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Updates/Announcements

The second SMBX collab!
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Isrieri
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Re: Updates/Announcements

Post by Isrieri »

SAJewers wrote:Might as well get this out now: http://www.mediafire.com/download/om1j3 ... isode1.zip

Sweet! Will get back to you on this next week in the Level Review Thread.
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Re: Updates/Announcements

Post by SAJewers »

Isrieri wrote:
SAJewers wrote:Might as well get this out now: http://www.mediafire.com/download/om1j3 ... isode1.zip

Sweet! Will get back to you on this next week in the Level Review Thread.
Make sure you use the Bugs page on the wiki too. It's easier for me to track any issues that people find and whether or not they're fixed.
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Re: Updates/Announcements

Post by SAJewers »

Forgot to mention this, but if you see the Default Big Boo anywhere, put it on the bugs list too.
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Re: Updates/Announcements

Post by Sturg »

Also, check to see if you have any lag in the levels that could make the level rendered to be really hard to play unless you have frame-skip turned on. I kind of want to reduce as much lag as possible here.
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Re: Updates/Announcements

Post by Voltgloss »

Do the world intro levels not yet have exits implemented? I've tried 1, 2, and 3 so far, and there seems to be no way out of them. Not sure if this is a "bug" or just something that's on the to-do list but not yet done.
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Re: Updates/Announcements

Post by Isrieri »

I'm pretty sure the intro levels don't have exits yet. Probably because they're supposed to lead to some map event, I dunno.

So all the levels that use Luna.dll aren't working properly for me, probably because I had trouble getting the new DevKit up and running. I read that I was supposed to click some kind of executable or something? "Make DLL" I think it was. But I couldn't find it.
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Re: Updates/Announcements

Post by SAJewers »

Voltgloss wrote:Do the world intro levels not yet have exits implemented? I've tried 1, 2, and 3 so far, and there seems to be no way out of them. Not sure if this is a "bug" or just something that's on the to-do list but not yet done.
they don't as the intro cutscenes aren't done yet.
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Re: Updates/Announcements

Post by Kil »

Isrieri wrote:I'm pretty sure the intro levels don't have exits yet. Probably because they're supposed to lead to some map event, I dunno.

So all the levels that use Luna.dll aren't working properly for me, probably because I had trouble getting the new DevKit up and running. I read that I was supposed to click some kind of executable or something? "Make DLL" I think it was. But I couldn't find it.
You shouldn't have to do that. Just make sure you have the updated a2mbxt.exe from the dev kit and lunadll in the same folder.
DON'T PM me. Ask your question in the help thread so everyone can be answered.
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Re: Updates/Announcements

Post by Voltgloss »

Bugs/comments posted on the Wiki for World 1 levels.
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Re: Updates/Announcements

Post by Willhart »

Load Bearing Bricks by WestonSmith is missing from the episode 1 level pack.
http://asmbxt.wikia.com/wiki/Episode1 according to this, it is second to last level in world 3.

Edit: Nevermind. It just didn't have a folder.
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Re: Updates/Announcements

Post by SAJewers »

Forgot to mention this, but when testing, be sure to see if you can fly over the world/ceiling or under the floor, or you're able to swim with the character slightly ofscreen (if the level has bottomless water).
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Re: Updates/Announcements

Post by SAJewers »

<Kashkabald> SAJ you there
<@SAJ> I am here Kashkabald
<Kashkabald> i replied to doc shemp's pm but here you go too
<Kashkabald> since everything seems to be going wrong lately, my months old almost new external HDD decided to fail
<Kashkabald> and in turn i lost all my source files and other shit i was working on for a year or so
<Kashkabald> and since afterwards i'll be busy, i think it's best for you guys to go on without me
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Re: Updates/Announcements

Post by cheez8 »

Oh no. Kashkabald was handling sound effects, right? How much of that ended up vanishing?

Project aside... I'm sorry to hear that, Kashkabald- that's terrible news! I really hope you didn't lose too much!
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Re: Updates/Announcements

Post by SAJewers »

cheez8 wrote:Oh no. Kashkabald was handling sound effects, right? How much of that ended up vanishing?

Project aside... I'm sorry to hear that, Kashkabald- that's terrible news! I really hope you didn't lose too much!
Basically, We're now at square one. I've already Asked Doctor Shemp to help in this. I'm gonn amake a post in the Sounds thread on what was done in STTB/ASMBXT, and what's left to change.
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Re: Updates/Announcements

Post by shaman »

SAJewers wrote:
cheez8 wrote:Oh no. Kashkabald was handling sound effects, right? How much of that ended up vanishing?

Project aside... I'm sorry to hear that, Kashkabald- that's terrible news! I really hope you didn't lose too much!
Basically, We're now at square one. I've already Asked Doctor Shemp to help in this. I'm gonn amake a post in the Sounds thread on what was done in STTB/ASMBXT, and what's left to change.
damn that's bad, anything I can do to help?
is this videogames?
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Re: Updates/Announcements

Post by SAJewers »

You could always help him find applicable sound effects that he hasn't changed already.
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Re: Updates/Announcements

Post by AUS »

No Backups is the 21st century way.
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Re: Updates/Announcements

Post by SAJewers »

For those wondering what's left:

DevKit: Just missing a Sack Graphic, plus I assume more Sound Effects are coming.

Episode 1: Still waiting on the Cutscenes Mainly. The OW is going fine and still being worked in is my understanding. HUB is pretty much done. Also need updated Towns from people.

Also, The Latest version of the Devkit (with the new sounds and Clown Car) is going up, along with an updated Archive of levels. Give it about an hour. I'll make another post when they're uploaded.
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Re: Updates/Announcements

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Axon
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Re: Updates/Announcements

Post by Axon »

I like that you adjusted music volumes, but I feel that the elevator music in Fun Times at the Laundromat is a little too loud now.
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Re: Updates/Announcements

Post by Doctor Shemp »

Axon wrote:
I like that you adjusted music volumes, but I feel that the elevator music in Fun Times at the Laundromat is a little too loud now.
I think (correct me if I'm wrong) the only volume level changes were to SFX.
Assuming that no-one is going to change their music now (except for a few minor changes due to ContentID) I'll get to relevelling all the music to be in balance with the SFX soon-ish.
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Re: Updates/Announcements

Post by docopoper »

Don't forget that SMBX doesn't play it at full volume anyway.
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Re: Updates/Announcements

Post by Axon »

Doctor Shemp wrote:
Axon wrote:
I like that you adjusted music volumes, but I feel that the elevator music in Fun Times at the Laundromat is a little too loud now.
I think (correct me if I'm wrong) the only volume level changes were to SFX.
Assuming that no-one is going to change their music now (except for a few minor changes due to ContentID) I'll get to relevelling all the music to be in balance with the SFX soon-ish.
Well I compared my levels with previous versions of themselves and I'm pretty sure the music volume has changed in many cases.
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Re: Updates/Announcements

Post by SAJewers »

There's still a few levels that need to be changed for ContentID. I've been asking for help in identifying, and only got two mentions of music that needed to be changed (I made one of the changes in the relay level, the other one I'm letting Joppengammeler do since it's his level). Someone needs to go through all the music and make sure no other songs will get flagged for ContentID.
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Re: Updates/Announcements

Post by Doctor Shemp »

docopoper wrote:Don't forget that SMBX doesn't play it at full volume anyway.
I know, but we found a good perceived volume for the devkit music that sounds in balance when SMBX plays it back. So we'd just be making the custom music equal to the devkit music.
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