ASMBXT; Journey's end

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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by CRBWildcat »

Regarding the Firelands level, I have a question. That song in the latter portion of the stage is something I first heard a decade or so ago in an old fangame. I've been wondering for the longest time: where is that song from (and what is it called, for that matter)?
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by aterraformer »

CRBWildcat wrote:Regarding the Firelands level, I have a question. That song in the latter portion of the stage is something I first heard a decade or so ago in an old fangame. I've been wondering for the longest time: where is that song from (and what is it called, for that matter)?
Both were from Final Fantasy: Mystic Quest, the best one in the series
well let's face it, it is better than 13
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by ano0maly »

I don't think the Everything Switch Palace needed that challenging of a design. It would have been clever and impressive already that moderate level of difficulty would have been enough. That would have made at least first part more enjoyable.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by aterraformer »

The stage is really good but I would love to see cheez8 get past some of those impossible looking sections!
raocow wrote:the plan is to wait for Jump to be released and then replacing the graphics without telling anyone involved with Jump.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Xirix »

Kil was the music you used for Luna Tower pieced from several tracks of something?
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Sturg »

For the yellow block room, you can actually not spawn the Love Frog if you jump onto the side-spikes and try not to jump too high. The roto-disks themselves, as said before, are hard enough. It took me several tries just to understand their pattern and I still get hit by them even without the frog.

I don't know why but I had no trouble with blue's room, I always thought that was fairly easy to do and just saved it for last. Though I had trouble with green's room because of the slightly unpredictable movement of the shells, though I didn't know you could break that last generator with a shell, so that's good to know.

I'm interested how raocow reacts to tomorrow's level, as it's pretty nice aesthetically.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Septentrion Pleiades »

Xirix wrote:Kil was the music you used for Luna Tower pieced from several tracks of something?
It appears he composed it himself. He did stuff like that before in ASMT.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by BobisOnlyBob »

aterraformer wrote:Both were from Final Fantasy: Mystic Quest, the best one in the series
well let's face it, it is better than 13
that's damning with faint praise


Everything Switch Palace is a damn fine level, but to echo the mob, too challenging as it stands for my liking. With better-moderated difficulty, maybe some tier 2 powerups (fire flowers to help with shell control?) I could call it a World 8 level. Due to the switch-heavy nature of it and upbeat, artificial environment it strongly reminds of Jolpengammler's "Where Is My Sanity?", only with interwoven puzzles instead of a linear sequence. The logic of the switches and how they activate and de-activate elements of other rooms is elegant, but the presentation isn't quite as good, seeming spammy and chaotic in certain rooms. The boss chamber though is an excellent design, incorporating a Koopaling like that, even if it does come in one of those "In case of emergency, break glass" boxes. That's not such a bad thing, it's a much-welcomed difficulty toggle of sorts... the final switch feels sadistic, though. Definitely earned its place in the post-game, although that hardly diminishes the design at its core. I can only imagine how much of a pain it is to alter a level that "knotted" once the core logic is done, hence the difficulty of improving the hazards and platforming paths themselves. Good level, if a little unpolished, but I sure as hell wouldn't want to try and polish it myself!
S.N.N. wrote:Kil-styled shortcut to the boss door (e.g. THOUST ENTER LUNA'S ARMPIT NEAR THE RED SWITCH TO ASCEND TO GREATNESS) or something.
Can we start calling these "Lunatic Shortcuts"? :D
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by agargara »

Xirix wrote:Kil was the music you used for Luna Tower pieced from several tracks of something?
LukaRamu wrote: According to the MP3 tags, they are originals from Kil, titles being "Luna Tower" (genre: "Christian Rap") and "Queen of Lunarians?" (genre: "Chistian Gangsta Rap"), from the album "Kil" (2012).
I think the music in Luna Tower is really awesome! Kil, you should put the tracks up on the bandcamps or the soundclouds or something!
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Jolpengammler »

I think today's "Edge of the Universe"
should have been the last level of the post-game...
Not aterraformer's level. (I like his level, though)
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by BobisOnlyBob »

Great level, shame the boss kept turning invisible in its circle incarnation (I saw that in Frozelar's testing video because I was curious), but an even bigger shame it went unmanageably invisible in its pentagon incarnation. Great work avoiding the wrath of the lavagon form! I initially had the impression that was much harsher than raocow made it look, but it seems actually manageable as part of the boss sequence now. The 'spellcards' were interesting and seemingly never unmanageable, even on a first attempt.

The first "half" is pretty long, and an exercise in shell management through and through, as even double-fire-flower or fire/cape isn't much help against the frogs and is a still risky against banana snakes. Man, Demo just doesn't like herpetology at all. Beautiful look and feel thoughout, nice colourscheme and use of stars for decoration (hmm, so much for that leek).

The 'riddle' was clever, nowhere near as arcane as Luna Tower/La-Mulana riddles but eminently doable in an LP-friendly gameplay way, and meant that you had no actual hazards between the mid-point and boss once you'd solved it once. The single-midpoint restriction, and the behaviour of midpoints outright, seems to be leading to some interesting design (Luna, Universe) while hurting others (Everything Switch) in the postgame.
Jolpengammler wrote:I think today's "Edge of the Universe"
should have been the last level of the post-game...
Not aterraformer's level. (I like his level, though)
Definitely felt like a finale, didn't it? Or are you just worried about a certain level coming up spoiling the mood? :lol:
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by jayScribble »

Oh man, a "DOOM: Repercussions of Evil" reference in this one level video.

The visual ascetic of "Edge of the Universe" is quite impressive, but I think the problem with the level is the repetitive process of the puzzles after the midpoint, the enemy spam in the first half, and the sudden escape sequence at the end if you didn't expect it or forgot the hint, but overall a fitting level for postgame. The puzzles and the boss itself and the "spellcards" was great though.
I get the "Kaizo Bowser" feel with the boss disappearing and broke as a result, but the randomness of the boss itself is a given, so it's at least expected and at worst very annoying. I feel that seemingly random movement of the boss in the third part was can get annoying to some people, but you just gotta position yourself to throw the "block" and time it when it reaches it's low point, or you can go onto the block when it refreshes and have yourself one tile higher to throw it up and hit it.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by strongbadman »

I think today's level was super cool, even if the boss went on for a little too long. It's kinda silly hearing the bowser fight music after the rest of the level was so atmospheric though.

Speaking of which, what was that music? If it was an original piece, then well done to whoever made it!
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Mata Hari »

More levels need ways in which they can irrevocably break IMHO. Keep the player on their toes!
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Septentrion Pleiades »

Ignoritus wrote:
Septentrion Pleiades wrote:edit: Yeap, it fixed all the invisibility problems. Are you telling me no one actually tried to fix it?
It only occurs within the actual game. Works fine in the editor so I never knew there was anything to fix.
Looks like the invisiblity glitch is simply a commedy of error on the part of the developement team. After spending all of one minute putting framestyle=0 in the proper npc text files, the boss doesn't once go invisible.

It's a great level and it's a shame such an oversight happened.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by SAJewers »

Regarding the invisible boss:
Ignoritus wrote:
Septentrion Pleiades wrote:
darkychao wrote: some NPCs won't take to some tags.
I just try this and it seemed to fit at least the enter first part.

edit: Yeap, it fixed all the invisibility problems. Are you telling me no one actually tried to fix it?
It only occurs within the actual game. Works fine in the editor so I never knew there was anything to fix.
For whatever reason, framestyle=0 (1 set of animations for both left and right) will work in the Level Editor, but not the actual game. This is probably why no one (myself included) never noticed it.

EDIT: raocow I don't think you updated did you
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Validon98 »

So, Edge of the Universe! I honestly would like to say that the theme doesn't really "carry over," to put it in not plain terms. What I mean by that is that the first half was platforming while the second half was a puzzle that's not hard to solve once you know how it works and a boss fight... followed by an out-of-nowhere platforming section. Okay? It doesn't ruin the level at all, because I think it has the perfect amount of difficulty for the postgame, but it just seems weird. Oh well. Also, how do you get it so that you have to be carrying the block with you in order to not die while falling into the pit?
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by kil3 »

It's impressive what he was able to pull off with the terrible layer and event system in this game. But the invisible boss thing was reported at least 2 times. This is why y'all really need those dedicated wiki pages for each level.
BobisOnlyBob wrote:
Jolpengammler wrote:I think today's "Edge of the Universe"
should have been the last level of the post-game...
Not aterraformer's level. (I like his level, though)
Definitely felt like a finale, didn't it? Or are you just worried about a certain level coming up spoiling the mood? :lol:
Nah, raocow is amazing at disco shell jumping and has never died a single time while performing it.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by kil3 »

agargara wrote:
Xirix wrote:Kil was the music you used for Luna Tower pieced from several tracks of something?
LukaRamu wrote: According to the MP3 tags, they are originals from Kil, titles being "Luna Tower" (genre: "Christian Rap") and "Queen of Lunarians?" (genre: "Chistian Gangsta Rap"), from the album "Kil" (2012).
I think the music in Luna Tower is really awesome! Kil, you should put the tracks up on the bandcamps or the soundclouds or something!
You raise a good point though. Maybe someone could release an OST of all the songs in the game at some point. There's several I wouldn't mind having but I'm too lazy to find them in the game folders (Frozen Key factory is really quirky and catchy if you ask me). So yeah, basically upload a giant 200 mb file so I don't have to click through some directory structures, thanks in advance.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by SAJewers »

I'll look into it.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by S.N.N. »

Today's level was another example of one that I think would have been a million times better if a few things were improved. For instance:

-The glitchy vanishing boss. It looks like I'm just echoing what has been said a billion times already, but if this was seriously reported twice and not fixed, I'm a bit concerned.
-I think the entire last room (with the rainbow blob chasing you) was a waste of time and space. raocow made it look easy in the video, but most people would be pretty tired and/or have no powerup, and to force them to do a chase scene (which honestly isn't that good anyway) is a little bit uncalled for.

I thought the first half of the level was nice in terms of both the atmosphere and design, so good job on that part at least.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Redbone »

First half was super well done. Really nice atmosphere and thoughtful level design. There could be a bit more variety in the challenges, some enemy setups seemed to be repeated a little, but not too big an issue.
The riddle part was interesting. Do like how it's solved at the start of the area, so you can skip right to the boss if you know what's up. Sort of a mid-point alternative.

Boss would have been interesting had it not been buggy as it was, not sure how the invisible universe slipped through but I see it's been figured out in the thread. I'm with S.N.N. on the advancing wall of doom portion though, not exactly a needed portion.

Overall a really fantastic level for the most part.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by Paralars »

there was literally now way to decorate that level without using 29 actual stars.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by The Doctor »

Just be glad that the boss only went invisible on you. I had the boss walk off screen twice and never come back. The first time it happened it was in the first phase, so I had no way to die. I had to quit and replay the first half of the level again.
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Re: ASMBXT; Postgame, Twilight of the Great Quest

Post by SAJewers »

kil3 wrote:
agargara wrote:
Xirix wrote:Kil was the music you used for Luna Tower pieced from several tracks of something?
LukaRamu wrote: According to the MP3 tags, they are originals from Kil, titles being "Luna Tower" (genre: "Christian Rap") and "Queen of Lunarians?" (genre: "Chistian Gangsta Rap"), from the album "Kil" (2012).
I think the music in Luna Tower is really awesome! Kil, you should put the tracks up on the bandcamps or the soundclouds or something!
You raise a good point though. Maybe someone could release an OST of all the songs in the game at some point. There's several I wouldn't mind having but I'm too lazy to find them in the game folders (Frozen Key factory is really quirky and catchy if you ask me). So yeah, basically upload a giant 200 mb file so I don't have to click through some directory structures, thanks in advance.
OK, Finally, here it is. all files are renamed to match the level name, and have IDv3 tags to the best of my abilities (some level authors didn't credit music for levels, or weren't clear)

Download
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