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.
SAJewers wrote:Might as well get this out now: http://www.mediafire.com/download/om1j3 ... isode1.zip
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.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.
they don't as the intro cutscenes aren't done yet.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.
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.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.
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.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!
damn that's bad, anything I can do to help?SAJewers wrote: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.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!
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.SAJewers wrote:OK, here we go:
http://www.mediafire.com/download/d6ydy ... DevKit.zip
http://www.mediafire.com/download/om1j3 ... isode1.zip
I think (correct me if I'm wrong) the only volume level changes were to SFX.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.SAJewers wrote:OK, here we go:
http://www.mediafire.com/download/d6ydy ... DevKit.zip
http://www.mediafire.com/download/om1j3 ... isode1.zip
Well I compared my levels with previous versions of themselves and I'm pretty sure the music volume has changed in many cases.Doctor Shemp wrote:I think (correct me if I'm wrong) the only volume level changes were to SFX.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.SAJewers wrote:OK, here we go:
http://www.mediafire.com/download/d6ydy ... DevKit.zip
http://www.mediafire.com/download/om1j3 ... isode1.zip
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.
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.docopoper wrote:Don't forget that SMBX doesn't play it at full volume anyway.