MaGL X2 Relay Level (What is a level? A miserable little pile of...)
Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
I don't think I'll be able to make a screen in such a short time; I have to study a LOT.
What time is the deadline?
What time is the deadline?
Yo'
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Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
I'll put up a poll shortly based on ones that have been suggested (If anyone has ideas, speak up), though thus far the favourite by a good margin has seemed to be what Ivy said yeah.Ivy wrote:"You have only yourself to blame"Mikkofier wrote:Has a name been decided? Haven't checked the thread in a long time.
I forget who suggested it but if that's not the name then I'll be sad
Deadline is when the first episode of MaGL X2 goes live on raocow's channel. It sounds like tomorrow afternoon may be likely.Mystick wrote:I don't think I'll be able to make a screen in such a short time; I have to study a LOT.
What time is the deadline?
In any case, if you're busy don't worry about it. There are more important things in life.
Also if someone's in the middle of working on it when the deadline hits, I'll let them finish of course.
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Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
Is someone doing a screen already? If not, I would like to do one really quick.
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Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
Don't think so, so go aheadFluffiMasta wrote:Is someone doing a screen already? If not, I would like to do one really quick.
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Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
*sigh* I can't find any working SMBX + Lua.
The official version takes me 3 whole hours to download even though it's just 160 MB... I don't know if I can make it.
The official version takes me 3 whole hours to download even though it's just 160 MB... I don't know if I can make it.
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Re: MaGL X2 Relay Level (Deadline Edition - 86% done)
I think I might have a hunch of what's going wrong, and I should be able to upload something that I think has a good chance of working for you tonight.FluffiMasta wrote:*sigh* I can't find any working SMBX + Lua.
The official version takes me 3 whole hours to download even though it's just 160 MB... I don't know if I can make it.
Don't worry about the normal deadline. The deadline for your adding a screen I think is fair to extend to due technical difficulties.
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Re: MaGL X2 Relay Level (Name Vote Imminent - 97% done)
So, for certain technical reasons (one of which is that an update now means it detects if the OpenGL renderer can be used, rather than just crashing if it can't), I have a guess that one of these may work out for you (the later is the safest bet though larger download naturally):FluffiMasta wrote:*sigh* I can't find any working SMBX + Lua.
The official version takes me 3 whole hours to download even though it's just 160 MB... I don't know if I can make it.
LunaLUA_0.7.0.1plusGreen.zip (8MB, Just LunaLua/LunaDLL itself plus dependency DLLs)
LunaLUA_0.7.0.1plusGreen_smbx13_sfx_mus.zip (121MB, a full install, but with a vanilla smbx.exe, use LunaLoader.exe to run with Luna)
Hosted these on dropbox so they should download relatively fast.
Anyway, and with that, the deadline is passed, and so, your screen (if you're still up for it and this fixes it for you?) shall be the last before Horikawa's.
At some point tomorrow I'll put up the name poll
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Re: MaGL X2 Relay Level (Name Vote Imminent - 97% done)
Horikawa, it's all in your hands now.
https://www.mediafire.com/?3xs3xlt5hc4zbbs
BTW, thanks for hosting this thing, Rednaxela! Must have taken a lot of effort to make this project happen, but I'm glad you did!
https://www.mediafire.com/?3xs3xlt5hc4zbbs
BTW, thanks for hosting this thing, Rednaxela! Must have taken a lot of effort to make this project happen, but I'm glad you did!
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Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
Nice stuff.
So, the name vote is officially up. The poll system in the forums allows up to 10 options and well... turns out I counted exactly 10 suggestions!
Just because, I've set it to "vote for up to two options" mode.
Some time soon (either tonight or tomorrow morning) I expect to post an update with some initial tentative midpoints, and possibly other minor fixes. After that we'll have a bit of time for final testing and such.
So, the name vote is officially up. The poll system in the forums allows up to 10 options and well... turns out I counted exactly 10 suggestions!
Just because, I've set it to "vote for up to two options" mode.
Some time soon (either tonight or tomorrow morning) I expect to post an update with some initial tentative midpoints, and possibly other minor fixes. After that we'll have a bit of time for final testing and such.
Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
Wow that's a tough vote. I love "Baby Got Serac", but it seems a bit spoilerific.
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Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
So, have Lua midpoints been added in yet? I want to do a non-godmode test, but that's not really feasible until there are checkpoints.
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Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
Doing that right this momentDragon Fogel wrote:So, have Lua midpoints been added in yet? I want to do a non-godmode test, but that's not really feasible until there are checkpoints.
Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
I'm quite satisfied with what the majority voted for.
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Re: MaGL X2 Relay Level (Name Vote Open - 98% done)
So here's the update! MaGLX2Relay-58A.zipRednaxela wrote:Doing that right this momentDragon Fogel wrote:So, have Lua midpoints been added in yet? I want to do a non-godmode test, but that's not really feasible until there are checkpoints.
Took longer than I expected.
So far I've just put midpoints at the start of each section, plus one right after Bees. Some feedback on that would be good. I've not had time to test with midpoints in place myself.
Also I've included some little tweaks for FrozenQuill's screen that they requested.
Some other potential midpoint places noted by SAJ were:
though for now I've left it at start of sections plus Bees. Even for a level like this I sort of feel like 9 midpoints (which is the current count) is quite a few?SAJewers wrote:- Section 1, the screen when you change into Waluigi.
- Screen 5, either the screen with Deedeedee, the screen before it, or the screen where you transform into Peach
- Section 6, ? screen
- Section 7, Screen with Boo circle
- Last screen of Section 7 (right by the door). I'd say where you turn into Sheath, but I think that screen is hard enough that maybe have it at the end instead.
I'll leave the poll open till the final revision to this, but yeah, I think it's pretty likely decidedarabsalmon wrote:I'm quite satisfied with what the majority voted for.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
Started testing, ran into a problem.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
First problem: I'll make note of to fix that in the next batch of changes I makeDragon Fogel wrote:Started testing, ran into a problem.
Second problem: It's working for me currently so, I may be wrong but I think that probably won't happen with LunaLua >= 0.7
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
Updated LunaLua and Waluigi Time is working again. It does still have a glitch where it clips you through the floor sometimes, not sure what can be done about that.
Anyways, I've made it to the second section legit thanks to the beginning power-ups, without getting hit even. However, I got noticeable lag there when I first reached it. Didn't seem to get the lag when I continued, though.
Tricky spots in the first section:
Midpoint thoughts so far: one at Waluigi Time would be nice but not really necessary. The spike wall escape isn't too hard with a little practice, especially if you can get up where the Rex is. Still, it kind of breaks immersion to go back to Mario.
Oh, also, there's no convenient power-ups if you restart from the second section midpoint. Which starts with Hammer Brothers and Snifits, both troublesome to deal with when you don't have extra hits. Maybe it would be good to have the level automatically start you as big... or does it already do something like that that if I test from the World file rather than the editor?
Anyways, I'll see if I can get past the bees.
Edit: Okay, so it turns out that if you start big there you run into Big Waluigi Discrimination when jumping to Garlyle's screen. This is something of an awkward beginning to the section.
Anyways, I've made it to the second section legit thanks to the beginning power-ups, without getting hit even. However, I got noticeable lag there when I first reached it. Didn't seem to get the lag when I continued, though.
Tricky spots in the first section:
Oh, also, there's no convenient power-ups if you restart from the second section midpoint. Which starts with Hammer Brothers and Snifits, both troublesome to deal with when you don't have extra hits. Maybe it would be good to have the level automatically start you as big... or does it already do something like that that if I test from the World file rather than the editor?
Anyways, I'll see if I can get past the bees.
Edit: Okay, so it turns out that if you start big there you run into Big Waluigi Discrimination when jumping to Garlyle's screen. This is something of an awkward beginning to the section.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
I agree that jump isn't fun at all, when i was creating my screen i tested the level a few times and i ended up adding blocks to make it easier.Dragon Fogel wrote: Edit: Okay, so it turns out that if you start big there you run into Big Waluigi Discrimination when jumping to Garlyle's screen. This is something of an awkward beginning to the section.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
Small bug with my screen I just found out:
Also it's probably just me but
Finally the level takes forever to load but I assume it's because I'm not using OpenGL or something?
I have no problems with QuietProtag's, hardcore_crispy's (easy to time jumps between shells), nor Sniggerbobble's screens (I grab the shell and jump if it's near the edge)
Finally the level takes forever to load but I assume it's because I'm not using OpenGL or something?
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
I'm willing to agree that my main issue with the first two is more of that I just don't really know how to handle them, but my point on the third is that it feels really arbitrary when it happens. It does seem to just be a consequence of the mechanics, though, so if there's no tweak that can improve that then I guess we're stuck with it.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
Huh... do you mean it just paused for a little during the section transition? If so, that's a little bit of a known thing, and is the cost of a measure I've taken to improve the level's performance during gameplay, see below where I answer FrozenQuills about loading slow.Dragon Fogel wrote:Anyways, I've made it to the second section legit thanks to the beginning power-ups, without getting hit even. However, I got noticeable lag there when I first reached it. Didn't seem to get the lag when I continued, though.
Makes sense, I'll apply the fix in the next update I make.FrozenQuills wrote:Small bug with my screen I just found out:
Dragon Fogel wrote:
Personally I would estimate I take a hitFrozenQuills wrote:Also it's probably just me butI have no problems with QuietProtag's, hardcore_crispy's (easy to time jumps between shells), nor Sniggerbobble's screens (I grab the shell and jump if it's near the edge)
about 15% of the time in QuietProtag's, about 98% of the time on hardcore_crispy's (I can tell there's a timing you can get, but I'm not good at that), and about 5% of the time on Sniggerbobble's
. Any other opinions on these from others?Part of the load time is likely my Lua code that unloads NPCs that . It works by, at level load time reading the full data of all NPCs in the level for each section and storing it in a Lua-based data structure, then replacing the engine's NPC list with a list of NPCs only in the current section, and swaps out the lists each time you transition sections. It unfortunately increases load time (and section transition time), BUT it significantly improve's the level's performance during actual gameplay, more or less fixing some problems people had running the level on slower computers.FrozenQuills wrote:Finally the level takes forever to load but I assume it's because I'm not using OpenGL or something?
I've personally found this jump nigh impossible when big if you just try to jump the simple way, BUT quite easy if you figure out that it helps to duck while making the jump. Also it's so early after a midpoint that I'm sort of not inclined to feel worried about that too much?OrangeChickenPasta wrote:I agree that jump isn't fun at all, when i was creating my screen i tested the level a few times and i ended up adding blocks to make it easier.Dragon Fogel wrote: Edit: Okay, so it turns out that if you start big there you run into Big Waluigi Discrimination when jumping to Garlyle's screen. This is something of an awkward beginning to the section.
To play devil's advocate to myself though, I suppose messing that up during attempts to get back to Bees after dying on Bees could be rather annoying?
Thoughts? Would you prefer that jump to stay as it is, or maybe that cloud platform should be extended left a couple blocks?Garlyle wrote:Ping
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
I mean the whole section was lagging noticeably as I was playing it. Then when I died and continued, it wasn't. It wasn't unplayable or anything, but it was noticeable.Rednaxela wrote:Huh... do you mean it just paused for a little during the section transition? If so, that's a little bit of a known thing, and is the cost of a measure I've taken to improve the level's performance during gameplay, see below where I answer FrozenQuills about loading slow.
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Re: MaGL X2 Relay Level (Midpoint Edition - 98% done)
Only tweaks that come to mind here were if we added some sort of 'lip' to that moving platform? On the other hand, I feel like that removes the only challenge that screen has. I mean... other alternatives like reducing character momentum when near the edge of those ledges is also a thing that could be done but I don't think special-casing the game physics for one little bit of a screen is a good idea, haha. Alternatively I suppose... there are ways one could make it so shells wouldn't sit so far off the edge of the platform, to make it less tempting to try to move so close to the edge? I don't know that that makes much sense either though, for similar reasons of not messing with default mechanics for one little part.Dragon Fogel wrote:I'm willing to agree that my main issue with the first two is more of that I just don't really know how to handle them, but my point on the third is that it feels really arbitrary when it happens. It does seem to just be a consequence of the mechanics, though, so if there's no tweak that can improve that then I guess we're stuck with it.
Ahh, odd. I'll run that section it with some instrumentation to measure how close it is to hitting the point slowdown on my machine some time. Don't know if a fix is possible but I'll keep an eye on that...Dragon Fogel wrote:I mean the whole section was lagging noticeably as I was playing it. Then when I died and continued, it wasn't. It wasn't unplayable or anything, but it was noticeable.
Hmm.... let's request views from screen creators:
hardcore_crispy wrote:Ping
Any thoughts from either of you about the generator rates on your respective screens? Some have expressed that as a point of particular difficulty, so you may wish to be aware of the feedback and decide whether or not you think it should be adjusted at all. Maybe give your own screens another brief play after it having been a while since making them?QuietProtag wrote:Ping
I'll also add to the feedback, in some ways I almost feel like those two screens act as a sort of (weak) powerup filter? I say that because it seems much much easier to get hit by those sorts of horizontal generators when you're a taller character.
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Re: MaGL X2 Relay Level (Midpoint Testing Edition - 98% done)
How about a "help" block above theLunatic Quark wrote:I think that would work fine.Ivy wrote:Thanks! maybe an invisible NPC dialog could be used?
e: Debating whether to switch the doors or to keep it as sort of an easter egg thing now though.
Wacow
door, that triggers some "Sorry,Wacow
is not home right now" text? That would allow keeping the door position, but give the player a visually clear reason to check that door.- Lunikyuu
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Re: MaGL X2 Relay Level (Midpoint Testing Edition - 98% done)
Sounds like an even better idea!Rednaxela wrote:How about a "help" block above theLunatic Quark wrote:I think that would work fine.Ivy wrote:Thanks! maybe an invisible NPC dialog could be used?
e: Debating whether to switch the doors or to keep it as sort of an easter egg thing now though.Wacow
door, that triggers some "Sorry,Wacow
is not home right now" text? That would allow keeping the door position, but give the player a visually clear reason to check that door.