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Re: A2MBXT beta testing

Posted: 03 May 2014, 15:25
by Willhart
Snowboardin by SAJewers
The paralars after the first set of thwomps is impossible to see if you don't know it's there.
This is a great level otherwise. I had a lot of fun playing it.

Re: A2MBXT beta testing

Posted: 03 May 2014, 15:35
by Willhart
Unaniem wrote:Would it be possible to filter mounts for the cutscene levels?, seeing how they, albeit in a humorous way, kind of ruin the atmosphere that is trying to be established.
Yes. The mount filter is easy to add with lunadll.
Someone who knows what they are doing should add this to every SOW/EOW cutscene,
or at least the EoW6 one.
#-1
FilterMount,0,0,0,0,0,0
#END

Re: A2MBXT beta testing

Posted: 03 May 2014, 16:19
by ztarwuff
I thought I could fix it myself, but there's this weird flashing line underneath the first flying Furba in This Sounds Accurate. I've no idea why that should be.
soundsaccurate-furba.png
soundsaccurate-furba.png (15.13 KiB) Viewed 3294 times
It's in between the legs.

Re: A2MBXT beta testing

Posted: 03 May 2014, 16:32
by Willhart
ztarwuff wrote:I thought I could fix it myself, but there's this weird flashing line underneath the first flying Furba in This Sounds Accurate. I've no idea why that should be.
The attachment soundsaccurate-furba.png is no longer available
It's in between the legs.
The ones in the default npc folder have that. It's in all the levels. I'll fix that quickly.

Edit: Add this to the \Main Game\graphics\npc folder.

Re: A2MBXT beta testing

Posted: 03 May 2014, 16:39
by sedron
https://www.dropbox.com/s/hmy1ma8s9xbnb ... curity.zip

Here's an updated version of my level. It just fixes a few dialogue boxes and the weird sprite issue with the boss.

Re: A2MBXT beta testing

Posted: 03 May 2014, 17:47
by docopoper
Ignore my lag problems - they went away. I guess my computer was just hot or something.

I made an update to Triforce Trials and Rainy Day:

https://dl.dropboxusercontent.com/u/490 ... Trials.zip

Triforce Trials:
Changed the bowser into birdo. Bowser is way too hard for that area.
Changed the entrance slightly to stop the slimes killing you unfairly as much.
Made the cave segment look a bit nicer.
Removed two spikes in the room with the midpoint.

Rainy Day:
Very small update - I just made it so that when you break blocks the rain updates.

Re: A2MBXT beta testing

Posted: 03 May 2014, 19:00
by ztarwuff
I'm having difficulties distinguishing between the levels that have two exits and the ones that have one. The colour choices are nice and all, but they're just too similar. There's way too many blues and greens in this game.

Re: A2MBXT beta testing

Posted: 03 May 2014, 19:56
by Mabel
I think ill stream some more progress~E:done

Re: A2MBXT beta testing

Posted: 03 May 2014, 20:28
by SAJewers
Doctor Shemp wrote:The water sound has been changed and made quieter, as has the fireball sound. Check the Sounds & Music thread. Other changes too.

Personally, I never saw any point in changing any of the sounds. It's essentially stopping stealing SFX from Nintendo and starting stealing it from other companies instead. But SAJewers wanted a total sound conversion so that's what I did. I tried to make them good with limited resources and time and I'm sorry if I failed to do that.
That was Kashkabald who wanted to change all the SFX, I just gave the sound stuff away to you after he said he couldn't do it.
ztarwuff wrote:I thought I could fix it myself, but there's this weird flashing line underneath the first flying Furba in This Sounds Accurate. I've no idea why that should be.
soundsaccurate-furba.png
It's in between the legs.
For some reason, I don't see that at all. It must be something I had already fixed, but forgot to copy over.

Re: A2MBXT beta testing

Posted: 03 May 2014, 20:44
by Ditocoaf
Okay, I'm getting overwhelmed by all the individual level updates being posted mid-thread, and the sound pack update, and all this scattered stuff. Sometimes I'm reading this thread from my laptop, so later at my desktop I have to remember if I need to go back a page or two to find updates to download. Isn't there some system to organize all this?

Re: A2MBXT beta testing

Posted: 03 May 2014, 21:05
by docopoper
Ok, I made a huge update to Triforce trials to address most of the problems I had with it and make it look much much nicer. I just updated the link I already posted - here it is again:

https://dl.dropboxusercontent.com/u/490 ... Trials.zip

Please give me some feedback on this. I've decided to stop being so worried about keeping the levels as close as possible to the original (though it still is a major concern - I don't want people feeling like it's not their level anymore) - but this change should hopefully make the level much more enjoyable to play.
Ditocoaf wrote:Okay, I'm getting overwhelmed by all the individual level updates being posted mid-thread, and the sound pack update, and all this scattered stuff. Sometimes I'm reading this thread from my laptop, so later at my desktop I have to remember if I need to go back a page or two to find updates to download. Isn't there some system to organize all this?
I would make a topic for people to post updates in - except I don't know which updates the current official update includes. Maybe SAJewers could make one since he is doing the official updates.

Re: A2MBXT beta testing

Posted: 03 May 2014, 21:20
by SAJewers
Ditocoaf wrote:Okay, I'm getting overwhelmed by all the individual level updates being posted mid-thread, and the sound pack update, and all this scattered stuff. Sometimes I'm reading this thread from my laptop, so later at my desktop I have to remember if I need to go back a page or two to find updates to download. Isn't there some system to organize all this?
I'll have an archive up either later tonight or tomorrow that has everything you need.
docopoper wrote:Ok, I made a huge update to Triforce trials to address most of the problems I had with it and make it look much much nicer. I just updated the link I already posted - here it is again:

https://dl.dropboxusercontent.com/u/490 ... Trials.zip

Please give me some feedback on this. I've decided to stop being so worried about keeping the levels as close as possible to the original (though it still is a major concern - I don't want people feeling like it's not their level anymore) - but this change should hopefully make the level much more enjoyable to play.
Yeah, I totally understand what you mean. Really though, a lot of this should've been brought forward during the submissions/review phase. Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.

EDIT: Should probably post that big review I did some months ago as well, since Irirei's review was posted as well: viewtopic.php?p=185910#p185910

Re: A2MBXT beta testing

Posted: 03 May 2014, 22:27
by Kil
why even allow other people to make levels

Re: A2MBXT beta testing

Posted: 03 May 2014, 23:01
by Mabel
Kil wrote:why even allow other people to make levels
too lazy to make 100+ levels ok?

Re: A2MBXT beta testing

Posted: 03 May 2014, 23:36
by WestonSmith
SAJewers wrote: Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.
Vetting 100+ submissions is a difficult task, especially since everyone involved has different tolerance levels for what's acceptable and what isn't. This is hampered by absentee authors, the multiple communication channels, and a revolving door of judges (myself include; I think I judged maybe 10 levels in the span of a month then quit).

Moving forward, one solution for vetting would be to have a much smaller and more stable judging group, then split the levels amongst them (say, 10-20 levels to a person). If they have issues, they send it back to the author. If they're unsure if they're being too picky, they ask another judge to weigh in. The group could probably be handpicked based on activity in the Talkhaus and their involvement in Episode 1 testing/judging. It's not perfect, but it would alleviate some of the issues that have cropped up in Episode 1, even if the process is slower.

Also, watching Shemp's videos, I'm officially HYPED for this game. That is all. *hops away*

Re: A2MBXT beta testing

Posted: 03 May 2014, 23:49
by Doctor Shemp
SAJewers wrote:I'll have an archive up either later tonight or tomorrow that has everything you need.
Thanks! Please include the sound update I posted in Sounds & Music. It doesn't fix everyone's complaints but it does fix the sounds that were complained about the most. It also makes them all quieter which is a thing that a lot of people mentioned too and it's a smaller re-download than making all the music louder.

Re: A2MBXT beta testing

Posted: 04 May 2014, 00:02
by KingTwelveSixteen
More beta-test streaming from me.

Find it Here. ~done~

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:00
by Axon
A few remarks:

- In item babysitting, the beet next to the midpoint (and maybe other beets) causes a "Run-time error 9 Subscript out of range" when it falls off the platform. I believe that this is because there's invisible lava at the bottom of the level, for some reason. (also, the level is not particularly fun, with all the long jumps from irregularly shaped platforms, elevator waiting times and the gimmick that forces you to deal with the homing paratroopa AI)
- Two levels in world 8 (Peculiar Night and Twinkle tower) don't open a path on the overworld when you beat them. I don't know if there are other levels with that problem after those two.
- There doesn't seem to be enough leeks to access world 8 without cheating. I'm guessing that this is because "Take It What Now?" was seen as having 2 leeks, even though it only has 1.

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:09
by SAJewers
Axon wrote:A few remarks:

- In item babysitting, the beet next to the midpoint (and maybe other beets) causes a "Run-time error 9 Subscript out of range" when it falls off the platform. I believe that this is because there's invisible lava at the bottom of the level, for some reason. (also, the level is not particularly fun, with all the long jumps from irregularly shaped platforms, elevator waiting times and the gimmick that forces you to deal with the homing paratroopa AI)
- Two levels in world 8 (Peculiar Night and Twinkle tower) don't open a path on the overworld when you beat them. I don't know if there are other levels with that problem after those two.
- There doesn't seem to be enough leeks to access world 8 without cheating. I'm guessing that this is because "Take It What Now?" was seen as having 2 leeks, even though it only has 1.
- I actually thought it was ok when pauleen was originally a regular homing goopa holding a pswitch; It was was a lot more manageable. whey it got changed to that I don't know.
- Are you sure on that one? I went and tested the OW myself (replaying all the levels) and those paths worked fine.
- I thought I fixed that? Also, Take It What Now? Does have 2 leeks. If it doesn't then I need to fix that. Any issues should have been before world 6 (Magma's Cove should have 2 leeks, but sturg only documented 1. Also Totally Trollied had a leek.)

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:13
by Kil
Ice world town is the best thing I've ever seen in my life

Whoever made it should win the contest

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:37
by SAJewers
WestonSmith wrote:
SAJewers wrote: Hopefully for Episode 2, there will be better testers/reviewers and a better baseline for what's good and what's bad, so this can be avoided.
Vetting 100+ submissions is a difficult task, especially since everyone involved has different tolerance levels for what's acceptable and what isn't. This is hampered by absentee authors, the multiple communication channels, and a revolving door of judges (myself include; I think I judged maybe 10 levels in the span of a month then quit).

Moving forward, one solution for vetting would be to have a much smaller and more stable judging group, then split the levels amongst them (say, 10-20 levels to a person). If they have issues, they send it back to the author. If they're unsure if they're being too picky, they ask another judge to weigh in. The group could probably be handpicked based on activity in the Talkhaus and their involvement in Episode 1 testing/judging. It's not perfect, but it would alleviate some of the issues that have cropped up in Episode 1, even if the process is slower.

Also, watching Shemp's videos, I'm officially HYPED for this game. That is all. *hops away*
That's kinda what I wanted, but I had trouble getting people to actually review levels, so it ended up being me trying 99% of the levels, and getting whoever I could that wanted. I still want more than 1 person though reviewing each level though, just to make sure their playstyle and what they like/hate aren't affecting the review of the level. Someone may like a level, someone may not.

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:40
by Mabel
after finally beating Castle of The World:
sheath part needs a nerf k.
also giving Iris hammers is kinda cheezing the boss fight really hard
oh yeah, and in Superflous Security(I think thats the one):
Sheath kinda rekt mecha-birdo just walk up to it and spam z l0l, might wanna filter her past the midpoint

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:43
by Axon
SAJewers wrote: - Are you sure on that one? I went and tested the OW myself (replaying all the levels) and those paths worked fine.
I just beat those two levels again and no path opened.
SAJewers wrote: Take It What Now? Does have 2 leeks
I just found the second leek in the editor, my bad.

EDIT: Wait, is the NPC next to the (invisible) leek supposed to make the leek appear? If so, then the "Leek" event is not working.

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:44
by SAJewers
Mabel wrote:after finally beating Castle of The World:
sheath part needs a nerf k.
also giving Iris hammers is kinda cheezing the boss fight really hard
oh yeah, and in Superflous Security(I think thats the one):
Sheath kinda rekt mecha-birdo just walk up to it and spam z l0l, might wanna filter her past the midpoint
Yeah, that level is much harder than I remembered. Honestly, the boss is kinda dumb, so I'm OK with being able to cheese the boss.

Sheath for most bosses is cheezing it. I personally think it's fine, but whatever.

Re: A2MBXT beta testing

Posted: 04 May 2014, 01:47
by SAJewers
Axon wrote:
SAJewers wrote: - Are you sure on that one? I went and tested the OW myself (replaying all the levels) and those paths worked fine.
I just beat those two levels again and no path opened.
Just checked. It is broken somehow. If you want to fix it yourself, change top to "any" for level exits in the editor for Peculiar Night, and change left to "any" for Twinkle Tower. Otherwise, it'll be in the next update tomorrow.