Testing and Development: Deadline-one week after comments
Re: Testing and Development - Note added 27-5 11:27 EDT
To show that I am actually working on stuff, here is a screenshot.
The first part of my level features various jumping challenges. They get harder and the further you get, the more rewards you get before continuing to the first sublevel.
The first part of my level features various jumping challenges. They get harder and the further you get, the more rewards you get before continuing to the first sublevel.
- flameofdoubt
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Re: Testing and Development - Note added 27-5 11:27 EDT
If the verifier checks for (U) (!), so if the verifier says it isn't that, then there's no way it can be that as far as I can know, and I can only think something happened to what you thought was a reliable source.
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- AUS
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Re: Testing and Development - Note added 27-5 11:27 EDT
I found another source, and this one says clean. So I'm good now.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
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Re: Testing and Development - Note added 27-5 11:27 EDT
Verification conversation (lol rhyme) is probably best outside of here... unless you justify it as testing... :S Bogging down the thread.
Here's how this looks.
Here's how this looks.
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- spicey tomato
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Re: Testing and Development - Note added 27-5 11:27 EDT
http://www.youtube.com/watch?v=wgXCvlNjBdI
I've done some editing of my level and tried to make it have a somewhat more gimmicky feel with use of Chucks. I redid the look of the level a little also. I'll try to continue working on it tomorrow. Let me know if this looks a little better for now.
I've done some editing of my level and tried to make it have a somewhat more gimmicky feel with use of Chucks. I redid the look of the level a little also. I'll try to continue working on it tomorrow. Let me know if this looks a little better for now.
- Cheeseofdoom
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Re: Testing and Development - Note added 27-5 11:27 EDT
Seeing as this is a development/testing thread, I thought this could be a relevant place to put this:
For my level, I need to use palette exanimation to make things black and white. This is not a problem, except for with parrot coins. I cannot override the "flashing" palette for the parrot coins. I added a modified version without the flashing palette into one of my exgfx files, and I set a map 16 tile to act like the original, but it became a solid block that gives you a dragon coin, but stays solid.
So, anyone have a solution?
For my level, I need to use palette exanimation to make things black and white. This is not a problem, except for with parrot coins. I cannot override the "flashing" palette for the parrot coins. I added a modified version without the flashing palette into one of my exgfx files, and I set a map 16 tile to act like the original, but it became a solid block that gives you a dragon coin, but stays solid.
So, anyone have a solution?
- flameofdoubt
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Re: Testing and Development - Note added 27-5 11:27 EDT
Gamerkid400: The bits in the chest area where you have to use the discoshell, that looks a lot better. It could do to have some castle tiles instead of lots of cement blocks, but I like the football field and the challenge. If you could make the whole level like that, with different gimmicky things, and tighten up the graphics this could be pretty nifty.
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Re: Testing and Development - Note added 27-5 11:27 EDT
Thank you for reading my post ^^
Re: Testing and Development
You can go back in runman though...VideoGuy wrote: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?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
Also, I want to give the player the ability to go back and search for dragon coins and the treasure chest as well. That would work as an interesting idea for another level though if anyone else wants to try it.
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- spicey tomato
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Re: Testing and Development - Note added 27-5 11:27 EDT
That could probably be done through LevelASM if you want someone to attempt it.
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
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- spicey tomato
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Re: Testing and Development - Note added 27-5 11:27 EDT
It could simply be "If you press B you go at this speed and can't turn around", but if you REALLY want to be like RunMan, it'd be quite difficult to make him bounce off the walls, leave a trail behind, run over water, etc.
- randoguy101
Re: Testing and Development - Note added 27-5 11:27 EDT
I'm working with someone on creating a more authentic runman feel using levelasm. Thanks for the tips, everyone.
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Re: Testing and Development - Note added 27-5 11:27 EDT
Level - Edit Animation Settings... | uncheck "Enable original game's palette animation"Cheeseofdoom wrote:Seeing as this is a development/testing thread, I thought this could be a relevant place to put this:
For my level, I need to use palette exanimation to make things black and white. This is not a problem, except for with parrot coins. I cannot override the "flashing" palette for the parrot coins. I added a modified version without the flashing palette into one of my exgfx files, and I set a map 16 tile to act like the original, but it became a solid block that gives you a dragon coin, but stays solid.
So, anyone have a solution?
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- Cheeseofdoom
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Re: Testing and Development - Note added 27-5 11:27 EDT
Wow, thanks. I can't believe I didn't notice that...
Oddly enough, as a part compromise, part aesthetic detail, and mostly because I have all but five Exanimation spaces left, I'm keeping some things colored, it gives me more freedom, and it doesn't look too bad.
Oddly enough, as a part compromise, part aesthetic detail, and mostly because I have all but five Exanimation spaces left, I'm keeping some things colored, it gives me more freedom, and it doesn't look too bad.
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Re: Testing and Development - Note added 27-5 11:27 EDT
Well aren't you a cute little troll!
Re: Testing and Development - Note added 27-5 11:27 EDT
If I was planning to do Palette ExAnimation on a/some tile(s), do I need ExGFX slots, or just the Map16 slots?
- Cheeseofdoom
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Re: Testing and Development - Note added 27-5 11:27 EDT
For palettes, you do not need ExGFX or Map16 slots.Ometeotl wrote:If I was planning to do Palette ExAnimation on a/some tile(s), do I need ExGFX slots, or just the Map16 slots?
That sure looks like fun, visually pleasing as well. No over the top level gimmicks, just a nice, enjoyable level. A very nice music piece as well.ChaoticFox wrote:No peeking, raocow!
EDIT: Just now noticed the gimmick xD, love it wither way.
Which brings me to another question, if we have no clue what music we want for our level, can we have it chosen for us?
Last edited by Cheeseofdoom 14 years ago, edited 1 time in total.
- ChaoticFox
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Re: Testing and Development - Note added 27-5 11:27 EDT
Palette ExAnimation affects a single color on a single palette. You won't need ExGFX nor Map16 data.
EDIT:
EDIT:
Since the first ASMT had custom music for every stage, I'm pretty sure it is chosen for you if you haven't picked a song out yourself.Cheeseofdoom wrote:if we have no clue what music we want for our level, can we have it chosen for us?
Last edited by ChaoticFox 14 years ago, edited 2 times in total.
Well aren't you a cute little troll!
- flameofdoubt
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Re: Testing and Development - Note added 27-5 11:27 EDT
ChaoticFox:
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Re: Testing and Development - Note added 27-5 11:27 EDT
Nice palettes (What's with the blue berries though?). I have a couple of suggestions for the level:ChaoticFox wrote:No peeking, raocow!
At 0:25, It looks wierd having the arch stretch behind the land even though you fall through in front of the land if you try to walk there.
I don't know it's a cool gimmick making the player bounce all the time, but I think you could have made a level that utilized it more (unless this first area is just getting you used to it, or something). For example, a fortress with sharp spikes on the ceiling. Since you're always bouncing, you'd have to time your bounces so that you only hit the ceiling at safe spots.
- ChaoticFox
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Re: Testing and Development - Note added 27-5 11:27 EDT
That was merely the first half of the level. Who's to say the real challenge isn't yet to come?
Well aren't you a cute little troll!
Re: Testing and Development - Note added 27-5 11:27 EDT
Then I like the way you think ;)ChaoticFox wrote:That was merely the first half of the level. Who's to say the real challenge isn't yet to come?
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Re: Testing and Development - Note added 27-5 11:27 EDT
Actually, this change is fine, it's if the HUD looks terrible that we don't approve. I've changed those colors in my level, for example. It's just if the blacks aren't black, or the other colors look really bad, that's the problem.
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