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04-24-22 10:43:57 AM
Jul - Posts by Delpolo
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Delpolo
The local lurker.
Level: 58


Posts: 683/750
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Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 08-30-15 02:44:14 PM, in Splatoon Thread!? Link


I was hoping to coast on popularity but overwhelming victories earned a victory to Decepticons, so congrats!

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 684/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 09-07-15 03:45:07 AM, in What're you playing right now? Link
Just beat Etrian Odyssey 2 Untold! Took a short break once I reached the third stratum, and then another break once I reached the end of the fourth stratum, but I finally decided to just push and beat the game.



(I'd post this in the EO4 thread but it seems like I'm the only one playing this and don't wanna double-post.)


Apart from this I've also been playing Splatoon in short bursts (convinced myself to try out solo Ranked again after not trying it for months) and reached B+ rank, I've been slowly working on a few farms on Jul's Minecraft server, I still try and play Animal Crossing New Leaf every day...

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 685/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 09-07-15 08:23:16 PM, in Minecraft 3: Signs Still Free Link
I'm hoping we don't revert all the new 1.9 mechanics if only to allow people to try it out for a few weeks, it'd suck to not have the chance to see how stuff's harder just because we'd rather avoid change.



Anyways, I've been slowly working on a few farms in the desert to the north-east. Most of that was terraforming though; I spent a very long time just drying up rivers. That's because one of my farms is...



...a squid farm. Mobs only spawn anywhere between 24 and 128 blocks away from you in a sphere, but squids specifically only spawn in water blocks/streams that are at a Y-coordinate between 45 and 63, so in order to acceelerate squid spawns I had to choose a location far from the ocean and without any lakes (ie, a desert) and then dry up any rivers and underground lakes near the surface. ...though I still haven't done the latter because, y'know, I can't see underground so iunno where they are.

The only necessary component of the farm are those water columns but I'm having a bit of fun with it, I built a pixel-art squid shell because the water columns look like its tentacles (and I even replicated the mouth, even though you can't really see it). I still need to dig the pit deeper so that all squid are guaranteed to die from fall damage, and then I need to make an item collection system with a hopper-minecart, and then decorate the whole thing with an octopus (as per MM200's suggestion)...



But yeah, the other farm I'm working on is an iron farm. It turns out I miscounted and still need a lot more stained clay for the other three sides, but I think this speaks for itself:


(Didn't have enough clay for the mouth, ugh.)
The entire statue's pretty much a pointless shell, the farm itself's gonna be built (and concealed as a hat) on top of it, but it sure looks imposing, doesn't it?

Apart from those two farms I still wanna do more stuff around 'em in the desert, though I'm having trouble deciding. Can't use water to decorate or it'd wreck the squid farm, sadly. I was thinking of making something else villager-related (like a shopping mall with all the most efficient villager trades?) but I haven't quite gotten any inspiration for builds yet, plus I still need to make an actual house for myself, so I'll see.

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 686/750
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Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
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Posted on 09-12-15 03:47:12 AM, in Splatoon Thread!? (last edited by Delpolo at 09-20-15 04:13:49 AM) Link


Next NA Splatfest is Art vs Science! Fairly easy pick for once, though with all the Miiverse artists I feel like it'll be an interesting Splatfest in the end.

As an aside, it's been fun trying to make a good set that also copies how I'd dress in real life, haha. It's nice!



EDIT - Welp, didn't think popularity was this close but I'm still disappointed that we lost.



____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 687/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
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Posted on 09-12-15 09:07:31 PM, in Favorite names? Link
For the last few days I've been resetting my Pokemon Omega Ruby file in order to stockpile the current Rayquaza event distribution, and I've been giving a bit more thought to what I should name my playable character. Back when the Diancie event was going on I cycled through languages (and looked up good names for each language starting with "A") before getting bored of that, but this time I'm sticking to English names and thus had to think more about names.

Basically, what are some of your favorite names in English? It can be a name you'd love to give to your theoretical future child, a fictional character's name you think is interesting, a name whose sound you like...



One of the links in Randall Munroe's (very empty) blog is the Baby Name Wizard which analyzes name trends over very long periods of time. It's probably a bit vain but I quite like a lot of the names in the "Names for Your Genius Baby" post... Elizabeth has already been a name I liked for quite a while (as a friend way back in 1st grade had that name) but I'd also say Henry and Alice are pretty nice.

I feel like three names is a fairly short list though, hence me wanting to hear about all your favorites. =P

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 688/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

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Posted on 10-03-15 04:01:21 AM, in Super Mario Maker (last edited by Delpolo at 10-03-15 07:20:39 PM) Link
Oh hey, I finally got the game! If people compile all their levels in one place I'd be more than glad to play through 'em tomorrow and give feedback.




Airborne Aquarium
61BE-0000-0085-D4F0


Bowser has an aquarium in an airship, and you need to sneak through it! It’s the very first level I’ve made so it’s definitely missing polish and playtesting, but even if it’s a water level, I designed it to be fairly easy and placed plenty of mushrooms (so it’s probably possible to just use invincibility to pass each chamber’s mini-challenge). There are only three Bloopers, and I tested it to make sure that they don't appear until you reach the last chamber, so hopefully they aren't an issue.

The barely-hidden pipe to the side area leads to a short airship bonus section where you can get a fire flower (if an abundance of mushrooms isn’t enough), as well as a 1-up! You don’t skip over any parts of the main level if you take it though, but the extra firepower should be enough of an incentive anyways.

There are exactly 100 coins to be found in the level (assuming you get the maximum possible amount of coins from multi-coin blocks) as well as the bonus section’s 1-up, so if you reach the top of the flagpole – and it’s a water level so that’s not hard – then you can get three extra lives, which is perfect for those who find it through 100-Mario Challenge!



Also there's a glitch involving vines and brick blocks when small, so I deliberately included it such that you can skip the first half of the level with it (and also get two extra 1-ups) if you don't want to get the fire flower.

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 689/750
EXP: 1500590
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Since: 09-12-07

Pronouns: he/him/his

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Posted on 10-04-15 04:39:56 AM, in Super Mario Maker Link
Alright, I feel like there isn't enough feedback in this thread, and I don't really think people can directly learn from their own mistakes without other people explicitly giving feedback (and/or streaming the game so the creator can see the trouble spots themselves), so I'm gonna try and go through everyone's levels and jot down a few notes about 'em.

I feel like anyone can learn from these mistakes so making this feedback public could be helpful (assuming you also play through it), but it's understandable that you'd want to keep criticism private so I'm asking the ones involved before posting this.

...Also, it shouldn't need to be said but these are subjective opinions, etc. There are definitely types of levels I enjoy, and sticking to what would probably fit in with an official Nintendo game is a great start at appealing to my tastes.

Anyways, so far I've gone through levels made by Ehm and FieryIce, and played Luca's first six levels before giving up.
Here's Ehm's level feedback!



Helicopter Stopper
Having to tank a hit through the piranha plant isn't too obvious (and it's not clear that you can land safely afterwards). That block construction above the piranha is a bit out of place, too. Nice and simple level though!

Leaning Tower of Koopas
That sure had a tower of Koopas, all right. Short level but there aren't really any obstacles. You can only go below the tower by ground-pounding when big, but then there's a 1-high gap you have to duck under? Weird.

3D Tower of Grief
That second Dry Bones is in a really annoying spot, timing the jump gets really hard if you let it start throwing bones; rushing through was the only way I could do it. The Bowser and coin run section seemed fairly pointless. Otherwise it's a pretty nice level! Also I don't understand the level name, haha.

Yellow Brick Road
(Nice thumbnail, haha. Remember people, it's the screen where you press the Upload button!) Very simple P-Switch run, I do like how you need to bring one with you for later. I had fun breaking through the blocks at the beginning by spin-jumping, heh. Not too visually interesting but the platforming is good enough.

Château de Bowz
I really like this level! Keep in mind that people might miss the mushroom and then fail to get the feather near the start, so they wouldn't be able to break the bricks. I liked the hidden vine leading to a small coin trove (though maybe make sure it can't be entered while the P-Switch is still active, hahahaha). I didn't like the ending though, two paths led to Bowser but one of them (the easier one to reach, I feel) just skips over him?

Airship Destroy
I caught the hidden block at the start, I liked that. Otherwise I feel like it wasn't too interesting? I got caught by the 'broken blocks under Thwomp' once, and the 'bomb blown up by Thwomp' once, but otherwise the only notable thing is that bombs can blow up the blocks near the end and make it really hard to pass by the Thwomps.


____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 690/750
EXP: 1500590
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Posted on 10-04-15 04:08:23 PM, in Super Mario Maker Link
Alright, FieryIce has agreed to have the feedback posted publicly, so here it is!

For context, instead of making wholly-stand-alone levels, these are instead organized into thematically-consistent worlds of four levels where the fourth one tends to be more difficult and have more enemies aggressive.



1-1 Mushroom Plains
Good intro level! Are springboards really something that would be introduced so early, though? (Maybe dig a pit for 'em so people don't grab and throw it away?) It wasn't obvious that you'd live if you fell between those platforms in the middle, and there's cut-off in the NSMBU theme at the base of the rightwards pipe (so use bricks, I guess?), but I really like this level!

1-2 Lush Plains
Aww, I really liked this. How nice of you to give a 1-up farming spot right at the beginning! (Koopa shell killing respawning Goombas.) The bonus cloud section was cute, though it should probably lead forwards in the level, not backwards. Power-up frequency is good too! Overall very charming, I love it~

1-3 Below the Plains
Piranha plants in the very first pipes almost killed me, might wanna avoid that. Otherwise I quite liked this! Cave levels going right, then up and back, then up and forwards again, are nice because there's no death penalty if you miss a jump, which is perfect for beginners.

1-4 Lush Valley
Oooh, flowers!~ The arrow at the beginning confused me until I circled around to the fire flower; I'd probably have put way less coins and also put 'em higher, so that you don't focus on 'em when you spawn. Not much to say, platforming's simple, it was fun.


2-1 Koopa Hills
Might not wanna let Goombas walk right over to people when they spawn. I loved the coin heaven bonus area! And it leads forward too, so you don't need to redo a section. Good job!

2-2 Koopa Hills 2
Not a big fan of floating-block rectangular rooms like in this, and the platform section near the end felt way too slow and safe. Door thing felt weird too, why not make people platform downwards?

2-3 Koopa Hills 3
Feels like it needed an extra powerup between the beginning and the pipe to the second area? (Maybe move the first one closer and put one between those piranhas?) I really like the autoscroller area though... but you're able to enter it from the exit and get the feather without any trouble, so you might wanna fix that. Also, make the autoscrolling stop at the pipe, otherwise people'll think there's a secret area if you hover! I tried it out and definitely wasn't the only one, hahaha. Solid platforming all around.

2-4 Koopas in the Sky
Good job with the respawning P-Switches, can't fail if you drop it! Other than watching out for designing reachable dead-ends in your level, I'd say this is a resounding success (cute boss fight!). ...The door to the end seemed pointless though.


3-1 Fishy Sea 1
Ehhh. Way too easy to trivialize your level when the very first powerup is a Fire Flower, and I dislike the cannons shooting fish in such a narrow space (the top two aren't on-screen anyways so they don't do anything until after you swim up and away). Also it wasn't obvious where to go after turning around? Didn't realize there was space on top to continue. Doing the level without using power-ups was pretty fun, the only thing I'd change for powerup-less runs is the green cheep-cheeps near the end that basically forces you to wait until all of them pass by before finishing the level.

3-2 Fishy Sea 2
Another early fire flower? And a lot of them strewn about? And even a pipe dispensing 'em!? The split paths was a neat idea but it's really easy to skip the bonus area. I managed it powerup-less then died to the blooper at the end, not sure having it there is a good idea...

3-3 Fishy Sea 3
Two fire flowers at the very start!? I do like how it's not entirely a water level though, and the exit pipe to the end felt straight out of SMB3. Still, way too easy to trivialize it with fireballs...

3-4 Fishy Sea 4
Uh, wow, difficulty spike much? You'd need a powerup earlier than that, and also they should be easier to get considering it's an autoscroller (I couldn't even get most of 'em after the first one). I really dislike the giant fish coming out of cannons though, they come out way too fast and are too big to dodge reliably. Top path is way easier too.


4-1 Ghoul Palace 1
No power-up for a while makes the beginning fairly frustrating (and those two enemies at the very start were fairly intimidating, though I didn't die to them), I don't even feel like replaying to try out the left door. Boo circles here are really annoying especially considering how cramped the level is, I'd just remove them all; that winged boo cannon at the end is a mean trap, there's no way to dodge it considering how fast it shoots, so if I didn't still have a fire flower by the end... That series of ?-block floors with Stretches (the floor-boos) was interesting though.

4-2 Ghoul Palace 2
Really liked this, it felt like a true ghost house puzzle! Getting hit with the leaf (or picking up the fire flower) makes for a really long detour though, and that giant boo circle near the end just makes you wait for no reason.

4-3 Ghoul Palace 3
Didn't even bother checking the boxes at the end when the goal's right there, and respawning fire flowers feels like too much, but... Wow! Great puzzles in this, and there was even a well-placed boo circle where you need to dodge Dry Bones projectiles inside of it while the gap circled around.

4-4 Ghoul Palace 4
Not much of a puzzle this time, and there's still respawning stuff (but it's mushrooms so it's slightly better? Maybe?) Timer felt too short though, I felt like I cut it close and I didn't feel like I was taking my time. Still fun though!


5-1 Giant Island 1
Ridiculously hard noteblock section sours the entire level. Also that red paratroopa jump afterwards is also kinda tough? And it's not obvious that stuff spawns from that pipe? Rework this level, the beginning exhausted me and I didn't pay any attention to stuff after the Red Paratroopa jump. I'd just remove the noteblock section completely and make the paratroopa jump easier (pipe lower, ledge lower as well). Also I managed to get stuck as big Mario because I assumed there would be a P-Switch or something to continue (as I didn't know that the pipe spawned the paratroopa), so maybe design that section to make sure that players stay near the pipe long enough for it to spawn.



____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 691/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 10-05-15 04:55:29 AM, in Super Mario Maker (last edited by Delpolo at 10-05-15 08:08:41 PM) Link
Alright, had another Super Mario Maker session so I went through all of Drag's and Xkeeper's levels! Both agreed to have 'em public so I'll just put 'em both in the same post.

...Also I'm not gonna bother linking to each level's Miiverse post, Ehm's been generous enough to compile everyone's levels into a document just like Xkeeper did with their apartment, so just click on the name for their levels, I guess.



Drag

Jump on the koopas, man!
Fairly trivial level; I somehow let the mushroom just fall into the pit, hahaha. Definitely needs some decorating and more length but it works, it's a good easy level.

Jump on the trampolines, man!
Okay, I starred the previous one but I won't bother starring what's basically a rehash of the last level but without enemies.

100-Coin Cavern

Not much else to say
, hahaha.

You should do your homework soon
Impossible to lose so I won't give a star, but short, cute levels like these would definitely be welcome breathers in 100-Mario Challenge so good job!

Bump 'N Jump ('n throw)
Fun level overall, though there are a few things I disliked. I know it's straight from SMB1 (and that you can survive by ducking in a corner) but that's a pretty cramped space to pass by the circling firebars, especially when there aren't really any power-ups. Running on the ceiling at the start wasn't obvious because it's off-screen so you can easily assume it's impossible to continue. Also, the last section where you need to break at least two blocks (I broke two then one to make sure I'd fit) feels more tedious than difficult.

This course has a goomba in it.
Oh my god this was the cutest house level ever! Basement was a cute touch. ...It felt like the theme went away once you reached the underground, but it was all so well-decorated that I don't care anyways. Props!

Mario Circuit
Simple level, you had a Mario Kart theme and ran— er, drove with it. Auto-scroller was just the right speed, ie. you designed the platforming well. =P

The Great P-Switch Challenge
Ahahaha, wow, just barely beat the level on my first attempt. Split-second slower and I couldn't have wall-jumped! Anyways, two consecutive sections involving springboards seems redundant, but as a whole it was great.

To the top of the Colossus
Amazing level! Definitely felt like you were climbing upwards through it then descend again. No pits meant you weren't punished harshly for missing a jump, there are still mini-puzzles like with the springboard, you managed to fit in a secret reward 1-up mushroom, and overall it was all well-decorated... I was almost gonna say it might be so long that people could get frustrated if they die near the end, but replaying it to leave a comment, it goes by fairly quickly... Amazing.



Xkeeper

World 1♡2...?
Not a fan of people remaking levels or using 'em as a base, you're not putting in any effort into figuring out and designing the flow of the level. Anyways, enemy in a box near the start basically made me distrust all future ?-blocks up until I reached the end pipe that you couldn't enter, at which point I went back to the start and hit all of them. Then I realized I needed to just jump over the level and found the bricks at the end I could jump through... but had gotten hit on the way, and there were no power-ups so I had to restart. Not a fan of the level.

Wallkicks and Big Shells
Simple, easy level; it'd make for a good tutorial level for breaking blocks with giant koopas, and also wallkicks, so good job with that.

World 1~1...?
Another level remake, but all that's changed is a lot of enemy spam (and enemies in blocks)? No thanks.

Easy As 1, 2...?
Skimmed Eppy's video so I knew the correct choice, but still went through all doors anyways, and they're all pretty fair regardless! Good level, I liked all the paths.

Push ↓ to stomp with the shoe! ♡
Didn't bother going through all four blocked passages but whatever. Great tutorial level for the giant shoes! Just keep in mind people might not read your level name if they can't read English~

Every Twitch Stream (↑+autoplay)
Is it 'hip' to hate on auto-playing levels? They're more a test of the designer's time spent playing and testing it, designing it to be visually interesting and exciting; I don't think it's fair to hate them just 'cause it's something you don't actually 'play'. ...Anyways, in that respect this one was boring, it's just a slow treadmill to the end. (2 cents was clever though! You sure the exchange rate is 1 coin = 1 penny?)

Wrecking Crew(TM)
Not a particularly gameplay-centric level, most of it is spent waiting (kinda reminiscent of watching auto-play levels, eh?) for bob-ombs to blow up, but it sticks to a Wrecking Crew theme so I guess that's fine?

Bowser's Hassle
Great castle level! Not much in the way of enemies for a while but it really felt like an actual castle level in both platforming and visual design, so props for that.

Typical Water Level! (Course #8)
After that '1, 2, 3' secret area I knew you'd hide another one here~ Anyways, water level felt a bit empty and easy for a while but the fish formations near the end were nice, and even with the fire flower blocks I was a bit reckless and lost 'em fairly quickly. Whoops. Good level though.

Cannonical (#9)
Good airship level! That stretch with no enemies and four blocks felt pointless though, and then the stairs of cannons is really difficult to pass without damage-boosting through, so I'd remove a few. Haven't mentioned it yet but you've always been giving fire flowers before each Bowser fight, so I've been having fun killing Bowser instead of skipping him, hahaha. Anyways, don't do that 'sound effect spam at exit' thing ever again please.

Beetle Colony (#10)
I refuse to star this because you did the 'sound effect spam at exit' thing again. Anyways, great level! Not really hard but I do like how there are split paths. ...Also, why is it called 'Beetle Colony' if most of the enemies are Spinies and not Buzzy Beetles?

A Horrible Noisemaker
Yep, that sure was a horrible noisemaker - and that star room was pretty bad too. A pretty good argument for never using sound effects!


____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 692/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 10-06-15 12:39:10 AM, in Super Mario Maker (last edited by Delpolo at 10-06-15 12:51:25 AM) Link
Went through BMF's levels as well but didn't get confirmation until now, so here's the feedback!


BMF54123

Abridged Pipes
Awww yeah, died to the first Goomba. Definitely imitated the SMB3 style very well, good job with that! I didn't think there was going to be an underground section so I thought it might drag on, but it was pretty fun in the end. That Goomba line near the start was pretty weird though.

Hotel Horror
Amazing level! You decorate it very well, really looked like a haunted hotel. I seem to have lucked out and entered the doors in exactly the right order, hahaha. I was scared I would need to race and beat the POW Block + Muncher to the end, until I reached the end and realized I only needed to keep 'em from despawning, though.

Don't Push Any Buttons!
Fun level! Being able to grab and move switches out of the way makes it more manageable, which is nice. On the other hand, if it weren't for someone commenting about it I definitely would've gotten hit by that thwomp off-screen, so you should probably avoid that. Also the last section with Bowser Jr felt somewhat pointless and doesn't fit in with the switch theme?

Flipside
Wow! Love the gimmick and its aesthetics. It's always good when people can see patterns in your level design (ie, two rows of coins) and then deduce the obstacle (so it's gonna turn into rows of blocks, which were typically used for Hammer Bros. in the original games). ...It felt too linear though? I almost wish there were a few puzzles involving this. But whatever, great level. =P



Gonna go through Inuyasha's level, Tiden's level, Raspberry's levels and Ailure's levels tonight, is what I'm currently planning.




Castle's New Fashion Trend
(41B0-0000-0090-4A8A)


Anyways, amidst all this level-playing I had a silly idea for a level, so here it is!

Basically, 'what if the SQUID-GIRL Hat from Splatoon caught on in Bowser's castle?' is the elevator pitch for the level. It's mostly a typical castle level except that some of the enemies are trying to be fashionable...? Having a Blooper on their head changes how you approach some enemies, it's mildly interesting. Shouldn't be too hard though, I gave a decent amount of power-ups.

I originally wanted to have it in SMB1-style and make you play as the Inkling Girl but the SMB3 skin ended up looking much better, so here you go.

____________________
The best site hack timing ever. Still unnoticed, though.
Delpolo
The local lurker.
Level: 58


Posts: 693/750
EXP: 1500590
For next: 76956

Since: 09-12-07

Pronouns: he/him/his

Since last post: 1.6 years
Last activity: 12 hours

Posted on 10-06-15 06:21:50 AM, in Super Mario Maker (last edited by Delpolo at 10-07-15 02:34:49 AM) Link
Finished another session so here's more feedback!


Inuyasha

Battlecruiser Deluxe
Wow, impressive level! The amount of path options is really astounding. Not only is there a choice of main or sub-area path, but there's often split-paths in each of them. Thanks to pipes being two-way as well as being placed every once in a while, you even offer the choice of switching back and forth! Power-ups weren't too frequent, it seems perfect. My only two gripes with the level are that the fireball cannons near the start feel unfair (so perfectly-placed that they got me from big to dead just trying to figure out their trajectories, hahaha) and that the end of the sub-area has a diagonal-downwards arrow that people can (and have, there were a few X's) assume is yet another split path when in fact it's just a pit. Amazing level, this definitely feels like best-polished level yet! It's the only one I've replayed so many times without losing interest~



Tiden

Mehrio
Good level! It's a blind jump at the beginning (even if you bounce on the lowest paratroopa you can't see the floor), but otherwise the platforming is simple but solid. I quite liked the small nook there for the shell to bounce between coin blocks, haha.



Raspberry

Simple & Sweet
It's very obviously using 1-1 as a base but it's been changed enough that I don't really mind. Good level! Nice and basic, nothing too experimental, definitely felt like it'd fit in with original SMB1 levels.

Pipes & Points
Good cave level. The late placement of the first power-up was a bit weird, as is having a Lakitu underground (it's pretty easy to get its cloud by the way, if that was intentional) but it was nice that you allow for people to break blocks and run on the ceiling if they feel like it, haha.

Heights & Hazards
Nothing complicated, even with the moving platforms. I really liked the coin heaven secret area! Wasn't that hard to reach it, felt just like a SMB1 coin heaven.

Leaps, Lifts, & Lava
Good castle level, and a good end to the SMB1 levels! The bonus with the fire flower was hidden pretty much the same way as the previous level's coin heaven though, but oh well. You're very good at recreating the feel of original SMB1 levels, wow.

High-Up Hammers
I was a bit afraid that the Hammer Bros. would be a bit hard to overcome, but you place power-ups and design the level around them well. I liked that secret area with the fire flower, it's not obvious but it's a good reward! The fire flower hidden earlier near two Bros. (where you can just run over them instead) is also a nice reward for those who bother to go down there.

Puzzle Palace
Good puzzle castle, indeed. I dislike how it's trial-and-error until you find the correct pipe but it's cute that it's still not the end of the puzzle, haha. For a change, the thumbnail is relevant to a puzzle! Anyways, I got to the last pipe with under 100 seconds left and thought to myself, "There better not be a boss left.." and of course there was a boss left, but it wasn't that hard so that's fine. =P

Beetle Shell Battle
Oh dear, I hadn't thought that people would be inspired by that cave puzzle from SMB3, hahaha. (Looks like I'm not the only one that recognized its resemblance, heh.) Not that bad considering there are pipes shooting leaves now, so you wouldn't need to cycle around a separate area for it. Otherwise the platforming and enemy placement is good, I like it!

Cannon Conundrum
Ahahaha, airship level now, saving the best for last, eh? It's a good airship level, cannons and Rocky Wrenches are placed well (I quite liked the one placed on a bolt). It was a giant flying Bowser as a boss though, and that feels way too climactic; please continue making levels!~





Ailure

Tall obstacles!
Those first two piranha plants are fairly mean, considering you either won't have a power-up yet or you'll be failing the trampoline jump a lot (because it's really finicky) and pass in front of it repeatedly. The Goomba tower is also pretty silly? Gotta wait a while for it to fall, haha. I like how you made sure people couldn't get stuck between pipes and placed a trampoline though! Overall there's not much to this level but I suppose it sticks to its theme of vertical stuff, heh.

Mow down the piranha plants!
I don't like how it looks like there's a split path when it's just a dead-end that gives a mushroom... when there's already a mushroom at the path split. Nothing particularly interesting platforming-wise either.

Hazardous waters
Oh hey, someone bothered to make a water level! I'll admit you caught me in your trap, hahaha. "Oh, the first power-up is a fire flower so I'll just burn everything!" so I was confused when I had just burned the giant Koopa meant to break open a way forward. Oops! Still, the level's fairly open and simple even without grabbing any power-ups (which I tested), and it's utterly trivialized if you grab any of the numerous fire flowers, so you should try making it more cramped, or at least designing the level with the assumption that the player has a fire flower (ie, fire-proof enemies, diagonal up-right movement forward so it's hard to burn enemies, no floor so it can't bounce, etc.).

Flying onto the airship
...What!? I was all prepped for an interesting flying level (which would have been great practice because the mechanics are a bit different from SMW), but as soon as I figured out how to get past the beginning obstacles and landed on the cloud platform, it just becomes a regular airship level!? Splitting this into two levels (and developing more, of course) would have earned you two stars, but combining them like this makes the level altogether fairly unfocused, especially considering how easy the platforming is compared to the flight. At least there's a door to retry if you manage to survive!

Kamek's castle
The beginning section of waiting for Magikoopas to open up a path is somewhat tedious, and then it changes to a weird treadmill jumping section? Going back to a Magikoopa boss at the end was cute but didn't make it any less boring when it comes to waiting around, though it was still nice to see the "transforms the goal so you have to kill it" thing in action.

Bowser Junior's armada
That secret bob-omb room is a nice touch, heh. The aesthetic of the very beginning was kinda weird, but the airship level itself was pretty fun. I had a fire flower and just pelted Bowser Jr. until he died, but I figure damage boosting would've been easy as well... but if you don't have a power-up I'm not sure if you could even pass him.

Eerie waveforms
Making people have to endure the super-slow platform ride if they aren't told that there's a miniature map at the beginning is kinda mean (and I'm assuming that comment is from you); it feels less like a puzzle and more like a "haha, made you waste your time!" gotcha. The rest of the level just involves surviving on very slow platforms too, and you're never really in any danger, so in the end the level's just not fun.

Easy applications
This level is fairly strange, iunno why you're trying to depict program windows. Gameplay-wise there are few enemies and barely any platforming, and the P-Switch section is so basic and short that it feels more like a waste of time than anything else.

The Chain Chomp bridge
The very beginning is fairly intimidating even though you're mostly safe by sticking to the ceiling, but it's still a fairly slow start. Also, at one point there's a pipe that spawns giant Chain Chomps and you need to hit an invisible block to continue; if you don't reach it before any spawn and stick to it to prevent spawns, it's so cramped that you're basically forced to take a hit. Otherwise it's a cute level, if kinda boring? It's all flat terrain and it's too easy to avoid all the other chain chomps; I reached a section that I thought was finally pretty interesting, and then it was cut-off by the end of the level...

Watch your head and feet!
Decent level to teach people about the [giant] stiletto's abilities as well as demonstrate the usefulness of the helmet. The one wall of bricks where you just wait around for bob-ombs to blow up is fairly unnecessary though, you're never in danger. You can lose the helmet if you run into the side of a fireball; if you do, not having an extra hit makes passing Bowser really complicated ('cause you've limited his jump with the blocks above so you can't run underneath him).

Yoshi is your friend!
Great level to teach all of Yoshi's abilities! (Man, some of the changes from SMW are weird...) Having comments to explain some things that aren't obvious is very nice of you, but it doesn't help those who don't read English, hahaha. That Lakitu throwing fish is a great obstacle! Didn't think they would start swimming horizontally at a certain point, but they're so slow that you can see 'em coming from above/behind you. Also why do you swim faster when Yoshi eats something underwater!? That's weird!



Overall, Ailure, I'd say the main problem for most of your levels is... not playtesting and redesigning to make levels fun? There are clever ideas as the basis for levels (Magikoopa clearing a path for you, clearing piranha paths with shells, etc.) but you don't really develop those ideas, and you also tend to add a lot of tedious and slow sections that could easily be removed or modified. Your levels aren't the best, but at least they're fair. I never really thought to myself "ugh this is so annoying I want to skip this" (though I suppose that's partly because it's also fairly easy?), the best example being the reset door in your flight level. You could've easily just left it out and doomed people in 100-Mario Expert to dumping lives because they're still figuring out flight controls.

EDIT - You say that as if I've played a ROM hack in the last five years. =P

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Delpolo
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Posted on 10-06-15 06:40:23 AM, in Splatoon Thread!? Link


There's a new Splatfest, and it's... your preferred mode of transportation. Sure. Never gone on a plane so Team Car it is! That's a nice blue though, looking forward to playing in this Splatfest.



In more interesting news, the official Splatoon site has been translated to English! It has a lot of pretty graphics, and even lists the current and upcoming stage rotations, but I'd have to say, my favorite feature is being able to show your last-used gear:



That's my planned Tower Control set! You can check out anyone's current gear when linked to their profile (and you can also browse through your WiiU friend list on the site to find their profiles), so it might be fun to see how people dress up and what weapons they like.

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Posted on 10-11-15 05:57:15 PM, in Splatoon Thread!? Link


Aww yeah, been a while since I've been on a winning team. This quote made it all worth it, haha.


Originally posted by Xkeeper
Ranked mode sure is hard. Even at C- level, it's punishingly difficult and losing often rewards you with absolutely nothing...

I actually think if you're at C- level you should probably continue playing Ranked?

If you're in Turf Wars, then in theory you'd be matched up against people of similar level but in practice it's fairly random. As a level 30 I've been in matches with people anywhere between 15 and 50, and if you don't have much practice then those higher levels are definitely going to have the skill to out-maneuver you.

In non-squad Ranked though, you're definitely matched up with people mostly of your own rank so you'd only be playing with/against other C- and maybe some C players, so it'd be more of an even playing field. One of the problems with playing Ranked is that a bad losing streak can make you go down in rank... but that's not a concern at C- rank, so as long as you win at least 50% of your matches you should be making about the same amount of money as in Turf Wars matches, at which point it's just getting practice in each competitive mode and playing only during the one you prefer.

Ultimately, if you're losing a lot then just concentrating on the game itself (ie., using headphones and paying attention to the sounds nearby to see if an enemy's around the corner, or checking the map more often to see where you should concentrate on next and maybe catch an enemy in motion) and getting more practice in should be your main priority. If you haven't completed the offline mode then that's decent for introducing you to the controls but I assume you've long since completed it, so yeah just gotta learn through practice.


If we can get eight people for private matches ('cause 3v3 just isn't the same and 2v2 is silly), that'd be a good way to get in some practice as well without the pressure of losing rank and stuff. Then we could also tailor our weapons and gear to whatever you'd need practice against, heh.

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Posted on 10-12-15 06:29:57 AM, in Super Mario Maker (last edited by Delpolo at 10-12-15 09:12:35 PM) Link
Everyone that was online agreed to have their feedback posted here, so at this point I'm just not gonna bother asking anymore. This batch of feedback is for levels made by Dprotp, DarkData, Peardian and Xenesis!


Dprotp

Spring into Action
Fairly simple level if you just ignore the trampoline parts, and other people have already commented about those so I won't repeat myself. Still a fun level!

Freeform Platforms
Great level! You force the player to step on the platform so you make sure they learn what it does and then it becomes an obstacle that you need to pass quickly; even the spiny is shown in advance before popping up (though it's only once). Pretty easy but pretty fun.

Cheep Cheep Bargains
Kinda empty water level. I like the 1-up block above spikes, makes it obvious that it's a dangerous but likely worthwhile reward. Nothing else is particularly notable though.

Small Enough for a Fortress
Cute lil' castle level! It's a good reminder that Bowser's flames aren't just a random annoyance but can become obstacles by designing the terrain around 'em, gotta remember that for later. Boss fight definitely felt straight out of SMB1, haha.

UPS
That low timer made me panic until I noticed it's an autoscroller, but it still feels pretty pointless, haha. Nice airship level! I was gonna compliment you avoiding a blind jump by having a ?-block visible from the top... but then there's an actual blind jump where even when the camera bobs up enough you still only see another coin trail and not any ground. Also I feel like doors to the end are pretty silly, heh.

Mush-Topped Athletics
Fun athletic level! I feel like the path is pretty linear and the mushroom platforms are way too flat though; like, if you're gonna have three of them in a row, at least vary their heights a bit and make people jump! I really liked the 'secret' feather though, hiding stuff above a typical vine end by just breaking the block (or hitting it from below in SMW) so that it continues is always fun.

Grind Session
I kinda wish the grinders moved faster when on rails (kinda like in SMW), but yeah this was a fun level. The transition rooms after doors seemed kinda silly but the actual platforming and maneuvering around grinders both off and on platforms was pretty fun. Boss was dumb with a cape (you can spin to hurt him), though I'm kinda curious if you could just fly up to the end...



DarkData

Princess' Bouncin' Day
What that one comment said is right, timing a high jump when you land on two trampolines is way, way stricter and that's pretty much all trampoline jumps after that point. Otherwise a fairly simple level. Gotta love that trampoline from the top block, hahaha.

Bowser's Monster Train
Comment at the end made me restart to try to enter the last pipes 'cause I thought there was a Bowser Jr. boss, hahaha. Great level visually, pretty fun! I feel like the short bonus room skips way too much of the level though (including the only Mystery Mushroom?), but I love the treadmills to show that the train is moving forwards.

Totally Safe!
Yep, three invisible blocks sure are safe.

Wiggle O'Clock
Circling wigglers make for interesting platforms, though as a level this is pretty short and lacking. Kinda silly to have that side path for lives and a Yoshi when you're one jump away from the end, too.



Peardian

Automatic Ouch
I do like how the name foreshadows that it's a failed automatic stage, as well as the discordant theme, but that doesn't make it any fun. Also ugh that ending spam, though at least it's not a harsh noise that's repeated.

Cheep Surfing
Died a few times less than a screen from the start and stopped caring. The idea of bouncing on cheep cheeps to the end is nice but they move forward way too slowly, and if you lose the helmet (which I did one attempt when two cheep cheeps somehow hit me from above at the same time...?) then you're pretty much screwed when going underneath respawning pipes.

Koopuzzler
It was pretty finicky just getting the shell rolling over to the right side (had to jump the springboard over it while it rode underneath), and even once you 'solve' it it can still kill you, it seems. Accomplished what you aimed for though, a one-screen puzzle.

Majestic Flock of Spring Birds
Springboards seem like a mechanic that's way more difficult to interact with than people'd expect, I feel? Like, just timing the jump on a single upright springboard can be a struggle for some. I love the flavor of this level but got over that after dying a dozen times or so; honestly I don't really know how you could improve this stage without removing its theme or dumbing it down too much. A shame.

Bridge to the Danger Zone
Lost interest in playing this level. Took one death to realize I need to race ahead of the spiny helmet - and then another death to realize that I need to race ahead of the giant shell. I also assumed that the shell would bounce back once I reached the end of the upper section of the shell part... and promptly moved left into a piranha plant I couldn't see. That green koopa in a block was kinda mean too. Otherwise I didn't particularly find this fun.

Thwomp Dump Castle
Waiting at the end for the thwomp to break the blocks over the axe was a chore and dampened the good mood of the level. Otherwise this is a great level! It's great at teaching you all you'd need to know about thwomps. For example, I didn't know they wouldn't crash down while riding on other enemies and need to be pushed off (or have 'em killed) first. Also yeah, as someone commented there's a blind fall near the end, if I weren't spin-jumping on the thwomp and instead jumped down after a bit I definitely would've gone straight into lava.

Frantic Vault Break-In
Was I supposed to check every single block to find a P-Switch? There was just enough time to break out by hitting a shell. Silly level overall.

Affun Bullet Time
Lost interest. There's not much challenge to it, it's mostly tedious, and a bit annoying thanks to the Affun spam.

World -1
Saw two comments with "boring" and "stupid" and I honestly can't disagree. I'm assuming you used the "overlap two pipes to make 'em go to same destination" trick to hide the way to the exit? Timer reached 50 after I spent a while hitting blocks looking for a way through the ceiling and I stopped caring. Two empty water sections that just lead to each other is pretty dumb, this made me lose interest in playing more levels by you.

Ie., I skipped over:

Airship Armada Tour
Excavation Adventure
The 100 Magikoopa Duel
Springyding Park
e+ Coro Coro Castle
One Way Up
Mighty Flip Bros.

EDIT -
Originally posted by Peardian
I'm really, really disappointed that you haven't heard of World -1 before.

...Oh, sorry, I thought it was fairly obvious that it was a remake of good ol' World -1 so I didn't bring it up (though honestly I wouldn't bother giving feedback on level recreations anyways, there's no point if you're not the one designing the level), but I still don't think that makes it a fun or good level.




Xenesis

Turtles And Pipes
I'm starting to lose interest in pipes with respawning enemies (or piranha plants) because they only spawn stuff if you aren't breezing through, it seems? So by taking my time it made some sections way harder. Anyways simple fun level once I stopped dilly-dallying.

Paratroopas Carry Plants?
I thought the plant-on-koopa at the start of last stage was cute so I found it funny that your next stage was based on that, haha. Simple level, it's nice that you can still bounce off the koopa underneath the piranha plant if you still have a power-up and mess up a jump. Also wow how did I die to that third koopa on that Inkling platform twice?

Dropping Out
Trivial level when the first power-up was a Propellor Shroom, and also you can miss a mushroom by ground-pounding its block instead of hitting it with a shell. Still pretty easy and fair without power-ups though.

Shootin' Squids!
Boooo, showin' off your Squid amiibo... It's a fine water level I guess, no fire flower to kill stuff but a lot of respawning bloopers, and it's easy to just swim underneath/above everything.

Spring Flower Grove
Not really a fan of piranha plants shooting out of bullet bills but it's mostly manageable even if you don't pick up a fire flower. Aesthetics feel weird though; if it's a flower grove why not use the bush platforms with flowers in them?

Podoboo's Lava Lake
You timed that first firebar perfectly to hit people if they're in the dead zone between podoboo jumps, which seems fairly mean (I was killed by staying in front of 'em and it came from off-screen, then even hanging back it was hard to jump over it). Fun level otherwise! Ending bosses were a bit weird though.

Rocking the Dry-Skydock
I hit the star block then immediately hit a spiny because I didn't think it'd be there... then fell down onto a platform off-screen from the level bobbing up and down then promptly just walked off. Next attempt I grabbed the star and blind-jumped as far right as possible and basically skipped the rest of the level. Might wanna redesign that section? Definitely avoid platforms so low in airship skin. Anyways, nice level! Beginning shows that grounded stuff dies from POW Blocks (and they're definitely helpful throughout) but it's still simple to beat even if you ignore the blocks, which is nice. Might wanna watch out though, the small cannons kinda blend in with the ship decorations in a few spots.

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Delpolo
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Posted on 10-14-15 07:52:10 PM, in Super Mario Maker (last edited by Delpolo at 10-20-15 02:28:51 AM) Link
Originally posted by Xenesis
In the spirit of improvement I've made a few tweaks to a few levels using the feedback from here and various other places:

Cool, had some time so I went and played 'em! I was gonna replay the old versions to refresh my memory but you've deleted the old versions, hahaha. Oh well!

Podoboo's Lava Lake (1.1)
Firebar was moved and it's definitely easier around it, still a fun level. I managed to hit every single block at the start except for the one with the power-up, hahaha, though lasting until the next block isn't too hard.

Rocking the Dry-Skydock (1.1)
I don't remember there being a fire flower before climbing onto the ship (though I might just be forgetting it), that was nice. You moved up the last section so it can't go offscreen, that's cool. I found a spot where you can accidentally run off into a pit if you're small (or run-ducking if big) though, iunno if you'd wanna fix it though.

Paratroopas Carry Plants? (1.1)
Managed not to die at the start, woo! Around the middle of the level I shot a Koopa off a platform and it hit a block that spawned a power-up... that immediately fell into the pit. Might wanna make it a bit easier to get that?

Also I saw you had another new level that you didn't mention, so I went through that as well~

Skele-jumping Jacks
Fun lil' ghost house platforming! Kinda sad there's no secret that takes advantage of ground-pounding giant Dry Bones to crumble 'em but the two door secrets to 1-ups were nice, and they don't put you in much danger once you come back next to the Dry Bones. Wasn't much of a ghost house puzzle (just the one invisible block near the dead-end with arrows, and I guess the reset door) but the platforming on floating Dry Bones was fun.

EDIT - Saw another unannounced level so here's feedback for that too, I suppose.

Squwiggles' New Tracks...
That fire flower in a cloud makes it really easy to skip almost all of the level. Fun level though! The bonus 1-up for being big by that point is nice, though jumping down from the bonus above I still got hit by the squwiggle.

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Posted on 10-20-15 03:58:21 AM, in Super Mario Maker (last edited by Delpolo at 10-20-15 03:58:30 AM) Link
Busy working on another level but yeah, here's some level feedback!


The Earthen Tower
Cute level, love the initial transition from 'outside' to 'inside'! I like how each room has a different way of climbing up (although I seem to have bypassed the vine room by just wall-jumping up and tanking the spiny damage?) and a few mini-puzzles. Bowser fight was more tedious than anything but you can't really do much else to relieve the tedium than respawning powerups, especially for a forced fight to get a clown car. Loved the all-green reward room!

Freezer Burn
It feels like the lava half was underused compared to the ice half? And did I... miss something? I didn't enter that brick-filled room to the right of the P-switch block, or the room with bob-ombs to the left of it; none of the pipes led to 'em. There's only one fire flower and losing it makes the bob-omb section harder ('cause then you can't use the fire to nudge bombs closer to the ice) but it's small enough that it's not that hard if you lose it. Also, that P-Switch seems like it gives too small a reward? Break the ice to enter the pipe then survive pipe-Podoboos, and all you get is a bunch of coins (even the ones in all the blocks)!? Would've liked another power-up and maybe multiple lives... Well, whatever, platforming was fun, I did like the invisible block puzzle and the ending bob-ombs were pretty cool, still a great level.

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Posted on 10-22-15 02:22:03 AM, in Super Mario Maker Link


Yoshi’s Underground Gifts
(D9A0-0000-00B9-8563)

It’s a fairly simple platforming level, but can you find all hidden Yoshi gifts and reach the final secret?

I tried to make something more akin to SMW’s level design, which is why it weirdly transitions from careful, cramped platforming (which is mostly what I’ve made so far) to open-area, multiple-path platforming (more reminiscent of official Mario games)... while also trying to incorporate a secret involving the only way I know to make automatic escalating power-ups. There are no bottomless pits either, so the only way you can lose Yoshi is by leaving 'em behind (you monster), and nothing requires a Yoshi jump's height to reach.

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Delpolo
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Posted on 10-23-15 07:49:35 PM, in Splatoon Thread!? Link


Don't mind me, someone took this screenshot after a private session and I really wanted to post it somewhere. If only you could choose not to display player names, then I could post it elsewhere!...


Anyways, Splatoon got a balance patch on the 20th! Nintendo has some fairly well-detailed patch notes here, though the gist of it is that E-Liter chargers are nerfed and can't snap-shot as easily (ie, one-shot without fully charging), blasters' damage is capped to not OHKO if you don't hit directly (ie, with the explosion), rollers can't OHKO if they don't aim their ink flick directly (so you won't aim for one person and somehow catch multiple people with a Dynamo's crazy range), and various shooter weapons got minor buffs. I made a lot of sets for various weapon types but it seems like all of them were nerfed, so I'm thinking of trying out other shooters instead, welp.

In more recent news, the North America Splatoon Tumblr's announced the next Splatfest!



Pirates vs Ninjas!

They've also changed the Splatfest score calculation for wins to be worth 6x as much as popularity
(as opposed to 4x since the last change). Seems like they really don't want people to just pick what they assume is gonna be the popular team, haha. I don't really care much for one side over the other (especially when we don't really have any gear to go alongside 'em) so I'm probably siding with Pirates for the green color.

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Posted on 10-30-15 10:32:03 PM, in Super Mario Maker (last edited by Delpolo at 11-01-15 08:09:13 PM) Link

Regular Ghost House
(3C7B-0000-00CF-208C)

Do you have enough pattern recognition to find the way out of this endless ghost house?

It’s my first ghost house level, but things worked out well in the end because they tend to be very short once you figure out the puzzle, so the upcoming checkpoint update wouldn’t have affected this level. Anyways, the main linchpin of this puzzle revolves around invisible blocks, and we all know how much people hate them, but hopefully my usage of them was tasteful?

I feel like the solution can be figured out just from the extra rooms so I'd appreciate it if you don't spoil the solution anywhere; if you're playing through but need help, feel free to direct message me on IRC (we're all in #mariomaker if you forgot!) and I can give a tip or two, as well as show a map of the level.

EDIT - After a bit of feedback I decided to change a few things so I re-uploaded the level. If you've played the level already then don't feel obligated to play it again, all I did was technically make it harder to figure out the puzzle earlier and harder to solve accidentally, and added coins to a total of 200 throughout the level.

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Posted on 11-01-15 06:35:10 AM, in Splatoon Thread!? (last edited by Delpolo at 12-06-15 04:20:43 AM) Link


Regardless of how popularity would've ended up, Pirates won enough games to win the Splatfest.

Also, in Japan their Splatfest was "What do you think will save the world, Love or Money?" and team Love won, while Europe's Splatfest is coming up on November 11 and is gonna be Zombies versus Ghosts.





Nintendo Direct just announced another big update for Splatoon - two new maps (a resort and a museum) plus a lot of new gear! I'm looking forward to all the new gear combinations and fashion choices, hahaha.


____________________
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Jul - Posts by Delpolo


Rusted Logic

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line 149 column 95 - Warning: unescaped & or unknown entity "&page"
line 149 column 128 - Warning: unescaped & or unknown entity "&page"
line 149 column 161 - Warning: unescaped & or unknown entity "&page"
line 149 column 194 - Warning: unescaped & or unknown entity "&page"
line 149 column 227 - Warning: unescaped & or unknown entity "&page"
line 149 column 260 - Warning: unescaped & or unknown entity "&page"
line 149 column 293 - Warning: unescaped & or unknown entity "&page"
line 149 column 326 - Warning: unescaped & or unknown entity "&page"
line 149 column 359 - Warning: unescaped & or unknown entity "&page"
line 149 column 392 - Warning: unescaped & or unknown entity "&page"
line 149 column 430 - Warning: unescaped & or unknown entity "&page"
line 149 column 465 - Warning: unescaped & or unknown entity "&page"
line 149 column 500 - Warning: unescaped & or unknown entity "&page"
line 149 column 535 - Warning: unescaped & or unknown entity "&page"
line 149 column 570 - Warning: unescaped & or unknown entity "&page"
line 149 column 605 - Warning: unescaped & or unknown entity "&page"
line 149 column 643 - Warning: unescaped & or unknown entity "&page"
line 149 column 678 - Warning: unescaped & or unknown entity "&page"
line 149 column 713 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 750 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 182 column 1189 - Warning: discarding unexpected </font>
line 179 column 318 - Warning: missing </div>
line 179 column 74 - Warning: missing </div>
line 185 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 187 column 9 - Warning: missing <tr>
line 205 column 13 - Warning: missing <tr>
line 216 column 1782 - Warning: discarding unexpected </font>
line 208 column 318 - Warning: missing </div>
line 208 column 74 - Warning: missing </div>
line 219 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 221 column 9 - Warning: missing <tr>
line 239 column 13 - Warning: missing <tr>
line 263 column 3503 - Warning: discarding unexpected </font>
line 242 column 318 - Warning: missing </div>
line 242 column 74 - Warning: missing </div>
line 266 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 268 column 9 - Warning: missing <tr>
line 286 column 13 - Warning: missing <tr>
line 300 column 1753 - Warning: discarding unexpected </font>
line 289 column 318 - Warning: missing </div>
line 289 column 74 - Warning: missing </div>
line 303 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 305 column 9 - Warning: missing <tr>
line 323 column 13 - Warning: missing <tr>
line 326 column 141 - Warning: missing <tr>
line 326 column 237 - Warning: <style> isn't allowed in <td> elements
line 326 column 141 - Info: <td> previously mentioned
line 335 column 2393 - Warning: discarding unexpected </font>
line 326 column 374 - Warning: missing </div>
line 338 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 340 column 9 - Warning: missing <tr>
line 358 column 13 - Warning: missing <tr>
line 379 column 2790 - Warning: discarding unexpected </font>
line 361 column 318 - Warning: missing </div>
line 361 column 74 - Warning: missing </div>
line 382 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 384 column 9 - Warning: missing <tr>
line 402 column 13 - Warning: missing <tr>
line 434 column 4438 - Warning: discarding unexpected </font>
line 405 column 318 - Warning: missing </div>
line 405 column 74 - Warning: missing </div>
line 437 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 439 column 9 - Warning: missing <tr>
line 457 column 13 - Warning: missing <tr>
line 522 column 8864 - Warning: discarding unexpected </font>
line 460 column 318 - Warning: missing </div>
line 460 column 74 - Warning: missing </div>
line 525 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 527 column 9 - Warning: missing <tr>
line 545 column 13 - Warning: missing <tr>
line 624 column 7640 - Warning: discarding unexpected </font>
line 548 column 318 - Warning: missing </div>
line 548 column 74 - Warning: missing </div>
line 627 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 629 column 9 - Warning: missing <tr>
line 647 column 13 - Warning: missing <tr>
line 682 column 3701 - Warning: discarding unexpected </font>
line 650 column 318 - Warning: missing </div>
line 650 column 74 - Warning: missing </div>
line 685 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 687 column 9 - Warning: missing <tr>
line 705 column 13 - Warning: missing <tr>
line 796 column 6772 - Warning: discarding unexpected </font>
line 708 column 318 - Warning: missing </div>
line 708 column 74 - Warning: missing </div>
line 799 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 801 column 9 - Warning: missing <tr>
line 819 column 13 - Warning: missing <tr>
line 833 column 1876 - Warning: discarding unexpected </font>
line 822 column 318 - Warning: missing </div>
line 822 column 74 - Warning: missing </div>
line 836 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 838 column 9 - Warning: missing <tr>
line 856 column 13 - Warning: missing <tr>
line 859 column 531 - Warning: missing </font> before <blockquote>
line 864 column 796 - Warning: inserting implicit <font>
line 864 column 796 - Warning: missing </font> before <hr>
line 864 column 860 - Warning: inserting implicit <font>
line 864 column 860 - Warning: missing </font> before <hr>
line 865 column 1 - Warning: inserting implicit <font>
line 875 column 3263 - Warning: discarding unexpected </font>
line 859 column 318 - Warning: missing </div>
line 859 column 74 - Warning: missing </div>
line 878 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 880 column 9 - Warning: missing <tr>
line 898 column 13 - Warning: missing <tr>
line 901 column 531 - Warning: missing </font> before <blockquote>
line 985 column 7674 - Warning: inserting implicit <font>
line 985 column 7674 - Warning: missing </font> before <hr>
line 985 column 7739 - Warning: inserting implicit <font>
line 985 column 7739 - Warning: missing </font> before <hr>
line 986 column 1 - Warning: inserting implicit <font>
line 1013 column 11169 - Warning: discarding unexpected </font>
line 901 column 318 - Warning: missing </div>
line 901 column 74 - Warning: missing </div>
line 1016 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1018 column 9 - Warning: missing <tr>
line 1036 column 13 - Warning: missing <tr>
line 1039 column 531 - Warning: missing </font> before <blockquote>
line 1039 column 559 - Warning: inserting implicit <font>
line 1039 column 559 - Warning: missing </font> before <hr>
line 1039 column 623 - Warning: inserting implicit <font>
line 1039 column 623 - Warning: missing </font> before <hr>
line 1040 column 1 - Warning: inserting implicit <font>
line 1060 column 3202 - Warning: discarding unexpected </font>
line 1039 column 318 - Warning: missing </div>
line 1039 column 74 - Warning: missing </div>
line 1063 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1065 column 9 - Warning: missing <tr>
line 1083 column 13 - Warning: missing <tr>
line 1094 column 2378 - Warning: discarding unexpected </font>
line 1086 column 318 - Warning: missing </div>
line 1086 column 74 - Warning: missing </div>
line 1097 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1099 column 9 - Warning: missing <tr>
line 1117 column 13 - Warning: missing <tr>
line 1128 column 1799 - Warning: discarding unexpected </font>
line 1120 column 318 - Warning: missing </div>
line 1120 column 74 - Warning: missing </div>
line 1131 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1133 column 9 - Warning: missing <tr>
line 1151 column 13 - Warning: missing <tr>
line 1168 column 2783 - Warning: discarding unexpected </font>
line 1154 column 318 - Warning: missing </div>
line 1154 column 74 - Warning: missing </div>
line 1171 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1173 column 9 - Warning: missing <tr>
line 1191 column 13 - Warning: missing <tr>
line 1205 column 2342 - Warning: discarding unexpected </font>
line 1194 column 318 - Warning: missing </div>
line 1194 column 74 - Warning: missing </div>
line 1208 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1210 column 9 - Warning: missing <tr>
line 1228 column 13 - Warning: missing <tr>
line 1243 column 1887 - Warning: discarding unexpected </font>
line 1231 column 318 - Warning: missing </div>
line 1231 column 74 - Warning: missing </div>
line 1246 column 17 - Warning: missing <tr>
line 1246 column 17 - Warning: discarding unexpected <table>
line 1249 column 35 - Warning: missing <tr>
line 1249 column 95 - Warning: unescaped & or unknown entity "&page"
line 1249 column 128 - Warning: unescaped & or unknown entity "&page"
line 1249 column 161 - Warning: unescaped & or unknown entity "&page"
line 1249 column 194 - Warning: unescaped & or unknown entity "&page"
line 1249 column 227 - Warning: unescaped & or unknown entity "&page"
line 1249 column 260 - Warning: unescaped & or unknown entity "&page"
line 1249 column 293 - Warning: unescaped & or unknown entity "&page"
line 1249 column 326 - Warning: unescaped & or unknown entity "&page"
line 1249 column 359 - Warning: unescaped & or unknown entity "&page"
line 1249 column 392 - Warning: unescaped & or unknown entity "&page"
line 1249 column 430 - Warning: unescaped & or unknown entity "&page"
line 1249 column 465 - Warning: unescaped & or unknown entity "&page"
line 1249 column 500 - Warning: unescaped & or unknown entity "&page"
line 1249 column 535 - Warning: unescaped & or unknown entity "&page"
line 1249 column 570 - Warning: unescaped & or unknown entity "&page"
line 1249 column 605 - Warning: unescaped & or unknown entity "&page"
line 1249 column 643 - Warning: unescaped & or unknown entity "&page"
line 1249 column 678 - Warning: unescaped & or unknown entity "&page"
line 1249 column 713 - Warning: unescaped & or unknown entity "&page"
line 1249 column 50 - Warning: missing </font> before </td>
line 1249 column 750 - Warning: missing </font> before </table>
line 1251 column 35 - Warning: missing <tr>
line 1251 column 50 - Warning: missing </font> before </td>
line 1251 column 134 - Warning: missing </font> before </table>
line 1253 column 17 - Warning: discarding unexpected </textarea>
line 1253 column 28 - Warning: discarding unexpected </form>
line 1253 column 35 - Warning: discarding unexpected </embed>
line 1253 column 43 - Warning: discarding unexpected </noembed>
line 1253 column 53 - Warning: discarding unexpected </noscript>
line 1253 column 64 - Warning: discarding unexpected </noembed>
line 1253 column 74 - Warning: discarding unexpected </embed>
line 1253 column 82 - Warning: discarding unexpected </table>
line 1253 column 90 - Warning: discarding unexpected </table>
line 1255 column 9 - Warning: missing </font> before <table>
line 1267 column 25 - Warning: discarding unexpected </font>
line 1276 column 58 - Warning: discarding unexpected </font>
line 1254 column 1 - Warning: missing </center>
line 120 column 63 - Warning: <img> lacks "alt" attribute
line 125 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 125 column 93 - Warning: <img> lacks "alt" attribute
line 141 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 141 column 98 - Warning: <img> lacks "alt" attribute
line 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 162 column 11 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 179 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 179 column 547 - Warning: <img> lacks "alt" attribute
line 182 column 1073 - Warning: <img> lacks "alt" attribute
line 190 column 22 - Warning: <img> lacks "alt" attribute
line 190 column 63 - Warning: <img> lacks "alt" attribute
line 190 column 112 - Warning: <img> lacks "alt" attribute
line 190 column 162 - Warning: <img> lacks "alt" attribute
line 191 column 11 - Warning: <img> lacks "alt" attribute
line 201 column 15 - Warning: <img> lacks "alt" attribute
line 208 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 210 column 765 - Warning: <img> lacks "alt" attribute
line 216 column 1666 - Warning: <img> lacks "alt" attribute
line 224 column 22 - Warning: <img> lacks "alt" attribute
line 224 column 63 - Warning: <img> lacks "alt" attribute
line 224 column 112 - Warning: <img> lacks "alt" attribute
line 224 column 162 - Warning: <img> lacks "alt" attribute
line 225 column 11 - Warning: <img> lacks "alt" attribute
line 235 column 15 - Warning: <img> lacks "alt" attribute
line 242 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 248 column 1023 - Warning: <img> lacks "alt" attribute
line 258 column 2388 - Warning: <img> lacks "alt" attribute
line 263 column 3387 - Warning: <img> lacks "alt" attribute
line 271 column 22 - Warning: <img> lacks "alt" attribute
line 271 column 63 - Warning: <img> lacks "alt" attribute
line 271 column 112 - Warning: <img> lacks "alt" attribute
line 271 column 162 - Warning: <img> lacks "alt" attribute
line 272 column 11 - Warning: <img> lacks "alt" attribute
line 282 column 15 - Warning: <img> lacks "alt" attribute
line 289 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 289 column 649 - Warning: <img> lacks "alt" attribute
line 299 column 1293 - Warning: <img> lacks "alt" attribute
line 300 column 1637 - Warning: <img> lacks "alt" attribute
line 308 column 22 - Warning: <img> lacks "alt" attribute
line 308 column 63 - Warning: <img> lacks "alt" attribute
line 308 column 112 - Warning: <img> lacks "alt" attribute
line 308 column 162 - Warning: <img> lacks "alt" attribute
line 309 column 11 - Warning: <img> lacks "alt" attribute
line 319 column 15 - Warning: <img> lacks "alt" attribute
line 326 column 395 - Warning: <table> attribute "height" has invalid value "300px"
line 335 column 2277 - Warning: <img> lacks "alt" attribute
line 343 column 22 - Warning: <img> lacks "alt" attribute
line 343 column 63 - Warning: <img> lacks "alt" attribute
line 343 column 112 - Warning: <img> lacks "alt" attribute
line 343 column 162 - Warning: <img> lacks "alt" attribute
line 344 column 11 - Warning: <img> lacks "alt" attribute
line 354 column 15 - Warning: <img> lacks "alt" attribute
line 361 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 364 column 708 - Warning: <img> lacks "alt" attribute
line 376 column 2094 - Warning: <img> lacks "alt" attribute
line 379 column 2674 - Warning: <img> lacks "alt" attribute
line 387 column 22 - Warning: <img> lacks "alt" attribute
line 387 column 63 - Warning: <img> lacks "alt" attribute
line 387 column 112 - Warning: <img> lacks "alt" attribute
line 387 column 162 - Warning: <img> lacks "alt" attribute
line 388 column 11 - Warning: <img> lacks "alt" attribute
line 398 column 15 - Warning: <img> lacks "alt" attribute
line 405 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 434 column 4322 - Warning: <img> lacks "alt" attribute
line 442 column 22 - Warning: <img> lacks "alt" attribute
line 442 column 63 - Warning: <img> lacks "alt" attribute
line 442 column 112 - Warning: <img> lacks "alt" attribute
line 442 column 162 - Warning: <img> lacks "alt" attribute
line 443 column 11 - Warning: <img> lacks "alt" attribute
line 453 column 15 - Warning: <img> lacks "alt" attribute
line 460 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 522 column 8748 - Warning: <img> lacks "alt" attribute
line 530 column 22 - Warning: <img> lacks "alt" attribute
line 530 column 63 - Warning: <img> lacks "alt" attribute
line 530 column 112 - Warning: <img> lacks "alt" attribute
line 530 column 162 - Warning: <img> lacks "alt" attribute
line 531 column 11 - Warning: <img> lacks "alt" attribute
line 541 column 15 - Warning: <img> lacks "alt" attribute
line 548 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 563 column 1543 - Warning: <img> lacks "alt" attribute
line 624 column 7524 - Warning: <img> lacks "alt" attribute
line 632 column 22 - Warning: <img> lacks "alt" attribute
line 632 column 63 - Warning: <img> lacks "alt" attribute
line 632 column 112 - Warning: <img> lacks "alt" attribute
line 632 column 162 - Warning: <img> lacks "alt" attribute
line 633 column 11 - Warning: <img> lacks "alt" attribute
line 643 column 15 - Warning: <img> lacks "alt" attribute
line 650 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 673 column 2480 - Warning: <img> lacks "alt" attribute
line 682 column 3585 - Warning: <img> lacks "alt" attribute
line 690 column 22 - Warning: <img> lacks "alt" attribute
line 690 column 63 - Warning: <img> lacks "alt" attribute
line 690 column 112 - Warning: <img> lacks "alt" attribute
line 690 column 162 - Warning: <img> lacks "alt" attribute
line 691 column 11 - Warning: <img> lacks "alt" attribute
line 701 column 15 - Warning: <img> lacks "alt" attribute
line 708 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 796 column 6656 - Warning: <img> lacks "alt" attribute
line 804 column 22 - Warning: <img> lacks "alt" attribute
line 804 column 63 - Warning: <img> lacks "alt" attribute
line 804 column 112 - Warning: <img> lacks "alt" attribute
line 804 column 162 - Warning: <img> lacks "alt" attribute
line 805 column 11 - Warning: <img> lacks "alt" attribute
line 815 column 15 - Warning: <img> lacks "alt" attribute
line 822 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 822 column 547 - Warning: <img> lacks "alt" attribute
line 830 column 1137 - Warning: <img> lacks "alt" attribute
line 833 column 1760 - Warning: <img> lacks "alt" attribute
line 841 column 22 - Warning: <img> lacks "alt" attribute
line 841 column 63 - Warning: <img> lacks "alt" attribute
line 841 column 112 - Warning: <img> lacks "alt" attribute
line 841 column 162 - Warning: <img> lacks "alt" attribute
line 842 column 11 - Warning: <img> lacks "alt" attribute
line 852 column 15 - Warning: <img> lacks "alt" attribute
line 859 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 859 column 547 - Warning: <img> lacks "alt" attribute
line 875 column 3147 - Warning: <img> lacks "alt" attribute
line 883 column 22 - Warning: <img> lacks "alt" attribute
line 883 column 63 - Warning: <img> lacks "alt" attribute
line 883 column 112 - Warning: <img> lacks "alt" attribute
line 883 column 162 - Warning: <img> lacks "alt" attribute
line 884 column 11 - Warning: <img> lacks "alt" attribute
line 894 column 15 - Warning: <img> lacks "alt" attribute
line 901 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 985 column 7865 - Warning: <img> proprietary attribute value "absmiddle"
line 985 column 7865 - Warning: <img> lacks "alt" attribute
line 1013 column 11053 - Warning: <img> lacks "alt" attribute
line 1021 column 22 - Warning: <img> lacks "alt" attribute
line 1021 column 63 - Warning: <img> lacks "alt" attribute
line 1021 column 112 - Warning: <img> lacks "alt" attribute
line 1021 column 162 - Warning: <img> lacks "alt" attribute
line 1022 column 11 - Warning: <img> lacks "alt" attribute
line 1032 column 15 - Warning: <img> lacks "alt" attribute
line 1039 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1060 column 3086 - Warning: <img> lacks "alt" attribute
line 1068 column 22 - Warning: <img> lacks "alt" attribute
line 1068 column 63 - Warning: <img> lacks "alt" attribute
line 1068 column 112 - Warning: <img> lacks "alt" attribute
line 1068 column 162 - Warning: <img> lacks "alt" attribute
line 1069 column 11 - Warning: <img> lacks "alt" attribute
line 1079 column 15 - Warning: <img> lacks "alt" attribute
line 1086 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1094 column 2262 - Warning: <img> lacks "alt" attribute
line 1102 column 22 - Warning: <img> lacks "alt" attribute
line 1102 column 63 - Warning: <img> lacks "alt" attribute
line 1102 column 112 - Warning: <img> lacks "alt" attribute
line 1102 column 162 - Warning: <img> lacks "alt" attribute
line 1103 column 11 - Warning: <img> lacks "alt" attribute
line 1113 column 15 - Warning: <img> lacks "alt" attribute
line 1120 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1121 column 551 - Warning: <img> lacks "alt" attribute
line 1128 column 1683 - Warning: <img> lacks "alt" attribute
line 1136 column 22 - Warning: <img> lacks "alt" attribute
line 1136 column 63 - Warning: <img> lacks "alt" attribute
line 1136 column 112 - Warning: <img> lacks "alt" attribute
line 1136 column 162 - Warning: <img> lacks "alt" attribute
line 1137 column 11 - Warning: <img> lacks "alt" attribute
line 1147 column 15 - Warning: <img> lacks "alt" attribute
line 1154 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1154 column 547 - Warning: <img> lacks "alt" attribute
line 1163 column 1781 - Warning: <img> lacks "alt" attribute
line 1168 column 2667 - Warning: <img> lacks "alt" attribute
line 1176 column 22 - Warning: <img> lacks "alt" attribute
line 1176 column 63 - Warning: <img> lacks "alt" attribute
line 1176 column 112 - Warning: <img> lacks "alt" attribute
line 1176 column 162 - Warning: <img> lacks "alt" attribute
line 1177 column 11 - Warning: <img> lacks "alt" attribute
line 1187 column 15 - Warning: <img> lacks "alt" attribute
line 1194 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1194 column 547 - Warning: <img> lacks "alt" attribute
line 1205 column 2226 - Warning: <img> lacks "alt" attribute
line 1213 column 22 - Warning: <img> lacks "alt" attribute
line 1213 column 63 - Warning: <img> lacks "alt" attribute
line 1213 column 112 - Warning: <img> lacks "alt" attribute
line 1213 column 162 - Warning: <img> lacks "alt" attribute
line 1214 column 11 - Warning: <img> lacks "alt" attribute
line 1224 column 15 - Warning: <img> lacks "alt" attribute
line 1231 column 339 - Warning: <table> attribute "height" has invalid value "300px"
line 1231 column 547 - Warning: <img> lacks "alt" attribute
line 1239 column 1142 - Warning: <img> lacks "alt" attribute
line 1243 column 1771 - Warning: <img> lacks "alt" attribute
line 1261 column 25 - Warning: <img> lacks "alt" attribute
line 1266 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 134 - Warning: trimming empty <font>
line 149 column 750 - Warning: trimming empty <font>
line 1039 column 531 - Warning: trimming empty <font>
line 1246 column 17 - Warning: trimming empty <tr>
line 1249 column 750 - Warning: trimming empty <font>
line 1251 column 134 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 179 column 339 - Warning: <table> proprietary attribute "height"
line 179 column 339 - Warning: <table> proprietary attribute "background"
line 179 column 495 - Warning: <table> proprietary attribute "height"
line 206 column 27 - Warning: <nobr> is not approved by W3C
line 208 column 339 - Warning: <table> proprietary attribute "height"
line 208 column 339 - Warning: <table> proprietary attribute "background"
line 208 column 495 - Warning: <table> proprietary attribute "height"
line 240 column 27 - Warning: <nobr> is not approved by W3C
line 242 column 339 - Warning: <table> proprietary attribute "height"
line 242 column 339 - Warning: <table> proprietary attribute "background"
line 242 column 495 - Warning: <table> proprietary attribute "height"
line 287 column 27 - Warning: <nobr> is not approved by W3C
line 289 column 339 - Warning: <table> proprietary attribute "height"
line 289 column 339 - Warning: <table> proprietary attribute "background"
line 289 column 495 - Warning: <table> proprietary attribute "height"
line 324 column 27 - Warning: <nobr> is not approved by W3C
line 326 column 74 - Warning: <table> proprietary attribute "height"
line 326 column 141 - Warning: <td> proprietary attribute "background"
line 326 column 395 - Warning: <table> proprietary attribute "height"
line 326 column 395 - Warning: <table> proprietary attribute "background"
line 326 column 551 - Warning: <table> proprietary attribute "height"
line 359 column 27 - Warning: <nobr> is not approved by W3C
line 361 column 339 - Warning: <table> proprietary attribute "height"
line 361 column 339 - Warning: <table> proprietary attribute "background"
line 361 column 495 - Warning: <table> proprietary attribute "height"
line 403 column 27 - Warning: <nobr> is not approved by W3C
line 405 column 339 - Warning: <table> proprietary attribute "height"
line 405 column 339 - Warning: <table> proprietary attribute "background"
line 405 column 495 - Warning: <table> proprietary attribute "height"
line 458 column 27 - Warning: <nobr> is not approved by W3C
line 460 column 339 - Warning: <table> proprietary attribute "height"
line 460 column 339 - Warning: <table> proprietary attribute "background"
line 460 column 495 - Warning: <table> proprietary attribute "height"
line 546 column 27 - Warning: <nobr> is not approved by W3C
line 548 column 339 - Warning: <table> proprietary attribute "height"
line 548 column 339 - Warning: <table> proprietary attribute "background"
line 548 column 495 - Warning: <table> proprietary attribute "height"
line 648 column 27 - Warning: <nobr> is not approved by W3C
line 650 column 339 - Warning: <table> proprietary attribute "height"
line 650 column 339 - Warning: <table> proprietary attribute "background"
line 650 column 495 - Warning: <table> proprietary attribute "height"
line 706 column 27 - Warning: <nobr> is not approved by W3C
line 708 column 339 - Warning: <table> proprietary attribute "height"
line 708 column 339 - Warning: <table> proprietary attribute "background"
line 708 column 495 - Warning: <table> proprietary attribute "height"
line 820 column 27 - Warning: <nobr> is not approved by W3C
line 822 column 339 - Warning: <table> proprietary attribute "height"
line 822 column 339 - Warning: <table> proprietary attribute "background"
line 822 column 495 - Warning: <table> proprietary attribute "height"
line 857 column 27 - Warning: <nobr> is not approved by W3C
line 859 column 339 - Warning: <table> proprietary attribute "height"
line 859 column 339 - Warning: <table> proprietary attribute "background"
line 859 column 495 - Warning: <table> proprietary attribute "height"
line 899 column 27 - Warning: <nobr> is not approved by W3C
line 901 column 339 - Warning: <table> proprietary attribute "height"
line 901 column 339 - Warning: <table> proprietary attribute "background"
line 901 column 495 - Warning: <table> proprietary attribute "height"
line 1037 column 27 - Warning: <nobr> is not approved by W3C
line 1039 column 339 - Warning: <table> proprietary attribute "height"
line 1039 column 339 - Warning: <table> proprietary attribute "background"
line 1039 column 495 - Warning: <table> proprietary attribute "height"
line 1084 column 27 - Warning: <nobr> is not approved by W3C
line 1086 column 339 - Warning: <table> proprietary attribute "height"
line 1086 column 339 - Warning: <table> proprietary attribute "background"
line 1086 column 495 - Warning: <table> proprietary attribute "height"
line 1118 column 27 - Warning: <nobr> is not approved by W3C
line 1120 column 339 - Warning: <table> proprietary attribute "height"
line 1120 column 339 - Warning: <table> proprietary attribute "background"
line 1120 column 495 - Warning: <table> proprietary attribute "height"
line 1152 column 27 - Warning: <nobr> is not approved by W3C
line 1154 column 339 - Warning: <table> proprietary attribute "height"
line 1154 column 339 - Warning: <table> proprietary attribute "background"
line 1154 column 495 - Warning: <table> proprietary attribute "height"
line 1192 column 27 - Warning: <nobr> is not approved by W3C
line 1194 column 339 - Warning: <table> proprietary attribute "height"
line 1194 column 339 - Warning: <table> proprietary attribute "background"
line 1194 column 495 - Warning: <table> proprietary attribute "height"
line 1229 column 27 - Warning: <nobr> is not approved by W3C
line 1231 column 339 - Warning: <table> proprietary attribute "height"
line 1231 column 339 - Warning: <table> proprietary attribute "background"
line 1231 column 495 - Warning: <table> proprietary attribute "height"
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 489 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md