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Re: A2MBXT: Post Levels Here

Posted: 10 Nov 2013, 16:20
by phencer42
SAJewers wrote:
phencer42 wrote:I finally got around to updating Fun With A Key, now with 100% more judge suggestions: http://www.mediafire.com/download/42u82 ... thAKey.zip
Are you sure that's the right link? seems to be the same to me.
I uploaded it back to the same link. Same link, new file. It made updating the wiki page slightly easier. If something is wrong and the file is exactly the same let me know, but that shouldn't be the case.

Re: A2MBXT: Post Levels Here

Posted: 10 Nov 2013, 17:04
by Willhart
This was somewhat unexpected.
I noticed this when trying to recreate the unseen level. It seems that the copy paste tool changes the properties of spawners when they are moved. Now when the coin is collected a block will appear instantly on it's place..
http://www.file-upload.net/download-827 ... n.rar.html

Re: A2MBXT: Post Levels Here

Posted: 11 Nov 2013, 01:04
by docopoper
Willhart wrote:This was somewhat unexpected.
I noticed this when trying to recreate the unseen level. It seems that the copy paste tool changes the properties of spawners when they are moved. Now when the coin is collected a block will appear instantly on it's place..
http://www.file-upload.net/download-827 ... n.rar.html
Oh, well that most certainly is a bug in my copying code. I know what's happening though - if you look at my lvl format document under the NPC structure section - you'll see that if the generator effect is set to 0 - the entity will simply appear instead of being fired or warped in.

I assume my code is just forgetting to copy that value into the new object when duplicating - and it's defaulting to 0. ( I wish I hadn't written the code so amazingly badly for that tool - I really regret it now xD)

Re: A2MBXT: Post Levels Here

Posted: 11 Nov 2013, 04:52
by Willhart
Well, those instant generators open some new possibilities for me.
With slightly smaller coins Demo can now jump through them upwards.
I could make at least one level using the variations of this gimmick.
http://www.file-upload.net/download-827 ... n.rar.html

I also managed to greate a simple multi stage bossfight without using luna.dll. It spawns another enemy on the place of the original instantly. This should work on jumping and flying enemies too as long as they have similar or progressively smaller hitbox.
http://www.file-upload.net/download-827 ... i.rar.html

Having generators work without delay makes timing easier, but the npcs it spawn will be on the same layer with it. Also trying to move those generators on the level editor causes an error.

Re: A2MBXT: Post Levels Here

Posted: 12 Nov 2013, 09:30
by Joseph Staleknight
I've made a minor edit for Farina Station by renovating the Leek Pillar Sanctuary to fit the new level order in World 2.

Re: A2MBXT: Post Levels Here

Posted: 13 Nov 2013, 18:50
by Mikkofier

Re: A2MBXT: Post Levels Here

Posted: 13 Nov 2013, 21:48
by Demolition

Re: A2MBXT: Post Levels Here

Posted: 13 Nov 2013, 22:22
by SAJewers
Intro 4 is good. Intro 5 However, I think you should swap back to one of the other characters in Section 6.

Re: A2MBXT: Post Levels Here

Posted: 14 Nov 2013, 01:03
by Demolition
SAJewers wrote:
Intro 4 is good. Intro 5 However, I think you should swap back to one of the other characters in Section 6.
http://www.mediafire.com/download/e9ph4 ... Intro5.zip
Update

Re: A2MBXT: Post Levels Here

Posted: 14 Nov 2013, 03:59
by Holy
Updating these two again:

Intro/Titlescreen:
http://www.mediafire.com/?754gksmv77kwkln
-added purple "sunsetiness"
-some astronomical events like shooting stars and an asteroid
Town 9:
http://www.mediafire.com/?vahu04o3tpssfub
-added Sep P's avatar and surroundings
Probably the last big changes I need to make on both of em.

Re: A2MBXT: Post Levels Here

Posted: 14 Nov 2013, 10:02
by Mikkofier

Re: A2MBXT Level Review Thread

Posted: 14 Nov 2013, 10:07
by Mikkofier
SAJewers wrote: Mikkofier - Alternative Rematch
There's come cutoff in the first section (the second pit of quicksand, plus the blackness. Also, you have Leeks that are uncollectable. Unfortunately, we can't have that, since it messes up Leek counters at Leek Pillar Sanctuaries, so they have to be replaced with something else. Other than that, I really liked this level.
Done!

Re: A2MBXT Level Review Thread

Posted: 14 Nov 2013, 20:34
by ztarwuff
I just wanted to re-post my Episode 2 levels... or episode 3 levels, whichever they end up in.

Shroom Caves - Download Link

Gravity Falls - Download Link

kitikami, unfortunately, your review of my level did not survive. However, I took your comments into account. You were right. It did make more sense for the secret to be up there.

Re: A2MBXT: Post Levels Here

Posted: 15 Nov 2013, 00:33
by Frozelar
Oh man so I'm pretty late on this, but I'm trying to get caught up with all the activity that's been going on while the talkhaus was dead, but anyways
SAJewers wrote:No, that's Episode 3.
The Episode 2 Final Boss is Foroze as Frozelar (Forozelar), Episode 3 is PPR.
Oh god. Just... oh god.

So
Is someone else going to be making Forozelar, or are you implying that I would?

Re: A2MBXT: Post Levels Here

Posted: 15 Nov 2013, 01:11
by Septentrion Pleiades
I thought that sort of stuff would be considered super spoilers and belonged in the story thread only.
A lot of things about episode 2 is still up in the air.

Re: A2MBXT: Post Levels Here

Posted: 18 Nov 2013, 05:33
by Willhart
Changed the normal exit of Static Life.
https://drive.google.com/file/d/0Bxij3Y ... sp=sharing
In section 7 there is now a SMW leek and a door instead of goal tape.

Re: A2MBXT: Post Levels Here

Posted: 18 Nov 2013, 20:41
by Heavy Sigh
Created a new level: Submerged Spaceway

Wiki Page

Re: A2MBXT: Post Levels Here

Posted: 24 Nov 2013, 04:34
by GenesisJames
Hey guys. I dunno if this is the right place to post this, but I saw today's reminder by raocow and just wanted to request that my levels for A2MBXT keep the graphics that they have now (the default ones where they're default and the ones that I changed specifically for my levels). Thanks!

EDIT: why are all my icons pictures of patchy oh god help i mean i like her but theres so many books a guy can have in one girl a day uhhh

Re: A2MBXT: Post Levels Here

Posted: 24 Nov 2013, 23:12
by Axon
So I managed to find time to make another level:
Ann Brown and the Fountainhead

I'm not quite sure it's as good as my other levels, though... Any feedback will be greatly appreciated.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 02:03
by docopoper
Ok, I made an update to the final level - I couldn't figure out how to change the health, so I changed the hitboxes instead. The fight now feels a lot less unfair to me, though still really hard because of its length.

Updated the link on the wiki:
http://asmbxt.wikia.com/wiki/Science_Fi ... e_pending)

Also - I think pseudoscience should also have the hitboxes on his bullets reduced too - but I haven't done it because it's now 2am. Can someone else do it - it should be much easier than what I had to do - just change the width and height of the projectiles while keeping the gfx width and height the same (and probably put in some offset so that the hitbox is centred).

The zip file also contains a new DLL which is required for the new changes.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 02:57
by SAJewers
docopoper wrote:Ok, I made an update to the final level - I couldn't figure out how to change the health, so I changed the hitboxes instead. The fight now feels a lot less unfair to me, though still really hard because of its length.
Hmm. Maybe kil might know what to do.

EDIT: Did you modify the .lvl at all? I had to make modifications on my end for fixes + super leek, and I don't think your version of the level has that stuff in it.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 03:34
by Joseph Staleknight
I made a minor edit to Farina Station to add GanonTEK's cameo. That's pretty much it.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 10:51
by docopoper
The only modification made to the lvl file was to place one piece of a firebar in the top left corner of the boss room (firebars are now invisible and this is required to hurt demo when she collides with a dougnut).

So, just place an invisible firebar in the corner and you should be fine.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 13:06
by Kil
What needs to be done for the final boss health? The set npc hits method using lunadll.txt files should work, unless there's like multiple of the same bosses in one section or something.

Re: A2MBXT: Post Levels Here

Posted: 26 Nov 2013, 14:05
by SAJewers
I don't know. Every time I tried, his health would either not change, or permanently change to the specified health (he would not take any damage).