 time in total.
removed [battle level]-tag, approved this level


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 Post subject: Re: madnesstown
PostPosted: Tue Feb 11, 2014 11:01 am 
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Grinder
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Joined: Mon Jan 20, 2014 1:58 pm
Posts: 1055
Review: madnesstown
Now, since I'm a lonely person and don't have anyone to play with, I just started up the level in the in-game-thing and explored the screen a little bit, which is easy, since there is no real scrolling.

However, I really liked the look of this level. People always say that you have to style everything in a special style to make it look decent. And that's exactly what this is. The level really looks like you're two people battling each other while cruising through a gigantic city with dozends of skyscrapers. In that sense, the 3D Effect was also very well executed. I'm curious how you did that and I'll get back to it later.

The arena is a rather standard one, with some powerups, hazards and items to pick up. However it felt really cramped at times, which does help emitting this feeling of not having much space to be on, of course, but horizontally flying fireballs aren't really the greatest thing in existence. It is, however, fairly easy to kill them, making them more annoying than making them a real threat. Powerups and items from the ground respawn way too frequently on this stage. You can get random items almost nonstop while hurting your opponent with buzzy beetles. This may lead to endless fights when two skilled players are fighting each other. The glass in the middle was kinda useless, since you can defeat it while holding said beetle against it for some time. I suggest you replace it by a floor of breakable blocks that can be destroyed by the bomb you can find in the level.

While the 3D Effect looks really cool, I have found some issues with it. First thing being the level wrap you used to make it work. It also allows fireballs to endlessly float and spawncamp the players. And since, as I mentioned, they're not a real threat anyways, you could aswell remove these Venus Fire Traps. Also, the bottom of the front row of houses actually overlaps with the ?-Blocks. You can easily fix that by adding gfxoffsety=2 to the code I believe, it's not a real problem.

Here's a few other things I found: It's really cool that this stage plays out like the F-Zero stage in Melee and Brawl, Big Blue, meaning that you can run on the road but instantly die once touching the left end. Good job on this. Also, the download came without the music track, you might want to fix that. I listened to it when watching your video though so don't worry. Also, the items come out of the unedited grass sprite. The Invasion 2 actually has a few screw-ish grass plugs in it's airship levels. You could have a look at these and then decide weither you want to replace them.

Overall, although I'm not two players and thus can't witness the true potential of this battle level, I've liked the concept and it's execution. I'll give you the following score:
Graphics: 2/3 Besides some clipping errors and things you can improve on, there's really nothing to say here.
Music: 2/2 I can't think of one that suits the level better.
Gameplay: 3/5 There are parts that need some improvement, like the Venus Fire Traps or the respawn rate. But otherwise, well done!

Final Score: 8/10
Approved

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 Post subject: Re: madnesstown
PostPosted: Wed Feb 12, 2014 3:04 am 
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Koopa Troopa
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Joined: Mon Jan 27, 2014 9:14 pm
Posts: 25
Location: Brazil
good job

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Last edited by FallingSnow on Wed Feb 12, 2014 8:24 pm, edited 1 time in total.
User has been warned for this post.


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 Post subject: Re: madnesstown
PostPosted: Fri Feb 21, 2014 1:13 pm 
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Fighter Fly
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Joined: Tue Jan 14, 2014 12:49 pm
Posts: 77
Location: on the second planet earth.
and how did you made the 3D effects? how??? :?: :?:

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 Post subject: Re: madnesstown
PostPosted: Fri Mar 28, 2014 7:05 pm 
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Koopa Troopa
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Joined: Fri Mar 28, 2014 6:20 pm
Posts: 24
I think what this guy did was either use some megaman graphics or a background made with a megaman 8-bit deathmatch level to simulate a city made in 3-D along with a special scrolling feature.

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Because i usually prefer to use the level editor of the game, i solve problems with episodes and levels for SMBX.
Not problems like "how to fix graphics" or "what scripts to use" because that would be far too complicated for a standard builder.
I solve the more practical problems, such as level design errors and/or ideas.


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 Post subject: Re: madnesstown
PostPosted: Fri Mar 28, 2014 7:19 pm 
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Volcano Lotus
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Joined: Fri Mar 28, 2014 2:51 pm
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Nice work with the 3D effect! I'd just like to point out that the foreground buildings slightly over lap the "?" blocks. Other than that, the rest of my criticisms would just be nitpicking.

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 Post subject: Re: madnesstown
PostPosted: Sun Mar 30, 2014 3:21 am 
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Spiny
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Joined: Sat Mar 29, 2014 8:49 pm
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Location: My castle on world 8.
Nice job, not bad at all, I loved the style,

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 Post subject: Re: madnesstown
PostPosted: Sun Apr 13, 2014 6:07 pm 
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Shy Guy
Shy Guy

Joined: Wed Jan 29, 2014 5:59 pm
Posts: 9
Thank for comments ! ^^

jenyafio100 : hehe. It's a secret, and It's hard to make this effect.

spaceman2028 : Yes, I use some graphics from megaman, it's replace the goomba, but the ground is in Super mario kart.

GhostHawk : Thank you, and yes, Because the buildings are NPCS according SMBX, the NPCS are foreground.


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 Post subject: Re: madnesstown
PostPosted: Mon Apr 14, 2014 7:15 pm 
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Grinder
Grinder

Joined: Mon Jan 20, 2014 1:58 pm
Posts: 1055
Catskart wrote:
Thank for comments ! ^^

jenyafio100 : hehe. It's a secret, and It's hard to make this effect.

spaceman2028 : Yes, I use some graphics from megaman, it's replace the goomba, but the ground is in Super mario kart.

GhostHawk : Thank you, and yes, Because the buildings are NPCS according SMBX, the NPCS are foreground.

to remove the overlap you could move them up by 2 pixels by adding gfxoffsety=-2

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