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Submission Guidelines (READ FIRST)

The second SMBX collab!
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Mata Hari
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Mata Hari »

What's the maximum asset folder size we're allowed? Same as last time?
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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Yeah, try to keep it under 10 MB. If you go over by a bit, we probably won't care.
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StraightFlame
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by StraightFlame »

So, i made a level where you have to beat a boss to get to the secret exit. Does anyone need to know that or anything?

Also, what is the difference between the ASMBXT level editor and the A2MBXT devkit? Simply the fact that the devkit doesn't force you to also download Prelude To The Stupid or is there something else?
[quote=""YouTube Commentator StraightFlame1""]It wouldn't surprise me if [the] same [arguments used to defend 8flight's scoring] were used to support something like police brutality.[/quote]
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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Right now, Some of the default music is changed. More music and graphics are probably gonna get changed in the future.
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Unaniem
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Unaniem »

Does using classisistic art from, say, the Renaissance - Manneristic period which features artistic nudity as a background (for a wacky, surrealistic effect) count as NSFW?

I'm wondering this seeing how people are generally more acceptable to such nudity in everyday life. (Heck, even Youtube allows it.)
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Doctor Shemp »

Unaniem wrote:Does using classisistic art from, say, the Renaissance - Manneristic period which features artistic nudity as a background (for a wacky, surrealistic effect) count as NSFW?

I'm wondering this seeing how people are generally more acceptable to such nudity in everyday life. (Heck, even Youtube allows it.)
Are there urns in there? Nudity is only art if there's urns.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by MrDeePay »

Don't do it. Better safe than sorry.
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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

8flight wrote:So when are we using leeks as level exits?
Whenever you want. It's up to you.
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StraightFlame
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by StraightFlame »

Also, i have a few more questions (i'm assuming we're going with the overworld):

- Is the Zebraspace going to be like the green star levels in STTB2, or like the Star World in just about anything? And if it's the latter, will it have a Secretception or some kind of reward for completing it?

- Is the overworld design going to be based on the levels? My level for example takes place right below a floating island and ends with the player going into a cave. And then there's a laundromat, a long downward-scrolling volcano stage and a Castle Bleck expy, among other things. Will we have custom tiles for each and every type of level, considering we only have... like 328 or something different tiles to work with?

- I'm currently designing a boss stage that kinda feels like it's the final boss. However, i don't want to have so much influence on the project that i actually design, y'know, the final boss. Is there any place my boss can be at where it would make sense for it to be?
[quote=""YouTube Commentator StraightFlame1""]It wouldn't surprise me if [the] same [arguments used to defend 8flight's scoring] were used to support something like police brutality.[/quote]
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Playah
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Playah »

I've got a question, myself. How concerned are we about 2-player support?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

Have a spawn for player 2, but otherwise don't worry.

Also, I updated the devkit. Mainly a couple new default musics, plus made it more clear on where to put levels to avoid the moonwalking issue.
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TRS
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by TRS »

Giving player 2 a spawn point but not doing anything to make sure the level can be beat by both makes no sense.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by raocow »

We just don't want to be brought down by having to make sure everything is optimised for two players, but making sure there is two spawn points at least insures it won't be broken.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by AUS »

Do you get points for putting the player 2 spawn inside of a blocked off area where he can't do anything?
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by StraightFlame »

Do people even actually PLAY 2-player mode?
[quote=""YouTube Commentator StraightFlame1""]It wouldn't surprise me if [the] same [arguments used to defend 8flight's scoring] were used to support something like police brutality.[/quote]
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Frozelar »

StraightFlame wrote:Do people even actually PLAY 2-player mode?
http://www.youtube.com/watch?v=uZQ34K3a-3Q

Not often, but yeah some people do
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

OK, now that Talkhaus ia back, I've updated the Devkit. Notw that for this time, there is no update, there is only the full package. Also of note, The following level songs have been changed. If this effects one of your levels, get in contact leave a message in the discussion thread:

SMB2 Wart -> A2MT Music Idea (A2MT)
Mario RPG Tadpole Pond -> On Cloud 9 (ASMT)
Mushroom Gorge -> Rock Them Nerves (A2MT)
Mario64 Boss -> Sewer Theme (A2MT)
SMW Boss -> Trial of Space (ASMT)
Crateria -> Unused Void Theme (ASMT)
Mario RPG Bowser -> Cutscene Theme (ASMT)
SMB3 Water -> Still Waters (A2MT)
Mario64 Castle - > Dark Chancellors Invisible Secret Robot Castle (ASMT)
SMB3 Hammer Bros -> Rad Volcano (ASMT)

Note that I've already fixed Euro Shell R&D, and The Descent.

Download link: http://www.mediafire.com/download/90dll ... DevKit.zip

Download this if you get a DLL error: http://www.microsoft.com/en-ca/download ... x?id=30679
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Dragondraikk
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Dragondraikk »

The current devkit is apparently missing two dll files that I had to install manually. Looks like they're C runtime libraries that are not bundled in.

You may want to add in msvcp110.dll and msvcr110.dll just to make sure it works right out of the box.

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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

yes, you need to install the Visual Studio 2012 Runtimes.
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Dragondraikk
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Dragondraikk »

It actually should be enough to place those two into the root directory of it for people to be able to run the game without extra installations.

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Awakenyourmind
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Awakenyourmind »

Why does smx crash whenever I open another program? Like, opening anything that would display on top of smbx makes it crash. Sometimes random crashes too.

Also, is it possible to keep an NPC from respawning when you go off screen? I have one of those moving ships that always restarts its position when you go off screen, but I want it to continue moving even if you go off screen.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by Minus »

Franky wrote:Why does smx crash whenever I open another program? Like, opening anything that would display on top of smbx makes it crash. Sometimes random crashes too.

Also, is it possible to keep an NPC from respawning when you go off screen? I have one of those moving ships that always restarts its position when you go off screen, but I want it to continue moving even if you go off screen.
Well, I'm not sure what to say about SMBX crashing (except that it happens, a lot, though the frequency is mostly dependent on your OS, how much horsepower your computer has, planetary alignment, that sort of thing), but as far as doomship parts go, you might want to use layers. I believe you can find a tutorial on how to use those in the SMBX Gameplay Manual that comes with the devkit. As well, you can look at the pertinent video in Frozelar's SMBX tutorial toward the bottom of the A2MBXT page. NPCs tend to reset when the player leaves the screen, so what you'd want to do is look at the SMB3 airship tileset, attach what you're trying to make to a layer, and use an event to move it to the right. Experiment a bit if need be.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

For the crashing, maybe make sure you don't have something like ffdshow or LAV installed.
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by cheez8 »

AUS wrote:Do you get points for putting the player 2 spawn inside of a blocked off area where he can't do anything?
Just noticed this. I'm pretty sure it's not really serious but just in case anybody looked at it and thought "Sounds good to me!", if Player 1 dies, they respawn wherever Player 2 is. Putting P2 in a box is a terrible idea.
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SAJewers
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Re: Level Submission FAQ/Notes (Download Devkit Here)

Post by SAJewers »

So I meant to get this out before Septentrion started streaming, and I forgot. Dang it.

Anyway, this is the near-final Devkit. Unless something needs to be fixed, or kil decides to update LunaDLL, this is pretty much it, aside from the SMW Boss Door is which isn't finalized yet, and all the sound stuff.

http://www.mediafire.com/download/d6ydy ... DevKit.zip
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