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Testing and Development: Deadline-one week after comments

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Cheeseofdoom
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Cheeseofdoom »

No screenshot, but instead a video of my progress:
http://www.youtube.com/watch?v=WOJLZEs8pl4

(I hope there isn't a rule against videos or something >.>)

Left to do:
Some more palette exanimation (yoshi coins & misc. sprites)
Insert on/off block bridge (Sprite 3F)
and of course level design.
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flameofdoubt
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Wow that's really impressive, I look forward to seeing the next update, and eventually the completed level!
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

Tails_155 wrote:I hope those of you with solid color backgrounds are using Layer 2
Aye. :D
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Cheeseofdoom »

flameofdoubt wrote:Wow that's really impressive, I look forward to seeing the next update, and eventually the completed level!

Thanks, I'm looking forward to seeing the next update too :P
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

Why on Earth would there be a rule against videos? <.<;

Looks nifty, though.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Gamerkid400 »

http://www.youtube.com/watch?v=afpJzG4t6Mk

This is what I've got so far, please tell me what you think.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

The level design looks very nice, though the aesthetics could use a bit of improvement. Stacks of cement blocks don't really resemble ruins that much.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by ChaoticFox »

http://bin.smwcentral.net/20001/Level01A.bmp

Not too sure how to upload to the site, so here's a link. The null sprites are actually custom piranha plants.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

Gamerkid400 wrote:http://www.youtube.com/watch?v=afpJzG4t6Mk

This is what I've got so far, please tell me what you think.
If you use the right tileset, (FG3 = ExGFX 80 or 81, either works) there's more vine tiles, but there's less bush tiles. One way to exchange.
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Stew
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Stew »

What I've got so far

http://dl.dropbox.com/u/2568822/Level12F.JPG

does anybody know how to make my line guide not look totally retarded?
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by randoguy101 »

Woah floating yoshis. Please try to connect your munchy yoshis to the ground.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by ChaoticFox »

Um, the line guide isn't what I would be worrying about with that level.
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Re: Testing and Development

Post by VideoGuy »

tatanga wrote:Thanks for the tutorial, YCZ, and thanks for the help, Machoman. Here's a look at my Runman level.
http://www.youtube.com/watch?v=TuNlr1iIFeo
I'm not trying to tell you how to make your level, but wouldn't it be more runman-esque if you had some code that made Mario move forward automatically?
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

Are these yoshis OK? They're standing on sprite-only blocks, although not directly touching, which can't be helped.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Alex-R »

Wait, why don't you just put some ordinary cement blocks down there? Do you actually want floating muchers for some reason? Bacause it looks bad.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Gamerkid400: Your level is solidly made but that's all it has going for it. ASMT is geared towards weird crazy gimmicky type levels, vanilla or otherwise. Obviously not every level has to be completely off the wall but we're not going to be accepting levels that could've fit in the original game.

ChaoticFox: Your level looks a lot more visually interesting for a start, nice job. Will there be anything fancy or is it a straight get-to-the-end platforming level?

Stew: Again, this level looks fairly ordinary, there's nothing new or exciting, just old platforming we've seen in countless other hacks, except here you can't land on the floor because of munchers, and even that's been done before.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

They're not floating, they're on sprite-only blocks. :D
And yeah, I do need it how it is. Are those sprite-only blocks going to look like they are now in the final game? :?:
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Alex-R »

Very well then, I just don't understand why outlined sprite-only blocks are needed. Are you supposed to jump into that lava there?
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

Alex-R wrote:Very well then, I just don't understand why outlined sprite-only blocks are needed. Are you supposed to jump into that lava there?
It's to force the player to not have the gray P switch active to proceed. I used the outline because otherwise those would be floating beond a reasonable doubt. They're not floating on a technicality now.

I tryed using the "if gray p switch is off passable block" block, but it didn't seem to work.
Last edited by AUS 14 years ago, edited 1 time in total.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Just so you guys know, those sprite only blocks aren't supposed to look like that. They're like a template, and what you do is reserve a MAP16 slot, make it look like what you want it to look like, and then have it act like the template.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

Seriously? I need to reserve a map16 then.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by randoguy101 »

It seems as though you could just have the block act like tile 15, though.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

randoguy101 wrote:It seems as though you could just have the block act like tile 15, though.
I like consistancy, plus there is a charlie over there that you could hilariously make walk across.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

Woot, look at the little b'looning cliff for the Goombas! Their gate is raised higher so they can't balloon out of the gate. :3
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

Tails_155 wrote:picture
So where exactly is Demo located in all of this? On the walkway above the cages, or in front of them?

Also, you should totally have one of those underwater glass tunnels for the big fish tank.
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