Hmmmm. Well I can't see what's down the bottom left of the pic, but....
IF there is a 1 - 2 block high wall which you can't run over...
____ | Like this ____ |
...at the bottom left, then you can charge a boostball into that slope, then while against the wall, spring ball up, but the momentum of the boostball will send you flying forward at an angle similar to that of a multiple horizontal bomb jump, allowing you to easily pass through that gap.
I know cause I've done something similar in my hack and you need to do that :)
I'm gonna guess that you switched the graphic for an unused enemy with that of the spikes, and you have to freeze the spikes to pass over them. Having the Gravity Suit makes it easier because you have more time to run across before the "spikes" unfreeze.
Maybe the spikes can be grappled onto since they're so cool looking. Grapple at the left side then swing and use the momentum to go through and passed them.
Great day today. I got 50 screens done, which is 8% of my goal in one day! Even better, I've already got the general layout for 75 more, so more to come soon.
If you're using red Crateria, be sure to change the black in the foreground palette row to fully black. As it is it's this very dark blue color that, while not incredibly visible, can be seen as an odd palette. Just try it out, I'm sure it would look better.
Production has been great these past couple of days. However, I have begun the process of making a few changes to some tilesets I hadn't used much, so I can go crazy with detail on a few rooms.
Just barely started with this room and tileset, and I have a lot more tiles yet to be put in the table for use. I can't wait to see what can be done once the whole thing is finished.
Production has been great these past couple of days. However, I have begun the process of making a few changes to some tilesets I hadn't used much, so I can go crazy with detail on a few rooms.
Just barely started with this room and tileset, and I have a lot more tiles yet to be put in the table for use. I can't wait to see what can be done once the whole thing is finished.
Now with some stuff put together for the tileset, an updated pic of the room. Hopefully you are inspired to search through my hack thoroughly to find these secret chambers now... who knows the treasures and horrors they hold?
Now with some stuff put together for the tileset, an updated pic of the room. Hopefully you are inspired to search through my hack thoroughly to find these secret chambers now... who knows the treasures and horrors they hold?
Did you get the idea for that room while trippin' on some mushrooms? Lol j/k I do like the coloring though.
You missed a few square BTS tiles on the ceiling, but that room still looks fantastic. If this is the standard of your full hack, it looks like we're in for a treat.
wow. that detail could give Dmantra a run for his money/hack.
From what I've seen, I'd say DSO and I are on equal grounds when it comes to interior design. Actually, he has the upper hand seeing as he imports far more tiles than I did. So that expands the possibilities greatly for room design.
This hack will be a real treat for the community and will raise the aesthetic bar substantially for hackers.
You missed a few square BTS tiles on the ceiling, but that room still looks fantastic. If this is the standard of your full hack, it looks like we're in for a treat.
I only wish I could do this for every room in this hack, but I couldn't make the aggressive May 5th release that way :P. The standard for this hack is well represented by the earlier pictures. I will say that the standard for my big one is higher than this, but there's a trade off between extreme level design and size. The big one is 500ish rooms, and I'm fairly certain I'd run out of room well before that's completed if I tried to make every one of those a jaw dropping showpiece. Besides, making comparisons to Dmantra is silly. I lose in about every section pertaining towards making art. :P
What I've done here is throw together stuff I'm already good at using, and then apply the practical knowledge I've picked up, both for the tilesets themselves and the more general types of things that apply everywhere. One of the things that goes through my head when I'm building is that odd numbers create a more interesting design. (You can see that right in the pic, there's 3 background pillars, 3 mushrooms, 3 BG sections of the crateria tiles... use 2 or 4 and it probably won't look as good.)
That being said, I do hope this hack helps to raise the aesthetic bar. Without Cliffhanger, my standard would be much lower. It would be awesome if this spurred still more people into putting more effort into the graphics and room design.
Now, real content instead of pointless words:
I realised I haven't even tried to put in save stations anywhere, and I when I did try to put them somewhere, they kept messing up. So, I came up with an alternative use for the tiles. Refill pods! Don't have time to animate them for this hack, but cool all the same.
I know you said there are going to be some changed physics, but what type of difficulty are you anticipating in terms of required skills/moves? Is there an existing hack to which you can compare?
Edit: I see where you said mockball and IBJ are not required. Still curious about difficulty overall.