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Testing and Development: Deadline-one week after comments

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

Post by AUS »

flameofdoubt wrote: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.
Wait, what exactly am I supposed to do? :? Do I make the sprite block where it is in MAP16 look like how I want it to there? Do I copy it, or what?

EDIT: I think I have it.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

The MAP16 slot you reserved is where you do the fiddling around. you can make that look however you want using the buttons at the bottom of the window (things like edit 16x16 attributes) and selecting four tiles in any orientation to be what the tile looks like. Make sure in the "edit 16x16 attributes" window you find the space labelled "acts like" and put in the tile number of template tile (in this case the sprite only tile I think?). When the tile is exactly as you want it, right click on the slot you reserved to paste your work there, and finally, press F9 to save the MAP16 information, and you're done!

Hopefully that made sense, if you're not familiar with how MAP16 works at all I can try and help with that.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

I was confused because slot 401 (sprite only) acts like 6A, yet how to make my map16 sprite only, I have to make it act like 401.

It's odd, but I have it working nonetheless, thank you for your help. 8-)
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

I like the idea, YCZ, had the same idea, just haven't got around to it :P

Demo is inside the zoo (the original idea raocow and I had was that she entered the feeding area, not knowing better.)
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by HarmfulGravemind »

@Tails, looks really good!
@ycz, the part you showed here looks outstanding!
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Posiedien »

And my puzzle/ice level begins!
Here's an early screen shot of the start.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Coolty »

Posiedien wrote:And my puzzle/ice level begins!
Here's an early screen shot of the start.
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Just kidding that looks cool. Maybe our levels could be in the ice world together or something? 8-)
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Posiedien »

Coolty wrote: Just kidding that looks cool. Maybe our levels could be in the ice world together or something? 8-)

Haha, thanks. Ice World FTW :D
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Gamerkid400 »

flameofdoubt wrote: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.
I'll try to make the level look better, are there any ideas on a gimmick that isn't too difficult to put in? I'll do my best to come up with a good gimmick.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Check out the level ideas thread, a lot of people have been talking there about cool ideas that they are going to do or can't do, so it should hopefully get you thinking and if you find an idea someone has thought up that they aren't using themselves, talk to them about it and you might be able to use it.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

Another thing: Make your level look nice. Stacked floating munchers (by the way, we aren't really using the Yoshi munchers for this, are we?) and glitched graphics aren't exactly what we are looking for.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Yoshi munchers will be changed, we just haven't decided on what to do instead yet. There are a few suggestions but the 'conversation' in the GFX thread moved on. In time we'll conduct a poll if no further suggestions arise.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Gwaur »

A new cap of my level numer 11F.
Level11F_2.png
Also a question: when I finish and submit the level for you to test as an IPS patch, should it be the patch to the A2MT base rom or the original SMW rom? Or does it matter?
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by HarmfulGravemind »

A patch to an unmodified smw rom would be the best I guess.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by LightSlei »

When I did that it got corrupted though which was odd :/. So I'm confused about the IPS thing as well.

Also it probably doesn't help with us using different versions of the base rom.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by raocow »

always, always, always make an .ips using a clean rom.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

raocow wrote:always, always, always make an .ips using a clean rom.
Adding to this, here's the link to the clean ROM verifier.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

LightSlei: As with some of the other levels shown, a line-riding star-background level is something you could easily find in the original super mario world, in fact I'm pretty sure there were like at least 3 levels like that. Think back to ASMT and all the crazy gimmick levels and crazy things that happened; any pure platforming levels had to be pretty darn good to make it amongst those, and most of them at least had some kind of hook, like one level was almost all charlies. Simple things like that can guide level design to being really good. Take Argumentable's Starry Nights from ASMT for instance. For the most part that was a well designed set of platforming challenges on a starry background, but he included new sprites for enemies, like the grenade brother, and there was the whole secret exit devoted to phanto.

I'm not saying your level can't get in on strength of design alone, but a gimmick or some kind of small hook could be what it takes to make it from a good level to a great level.

Gwaur: Your ornate backgrounds look really neat, but the foregrounds, the bits you stand on, are pretty ordinary in comparison. Some parts of the level are huge lines of cement blocks for instance. How about trying to inject some of the map16 style you used on the background into how you arrange the foreground?
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Crimson »

Might as well post what I have at the end of the day:
The outside part of the level with no EXGFX and a hideous palette that I just as is left while laying it out:
e01.jpg
Some of the interior stuff, most of which where recreated from a certain something:
e02.jpg
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by LightSlei »

@flameofdoubt: That's sort of why I'm looking for some other input, mostly because I like it but like I said before it probably would miss the cut. Was hoping someone might be able to figure out something I could do with it :/.

Guess it would also be able to replace all of those flying koopas with 'angel charlies' that act as the koopas seeing as I have no bloody idea how to draw them or make them.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

I'd suggest checking out the level ideas thread then, as you might be able to pick something up there, or mention you need help with ideas and people might suggest some.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

yoshicookiezeus wrote:
raocow wrote:always, always, always make an .ips using a clean rom.
Adding to this, here's the link to the clean ROM verifier.
The verifier isn't working for my rom. I know for a fact that it is clean (as in, I just acquired it from undisclosed location) and it said that it is not.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

I can only think there's been a mistake then, or are you using a European rom? The verifier checks for a perfectly clean north american "U" super mario world rom, which is what everyone uses to hack, and if it says your rom isn't, then it isn't.
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

flameofdoubt wrote:I can only think there's been a mistake then, or are you using a European rom? The verifier checks for a perfectly clean north american "U" super mario world rom, which is what everyone uses to hack, and if it says your rom isn't, then it isn't.
Mine is (U) [!].

EDIT: I got a new one with the same name from a different source, and it all matches.
Last edited by AUS 14 years ago, edited 1 time in total.
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"oh no my best friend was replaced by a evil demon shadow monster"
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