An SMWCentral Production: A game about some eggs

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Dollop of Mayo
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Re: An SMWCentral Production: A game about some eggs

Post by Dollop of Mayo »

Unbanning myself from topic.

Question : Did anybody playtest this game? If so they were cool with the issues in these levels? They didn't notice the palette problems? Nobody said anything about the ridiculous length of some of these levels and the poor use of midpoints?

Seriously what about the word "midpoint" do people not get. Mid = MIDDLE. It's not the 9/10ths point.

And if you must have a huge giganto stage use multiple midpoints plox. I know it can be done.
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Re: An SMWCentral Production: A game about some eggs

Post by raocow »

I can't help but remember a ton of vanilla contest levels had issues with midpoints, too.
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Cobalt
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Re: An SMWCentral Production: A game about some eggs

Post by Cobalt »

Hi it's me let's talk about the same things others have been.
Some of the levels are horrendously long,
hi Zephyr Palace
difficult,
hi Mining Outpost
or outright confusing.
hi Switch of Many Hues THAT TRAPPED ME IN A PLACE WITH NO RESET DOOR
People can't defend smwc for being original or reinventive by adding fake difficulty everywhere. Also, a lot of the midpoints are out of the way or just in dumb locations, and then again there really should be four or five of these midpoints in some of these levels.
Another thing: WHY THE HELL DOES THE ASMWCP GUIDE SAY THERE IS A YELLOW PIPE BEHIND A WALL AFTER YOU GET THE KEY IN DARK DEPTHS WHEN THERE IS CLEARLY NOTHING OF THE SORT URRRRRRRRRRGH.
If anyone wants to show the secret exit to that level then please post a video because honestly i mean ugh.
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LightSlei
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Re: An SMWCentral Production: A game about some eggs

Post by LightSlei »

I don't get it either. I have a strong dislike for the hack as well. Just too much aggravation. Everything seems like "Oh hey I want to force an entire hack into one level". Seriously...
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Re: An SMWCentral Production: A game about some eggs

Post by S.N.N. »

Cobalt:
1. Which part of Switch of Many Hues did you get stuck in with no reset door?

2. The yellow pipe is in the vertical area of Dark Depths, after the midway. It should be on the left wall. That leads to the keyhole.

3. Mining Outpost? That level's not that bad compared to some other levels (COLP)
In other news, much like ASMT, this was an experiment for most of the level designers. Turns out some of them really did overkill their levels (I wish I knew why, honestly). All of the advice from here, elsewhere, and on SMWC itself has been taken into consideration for SMWCP2 though (which aims to correct any errors the first one had). I think those level designers who made stupidly long levels also realized their faults, and have agreed to tone it down.

...or at least, I hope so, or else their levels won't be accepted at all. 'Course, we'll probably just end up in the A2MT loop where we reject basically every single level five times.
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Re: An SMWCentral Production: A game about some eggs

Post by Test Pilot Monkey »

If you want quality, you have to be prepared to reject the crap. The editor(s) need to look at the whole thing and decide what needs to be run, and what needs to be cut.
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Re: An SMWCentral Production: A game about some eggs

Post by kilon »

And all of this is exactly why SMWCP2 is going to be a lot better. Or should be at least.
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Re: An SMWCentral Production: A game about some eggs

Post by AUS »

We can start talking about SMWCP2 when SMWCP2 is out, year(s, possibly) from now.
Right now, we're talking about SMWCP1. Do you see a problem with this?
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Re: An SMWCentral Production: A game about some eggs

Post by Rameau's Nephew »

mario doesnt look anything like ore why is that thwomp attacking him jesus christ yoshicookiezeus this level is completely unrealistic
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Re: An SMWCentral Production: A game about some eggs

Post by kilon »

AUS wrote:We can start talking about SMWCP2 when SMWCP2 is out, year(s, possibly) from now.
Right now, we're talking about SMWCP1. Do you see a problem with this?
No, I notice the flaws in SMWCP1. And now that they are in the very early pre-alpha planning phase for SMWCP2, they can address all these issues. That means they know about them from the start so something has to go very wrong for them to make the same mistakes twice. And that is why in that aspect SMWCP2 should be better.
Is all I'm saying.
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Re: An SMWCentral Production: A game about some eggs

Post by limepie20 »

I really liked the gimmick of today's level. I've never seen the thwomp used like that. It's usually like in :p :p :p where it completely locks on to you.

Also is it really gonna be called ASMWCP2? What about A2MWCP?
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Re: An SMWCentral Production: A game about some eggs

Post by Mineyl »

Judging from today's video, raocow definitely likes the more action-packed, less fetch-quest-with-enemies-that-blend-absolutely-too-well-into-the-scenery stages, so I hope he'll be happy to know that there were a few of us who did make some more "official"-feeling stages in the hack. Try not to let the transgressions so far affect your view of the entire thing, 'cause there are some keepers in there. :)
raocow wrote:I don't know what it means, but you're screaming at me and I'm used to that.
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Re: An SMWCentral Production: A game about some eggs

Post by raocow »

fans of screaming at me because I can't grasp basic cause and effect are going to love tomorrow's video!
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AUS
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Re: An SMWCentral Production: A game about some eggs

Post by AUS »

It's OK raocow. Atleast for me, because half the time I am just as a clueless as you are.
The other half I question why I am even subscribed to a moron such as you.

You see, I am very judgmental and mood swing. I hope this doesn't hinder our friendship you bastard.
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Re: An SMWCentral Production: A game about some eggs

Post by S.N.N. »

This is why we're thinking of doing away with lives completely in SMWCP2. There is a farming area in pretty much every hack (or several), so rather than have the user waste their time on that, they can just focus on gameplay. Might be something to consider.
fans of screaming at me because I can't grasp basic cause and effect are going to love tomorrow's video!
Sorry, but I like having puzzles that introduce new gimmicks and require you to think!
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raocow
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Re: An SMWCentral Production: A game about some eggs

Post by raocow »

There's still something to be said about 'earning a life', though. Otherwise, how do you reward people?

And it's not your fault - it's a thing where I'm just terrible at any sort of puzzle that is an actual puzzle. Everyone here understands that.
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Re: An SMWCentral Production: A game about some eggs

Post by yoshicookiezeus »

Interesting. The two rooms leading to the exits of my level were originally the other way around (as evidenced from the exit rooms themselves and the overworld); however, I swapped them due to thinking the elevator a lot more difficult than the Thwomp room. It would seem like I may have been mistaken about that.

also that thwomp totally isn't my usual thwomp boss without the bombs
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Re: An SMWCentral Production: A game about some eggs

Post by S.N.N. »

raocow wrote:And it's not your fault - it's a thing where I'm just terrible at any sort of puzzle that is an actual puzzle. Everyone here understands that.
I guess we'll see what tomorrow brings then. I'm especially curious now.
yoshicookiezeus wrote:also that thwomp totally isn't my usual thwomp boss without the bombs
it wouldn't be a YCZ level without some variety of a Thwomp boss and Touhou music.
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Re: An SMWCentral Production: A game about some eggs

Post by yoshicookiezeus »

S.N.N. wrote:it wouldn't be a YCZ level without some variety of a Thwomp boss and Touhou music.
Actually, let me make that a bit more specific for you. It wouldn't be a YCZ level without a Thwomp boss, Touhou music (preferably the Hakugyokoro/Nuclear Fusion combo), my all-purpose castle tileset, and ruins.

:V

...you know what, let's try to change that up a bit in SMWCP2.
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Re: An SMWCentral Production: A game about some eggs

Post by Kleiner Kokiri »

raocow wrote:There's still something to be said about 'earning a life', though. Otherwise, how do you reward people?
.
How are lifes rewards anyway ?
No one takes Moons and 1-Ups serious anymore.

But to be a bit more constructive:

"Yeaaahh" had this Dragon Coin thing going on, that would open a new path. Probably not the best thing for a collab hack, since you'd need to take care of every dragon coin in the game. And people who have a dislike for certain levels would be pissed.

Another way would be the Coin-Based reward. Buying something important or fun or open up new paths. And instead of moons and 1-Ups have "special coins" with high-value. This would be a more appropriate reward.

Still im not sure if we should drift too much into that. Maybe, things regarding SMCP2 should be discussed at the source, where it is made.
yoshicookiezeus wrote: Actually, let me make that a bit more specific for you. It wouldn't be a YCZ level without a Thwomp boss, Touhou music
This is what this game lacks: Cirno theme
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raocow
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Re: An SMWCentral Production: A game about some eggs

Post by raocow »

i unno, you're the one bringing it up here.
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Re: An SMWCentral Production: A game about some eggs

Post by Kleiner Kokiri »

raocow wrote:i unno, you're the one bringing it up here.
oopps... yeah ... you're actually right* sigh* xD
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Re: An SMWCentral Production: A game about some eggs

Post by kilon »

Kleiner Kokiri wrote:"Yeaaahh" had this Dragon Coin thing going on, that would open a new path. Probably not the best thing for a collab hack, since you'd need to take care of every dragon coin in the game. And people who have a dislike for certain levels would be pissed.
Oh, if only you knew..
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Re: An SMWCentral Production: A game about some eggs

Post by S.N.N. »

Kleiner Kokiri wrote:This is what this game lacks: Cirno theme
You'll get your wish towards the end-game
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Re: An SMWCentral Production: A game about some eggs

Post by Bean »

Hmm... After seeing the Cave and Hollow levels in back-to-back videos, I'm just not enjoying this one like I thought I would. Then again, keep in mind that I'm more of a fan of short levels in platformers than ones that overstay their welcome by a good few minutes.

Case in point, the majority of Unearthly Hollow level felt like it was just jumping on small one or two block branches, and if you didn't buy that cape, you'd be traversing a two minute long part of the stage three times over. I see elements of fun in here, but it's starting to get overshadowed by lengthy levels that are just kind of boring to watch.
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