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Final Castle Signups - CLOSED

it came, it went! all the old ASMT stuff is here
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kilon
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by kilon »

raekuul wrote:I propose that the Mysterious After be handled entirely via email and PMs, such as not to need to extend existing threads or create new ones.
about that, it isn't going to be that long. So not everyone can just make a room for that. Just check the main collab hack topic for details.
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Tails_155
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Tails_155 »

Is it alright for "Next Room" doors to be directed to 00/100 for now?

And do we just add the txt file since we don't know the music listing order yet?
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Lupinius
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Lupinius »

Here is room 190.
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GVirusG
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by GVirusG »

I have a question: Are we allowed to have a custom music track for our room or do we have one theme for the entire castle?

yeah, that´s all I have to ask XD
Too lazy to be creative here
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TwilightArts
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by TwilightArts »

GVirusG wrote:I have a question: Are we allowed to have a custom music track for our room or do we have one theme for the entire castle?

yeah, that´s all I have to ask XD
Planning to do another "press-no-buttons"-stage that only works when the music fits the in-game-sounds? ;)
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kilon
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by kilon »

There is some discussion about that I believe.

Some people think 1 or 2 songs for the castle should do fine.
Some, like I, think that you could use custom music.
But I do think that it really has to add to the atmosphere though. I get what those other people are saying. If everyone just uses their own tracks, you get different music every 20 seconds or how long it takes to beat the room and that might be a bit to much.

But for instance, this outdoor level should have different music since it is not inside the castle.
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Chdata
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Chdata »

Hey if anyone wants to, can you join up with me on the work for my sublevel? I drew a special door graphic for the dynamic YI door thing to go before my level. Currently all that's needed is that your level has no enemies using the green palette for sprites (such as koopas or Yoshi). Although that can be adjusted so you can use them. I'd only need to edit the gfx a bit. It has a palette exanimation.

Here's an example ips.
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Moniker
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Moniker »

chdata wrote:Hey if anyone wants to, can you join up with me on the work for my sublevel?
Well, I daresay that looks mighty nifty and I'd be jazzed to work on such a level. I've been known to collab from time to time. And golly we might even be able to finish it before the deadline. PM me with details, should there be any, if you do please, sir.
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Tails_155
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Tails_155 »

Due to my concern about the music track being completed in time, would I be able to submit the level now, and send the txt of the music separately if it is done before the 31st?
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yoshicookiezeus
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by yoshicookiezeus »

If possible, I would prefer if dynamic sprites aren't used, as dsx.asm is one of the few patches that I am certain doesn't work together with the FastROM patch.
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Chdata
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Chdata »

Actually, dsx.asm IS the fastrom patch.

AT least I've tested it and it seems to actually have the same effects. Besides, SMWedit told me himself it's the same thing.
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yoshicookiezeus
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by yoshicookiezeus »

...so dsx.asm also includes the effects of the FastROM patch? Well, that would explain why they don't work together... Let's just hope that doesn't mean that it's incompatible with a whole bunch of other stuff.
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Chdata
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Chdata »

Also, the OAMpatch included with some dynamic sprites is also exactly the same as Nospritetilelimits.asm

except it also has a list of the stuff it's incompatible with at the top. (What sprites sometimes still mess up with it. They are problems both of them have, since those are the same word for word.)

edit:
dsx runs it's own code in fastrom, and the fastrom patch patches a few parts of the SMW ROM to run in fastrom.
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Moniker »

It appears I misunderstood Chdata's proposal. He wants someone to use these doors in their own castle sublevel, so that the crazy stuff going on in *his* sublevel doesn't seem out of context. It isn't a collaboration at all. (Chdata can correct me if I'm still misunderstanding.)

In this case, someone else can do it, since I've already finished and submitted my castle sublevel.
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Chdata
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Chdata »

Technically we have to "collaborate" by sharing files. I think.
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HarmfulGravemind
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by HarmfulGravemind »

Beware, this room is freaking hard if you play savestateless! But extremely easy if you use savestates.

No new Map16 thing

I did put many of my favorite Enemys in it. Thwomps. I love those guys :lol:

I hope you like the palettes that I used!



For the music I really don't know what I should use there, maybe someone here has a brillant idea?
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Tails_155
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Tails_155 »

I included a song in here, but people said it may not work, so if it comes down to deciding a song, I hope you can pick whether to just use a song already in the game or whatever... because I didn't think about music until way too late.

If something is missing I'll try to check back to the thread, but I think I have all the things requested: Tilesets, ASM, ExGFX and MWL (and the music .txt if you use it)
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ChillaxestPrankster
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by ChillaxestPrankster »

oh, may I have a castle level, pretty-please with sugar on top?
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by crushawake »

To be handed in tomorrow. Good luck.
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by ChillaxestPrankster »

oh, I thought the deadline was to sign-up
aw, poopers.
The Hockey Player and the psychopathic fan looked, in their writhings, a little like two ducks, one of which is trying to make a third duck inside the second duck, while the second duck is trying very hard to explain that it doesn't feel ready for a third duck right now, is uncertain that it would want any putative third duck to be made by this particular first duck anyway, and certainly not while it, the second duck, was busy flying.
Kil
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Kil »

I've made full-sized levels with ASM gimmicks in a day so I'm sure you could if you tried hard enough.
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GVirusG
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by GVirusG »

Here is my room for the castle, Room 17E
Room 17E.zip


Yeah, some ExGfx, a custom pallete and a self ported song I'd like to have for that one room ^^

cool, made this level in like 2 hours or so :D
Too lazy to be creative here
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Tails_155
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Tails_155 »

Since I just learned how to send a single page of Map16, should I submit it now, YCZ? Or are you fine with the whole Map16 I used?
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HarmfulGravemind
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by HarmfulGravemind »

In case someone is interested: Here is a Video of my level/room 181
http://www.youtube.com/watch?v=V6NQAQRxFss

If there is any difference between this video and the uploaded level, then I have uploaded an older version here... but I really don't think that such a thing happened.
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Kristian
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Re: Final Castle Signups - DEADLINE: 31 Dec

Post by Kristian »

So the deadline is past! Now what?

Can we start testing sometime soon. :<
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