[SE 9] Project SNES: World 1 Demo
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Project SNES is an SMB1 SNES-styled collab mappack created by me and iamamari0player, and we bring you this demo to showcase the first world, because why the hell not?
EDIT: Download is now an actual working download because people were finding it finnicky before.
Last edited by Villager103 on 23 May 2018, 00:23, edited 2 times in total.
- sgwyspeedrcr
- Posts: 49
- Joined: 09 Feb 2018, 04:24
Dude been excited to play this! Thanks for the dl
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Thanks for the criticisms. I will admit, 1-4 is pretty rushed, it will be reworked/more refined in the final version.WillWare wrote:Overall solid, and all the problems are pretty easy to fix. Excited to see more!
Regarding the portal gun, I actually intended for the player to get the portal gun at some point in World 2, although another reason why it was omitted is because if you put a portal in the lava just right, the laser goes into the portal and can kill the player. The laser is what makes the lava kill things on contact.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
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you can mimic the effects of lava using a combination of spikes and invisible solid blocks above them with a 1 space gap in between instead of using lasers
layed out like this:
layed out like this:
Code: Select all
invisible block
empty space
top spikes
Hot tip: with Dropbox, if you edit the url so that the last part says ?dl=1 it will download without changing the page. Like this:
https://www.dropbox.com/s/bvngzfnrquvas ... o.zip?dl=1
https://www.dropbox.com/s/bvngzfnrquvas ... o.zip?dl=1
"Game Over" and "Mappack completed" message displays the enemy counter image:
I'm pretty sure some of you have already noticed it, just pointing it out.
And, be sure to allow "breathing space" for enemies and objects. For example, I find it rather uncomfortable seeing four Podoboos over tough one-blocked wide pits (as Will pointed it out). More "diluted" levels which means by separating the individual obstacles by a tad bit would make space for the level to look illusionary longer, and allows inserting a few enemies and coins, etc. as you do so.
I'm pretty sure some of you have already noticed it, just pointing it out.
And, be sure to allow "breathing space" for enemies and objects. For example, I find it rather uncomfortable seeing four Podoboos over tough one-blocked wide pits (as Will pointed it out). More "diluted" levels which means by separating the individual obstacles by a tad bit would make space for the level to look illusionary longer, and allows inserting a few enemies and coins, etc. as you do so.
- Villager103
- Posts: 506
- Joined: 31 Jan 2013, 14:50
- Contact:
Thing is, I can't actually change the game over/mappack complete screens, though i can move the image down a little.
The issues with level difficulty have been fixed and will be seen in the full version.
The issues with level difficulty have been fixed and will be seen in the full version.
- SankeySMM2
- Posts: 230
- Joined: 13 Feb 2021, 20:12
- Contact:
Open the Mari0 AE DLC tab and open the project SNES demo. You'll find "hawkdoor" somewhere inside enemies.