Search found 98 matches
- 11 months ago
- Forum: the gazebo
- Topic: Discordhaus 2.0 | Like Skypehaus, but on Discord
- Replies: 349
- Views: 103946
Re: Discordhaus 2.0 | Like Skypehaus, but on Discord
May I have an invite as well?
- 1 year ago
- Forum: A3MT
- Topic: World Map Organization - Public side
- Replies: 206
- Views: 30875
Re: World Map Organization - Public side
I sketched out a possible main overworld with a level order, level connections, etc. while trying to incorporate the ideas that the others have presented so far. The switch palaces (except for the yellow one) are all accessible through secret exits in submaps which lead back into the main overworld....
- 1 year ago
- Forum: A3MT
- Topic: And Another Thing - discussion thread (FINAL DEADLINE FOR ALMOST EVERYTHING APRIL 30ND)
- Replies: 448
- Views: 163896
Re: And Another Thing - discussion thread (pre-bowz deadline is 3/29/2023)
Rom's playable, it's the same one I've been using since the beginning of the project (worked fine with the old baseroms). Naming it just "my_hack.smc" didn't solve the problem, sadly. Seems like no matter what I name the rom, it still goes black. I also tried using a different clean rom I...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
If you want proper corner tiles for your Switch Palaces, we can easily fix that. While I'm at it, would you like the Expanded Switch Palace graphics to replace the "O" Bonus Game blocks for consistency, or do you prefer it be kept as a stylistic thing? Same question for Nitrogen and Scarf...
- 1 year ago
- Forum: A3MT
- Topic: Title Screen... possibly a small excuse plot too?
- Replies: 52
- Views: 4947
Re: Title Screen... possibly a small excuse plot too?
These logos are all very pretty! :D
Personally, I prefer not having both the subtitle and the "2022, 2023 talkhaus text" inside a lozenge and instead only one of them.
Personally, I prefer not having both the subtitle and the "2022, 2023 talkhaus text" inside a lozenge and instead only one of them.
- 1 year ago
- Forum: A3MT
- Topic: World Map Organization - Public side
- Replies: 206
- Views: 30875
Re: World Map Organization - Public side
I feel like the fishmarket joke only really works if the player has been shown at the very least one or two cool maps before it. I guess it could work as part of world 1 if the player starts on the overworld, but even then I think it would be more effective as a later world. Yeah, for the fishmarke...
- 1 year ago
- Forum: A3MT
- Topic: Bonus Room muzak
- Replies: 7
- Views: 1091
- 1 year ago
- Forum: A3MT
- Topic: World Map Organization - Public side
- Replies: 206
- Views: 30875
Re: World Map Organization - Public side
My big problem right now is that, while love the idea of a Fishmarket world, and really want to do it, I don't really know what levels to put in there right now. Some levels that might make sense to put there based on theming: - matcha ampersand avocado (also fits the deforested forest world) - Fis...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
And I found another unintentional way to reach the secret exit, right after submitting the previous update. :aliceko: Added some blocks that only Demo can pass through to the setup with the secret exit since otherwise it's possible to reach the secret exit when activating the yellow switch, having a...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
Sorry for updating one of my levels again, but I noticed that in Level 11E it is possible to use the same method that can be used to obtain the 3up-beet to reach the secret exit. So I changed the setup with the secret exit slightly. Level 101: [...] - The candles in the background are displayed in f...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
I made another update to Level 117. I disabled the vertical scroll because if the camera scrolls up at a setup near the end of the level, the setup turns into a blind jump. I also added an enemy that I initially removed because the vertical scroll would pretty much always despawn it. This is because...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
Right. OK, do this: Click the Red Poison Mushroom and enable GFX Bypass Click the Blue Poison Mushroom and change the FG/BG GFX Header to one of the Castle, Ghost House, or Rope options That should enable a No-Yoshi intro to ban Yoshi in the level I might be doing something wrong but while this doe...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
As for 11E, you're talking about this UberASM right? You should be able to add it yourself and submit an update yourself (throw the asm file in the uberasm/level folder and add it to uberasm/list.txt). Thank you, here is the update. I hope this works now. :aliceko: If you want to disallow yoshi in ...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
I updated two of my levels (Level 101 and Level 117). I only included the files that have been added/changed. Update Info: Level 101: - Added a message box at the beginning of the level that says that the love frogs have homing projectiles as suggested by Jongseok Level 117: - Added a reserve item f...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
ok, a small kinda bonus stage. This is my blind playthrough video. Thank you for your playthrough video and the feedback :) At one point the spinjump got cancelled by touching a wall in your video. This happened a few times to me too while testing the level. Not sure what to do about it though. 1. ...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
Greenhouse Gambling The green switch palace is done. The level is mostly focused on how spinjumping with a fireflower/cactus automatically shoots fireballs and the glitchy behaviour of the bonus area blocks . Edit: Fixed some oversights. Edit2: Forgot to put a reserve item filter at the midpoint. :...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
I will try to fix the problem with the bottomless pit code you suggested later this week :) Alright! I fixed it and made some changes to the level design as well. Let me know if there are any other problems! Edit: Forgot to apply the bottomless pit code to level 51 as well. Now it's fixed for real ...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
Fungus Forest Flow I finished another level :) This one has a secret exit. Your level can be cheesed like this video. I think you should set bottomless pit code to prevent players from going down. https://youtu.be/vdDPi7b8aLY Thank you for pointing this out! I somehow completely forgot that you can...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
Fungus Forest Flow
I finished another level :)
This one has a secret exit.
I finished another level :)
This one has a secret exit.
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
pREsent(ing) gifts Day I had a lot of fun making this level! :) It's pretty short but I'm really happy with how it turned out. In the overworld in the final game this level should probably be placed right before the red switch palace. Possibly using the red switch palace icon as well as a fakeout b...
- 1 year ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
I finished another level. It's a pretty difficult but also kind of short level. In addition to the vanilla sprites, I used a few custom sprites that were already in the base rom (the firebars, the homing frogs and the angry sun). There are some visual issues that I don't know how to fix (the frogs, ...
- 2 years ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
how eerie, an eerie Some observations from watching Maks play the level: On screen 0B, the goal arrow implies that there is ground under it (seen multiple people run into this issue). Maybe you could either place it a tile higher and have ground under it, or put an upside down arrow on the ceiling ...
- 2 years ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
- 2 years ago
- Forum: A3MT
- Topic: Level testing and discussion
- Replies: 340
- Views: 35053
Re: Level testing and discussion
I gotta ask, would you maybe like custom music in your level? The level looks really vanilla and all but adding suitable custom music would still fit the vibe better imo. I originally wanted to use the "Another Mansion Theme/A2MT Mansion Theme #2" by Chrom1um/rewitkin and ported by Wyatt ...