A2XT: It's Over

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Willhart
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Willhart »

I'm actually making a semi metroidvania with the help of the lunadll feature playermemset. It won't be done anytime soon though.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Kil »

spoilers if you use screen edge triggers and custom sprites it's possible
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Mabel »

Kil wrote:spoilers if you use screen edge triggers and custom sprites it's possible
:o
I still want that second level.
oh and uh, that custom powerup is a Want!
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Vergalon »

Um, sorry?
I think I just put the plant there for aesthetics(?)
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by sedron »

Wow, that music code is really cool! Like, really freaking cool. It's cool to see stuff like that in the game.

Level thoughts for today:
Pet Rock- My computer has a particular issue with this level where it wants me to let go of the run button to advance the text after I pick up the rock. If I don't hit it immediately after, I will lose the rock and die. That is really my only issue with this level, though. It's a cute gimmick and pretty memorable overall. I think this is a standout for World 1.

Another Castle- Another memorable level. This one does get visually confusing/spammy pretty quickly, though, and I'm not sure a three-stage Boom Boom/Larry/SMB3 Bowser fight is the best end to World 1. The idea behind the level is really bizarre, but in a good way. It's really interesting.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by jayScribble »

Revisiting levels for the music: heck yeah! (I need to stop saying that now)

"Steeltown Mine Co." (continuing from my last post in this thread) is a good introduction on how towns are like: vast, sometimes helpful, and many things to explore. Also some easter eggs to find.

"Pet Rock", with the gimmick, might as well be a platforming level without enemies. Though, besides bottomless pits, the invisible lava barrier around the rock might also be a hazard if you let it go foolishly.

"Another Castle" is a castle level with some silly graphic swaps. Looks like raocow might have missed the boss name on the top right corner.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by raocow »

I noticed it on editing, yeah, it says Princess.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by SAJewers »

The music by SharkNurse was submitted for ASMBXT, but went unused: viewtopic.php?p=148523#p148523
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by tigermoon »

Oh no! Demo destroyed the talkhaus by launching Another Castle into it!

...

Wait... Another Castle?! Is that what happened last time? Does Demo make a habit of crashing castles into websites?



Jokes aside, loved these levels. Somehow I knew raocow would go through the trouble of showing what most of the songs were, and I'd imagine he's gonna make it a point to do that from now on. Unless he forgets. Who knows! :D
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Willhart »

The music cheat was added by Sturg.

The "R" on raocow's T-shirt was capitalized on Roo's animations. It's easier to read and understand than "r" when used alone.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Sebby19 »

What about the music for level 0 and the intro level?

And dangit, you were right above Bomb man!
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by strongbadman »

I'm honestly surprised at the amount of original compositions in here.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by raocow »

game really makes me wish you could 'start view' the maps like in smw :( They are so nice looking.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Voltgloss »

raocow wrote:game really makes me wish you could 'start view' the maps like in smw :( They are so nice looking.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by tigermoon »

Someone could probably put together and post a map for each world once it's been completed in the LP.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by docopoper »

Well, considering everything that you can't see from the path wasn't made - posting an image wouldn't add much sadly. Though I wish that too. Especially for the next world - I would just love to lie down in that place and listen to its overworld music. It's so peaceful.

Also he also missed the princess boss music. Though if he has to go back and make sure he's identified all the music - this LP is going to get pretty annoying for him to record. xP I'm not sure if it's worth worrying about people can easily either get the game themselves or ask in the comments.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Mineyl »

So the first A2MT castle theme finally breaks through the nether into the realm of official existence. I don't believe the song was even used in the game it was intended for, so glad to see it get some use!
raocow wrote:game really makes me wish you could 'start view' the maps like in smw :( They are so nice looking.
Yeah, that would be nice, but there's a technical reason for it: SMBX uses a single, gigantic map instead of segregated ones like SMB3 and SMW do. If you go far enough, you'll find the other worlds floating around in the middle of the ocean somewhere. Also, because it's one huge map, it'd be pretty easy to get lost by scrolling around haphazardly!
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by ano0maly »

docopoper wrote: Also he also missed the princess boss music. Though if he has to go back and make sure he's identified all the music - this LP is going to get pretty annoying for him to record. xP I'm not sure if it's worth worrying about people can easily either get the game themselves or ask in the comments.
Maybe if there was a way to have the music auto-display when a new music track plays, for a few seconds?
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Unaniem »

tigermoon wrote:Someone could probably put together and post a map for each world once it's been completed in the LP.
Can I do this?
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by raocow »

Unaniem wrote:
tigermoon wrote:Someone could probably put together and post a map for each world once it's been completed in the LP.
Can I do this?
A2xtWorld1.png
I think it's neat how much 'empty spots' there is around the paths and stuff. It really makes the world look big and 'real', so to speak.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Willhart »

ano0maly wrote:
docopoper wrote: Also he also missed the princess boss music. Though if he has to go back and make sure he's identified all the music - this LP is going to get pretty annoying for him to record. xP I'm not sure if it's worth worrying about people can easily either get the game themselves or ask in the comments.
Maybe if there was a way to have the music auto-display when a new music track plays, for a few seconds?
It wouldn't be a secret then. It is possible, but the text floating on screen tends to take a lot of attention from the levels.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Sebby19 »

hey, level 0 is in the wrong spot. What the heck?
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Isrieri »

I didn't know we had castle blowing-up cutscenes! Magical.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by Rixithechao »

Horrendously-long off-topic follow-up to my earlier post:
Okay, I got the first instance of metroidvania mixed up with collectathon, and then that threw off my entire train of thought because sleep deprivation. When I was wondering about later levels using the leek doors, I was thinking of something more akin to Wario Land 3 in that you do a thing in this level which unlocks something in that level, except it'd just be your leek count since the version of LunaDLL used in this game doesn't offer any easy way to maintain persistent (preserved when saving and loading) stuff between levels... and, well, I don't know if that stuff I kept bringing up over in the Luna help thread ever amounted to anything.

I would still like to see an SMBX metroidvania. It would definitely be easier to do it via ASMW, and I'm developing Moonpepper to allow for wildly different game structures, but the appeal for me is that it is so hard to do in SMBX -- I like pushing engines to their absolute limits. I'm sure it'd be possible with LunaDLL (especially after seeing those vids, holy gosh dang heck, Kil!) a lot of effort and some ingenuity. Structure it like Kirby and the Amazing Mirror or Nitroid, use luna tower-style midpoints, unlock the characters and item boxes...

But even cooler than a metroidvania would be an SM64-style collectathon in SMBX, with a massive secret-filled hub level and sprawling, nonlinear stages. Not as technically impressive, but it'd still be really cool if someone did it right. Or better yet, a combination of the two -- a game that'd play like a 2D Rareware collectathon, with the characters and powerups being unlocked as you progress through the game.
Back on topic... wow, that music cheat. Okay, I'm really sorry for plugging my thing twice in the same post but I added this to Moonpepper last week:
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Willhart wrote:
ano0maly wrote: Maybe if there was a way to have the music auto-display when a new music track plays, for a few seconds?
It wouldn't be a secret then. It is possible, but the text floating on screen tends to take a lot of attention from the levels.
And this is exactly why I neglected to post about it. Well, that plus the fact that it adds a couple extra steps to the music insertion process and it could've come across as me attempting to promote some radical attribution agenda (oh man, IP politics!) The text can be resized or toggled off, and the new system does allow you to do a lot more with the music, but I won't get into that here.
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Re: A2XT: Keeping Easter Eggs Well Hidden

Post by cheez8 »

Rockythechao wrote:Horrendously-long off-topic follow-up to my earlier post:
But even cooler than a metroidvania would be an SM64-style collectathon in SMBX, with a massive secret-filled hub level and sprawling, nonlinear stages. Not as technically impressive, but it'd still be really cool if someone did it right. Or better yet, a combination of the two -- a game that'd play like a 2D Rareware collectathon, with the characters and powerups being unlocked as you progress through the game.
An off-topic response:
Well, an SM64 collectathon would definitely be more feasible. Heck, even without any Luna trickery, the default editor lets your game start in a hub level and comes with star counter doors. It kind of seems like it was made with that option in mind (for once.) Once I realized that, I got excited about it too, but then I realized I didn't have any ideas for the right kind of levels. ^^; Still, I'd be surprised if nobody else has made a good SM64-style SMBX game yet.

You'd probably need Luna for unlocking characters though. The only way I can see it working otherwise is by taking the SM64DS route, where there's one specific room dedicated to changing characters (and even then, the only thing that would "unlock" them would probably be getting a certain amount of stars, rather than doing any one particular thing.)
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