A2MBXT beta testing

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pholtos
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Re: A2MBXT beta testing

Post by pholtos »

I lost 20 in super happy bonus bananza

the leek

.
I'll probably have the same problem with

the floor is lava

since it's a similar gimmick.
The rest of the levels combined for 13.
My problem with a gimmick centered around doing something without screwing up once is slightly annoying in a game where the lives you can hold are finite. Especially since there's no resetting the gimmick, and thus you are forced to kill yourself. Of course I have an extreme distaste for that kind of gimmick.
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Re: A2MBXT beta testing

Post by Sturg »

Hi, sorry for the hold up. Due to an unfortunate accident I lost a portion of the main devkit that had the lunadll stuff I was working on due to my computer being complete and utter trash. However, I'm now back in business and have (hopefully) all the song names to do it. Shout outs to Isrieri and Jolpengammler for responding to my PMs while I was away. Also thanks kil for finding everything else.
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Re: A2MBXT beta testing

Post by pholtos »

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Re: A2MBXT beta testing

Post by Willhart »

The gimmick in the ghost house section does not kill the player so that they don't need to play trough it twice. Just fall down the first time and then do the optional challenge afterwards. It's easier to die than go back up and reset the whole thing + the reset might be impossible, due the way it is set up with the events.
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Re: A2MBXT beta testing

Post by Doctor Shemp »

Looking at A Short Stroll and pholtos' video, I want to know if it's graphically clear what things are. So would you guys be able to do me a favour? Think of what this ground block
block-345.gif
block-345.gif (1006 Bytes) Viewed 2740 times
looks like and what this hand NPC
npc-256.gif
npc-256.gif (2.5 KiB) Viewed 2740 times
looks like. Then open the spoiler below to see what they were intended to look like. If it's majorly different can you tell me? I want to know if I'm even shooting in the right direction here.
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EDIT: except missing the outer layer.
Last edited by Doctor Shemp 8 years ago, edited 1 time in total.
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Re: A2MBXT beta testing

Post by Bryux »

Doctor Shemp wrote:Looking at A Short Stroll and pholtos' video, I want to know if it's graphically clear what things are. So would you guys be able to do me a favour? Think of what this ground block
block-345.gif
looks like and what this hand NPC
npc-256.gif
looks like. Then open the spoiler below to see what they were intended to look like. If it's majorly different can you tell me? I want to know if I'm even shooting in the right direction here.
Image
The darker red looks kinda weird on the block, try to make it look more like an artery, and then a blue vein would help, red on it's own could mean a lot of things, while red and blue lines with a few branches most likely would be associated with the blood system. Also the skin and flesh would probably look better if they were different colors. The hand is great, though it would probably also appreciate some blue. However you are definitely on the right track.
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Re: A2MBXT beta testing

Post by Willhart »

Bryux wrote:
Doctor Shemp wrote:Looking at A Short Stroll and pholtos' video, I want to know if it's graphically clear what things are. So would you guys be able to do me a favour? Think of what this ground block
block-345.gif
looks like and what this hand NPC
npc-256.gif
looks like. Then open the spoiler below to see what they were intended to look like. If it's majorly different can you tell me? I want to know if I'm even shooting in the right direction here.
Image
The darker red looks kinda weird on the block, try to make it look more like an artery, and then a blue vein would help, red on it's own could mean a lot of things, while red and blue lines with a few branches most likely would be associated with the blood system. Also the skin and flesh would probably look better if they were different colors. The hand is great, though it would probably also appreciate some blue. However you are definitely on the right track.
I'm pretty sure that the blood is always red and the blue is there only to visualise for the text books. I think they look similar. Maybe add some more shine.
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Re: A2MBXT beta testing

Post by Doctor Shemp »

Veins only look blue underneath the skin for science reasons and it's meant to look like it's missing the top layer. Making arteries and vein maps in a way that fits together with all the blocks is beyond my artistic skill. How would I go about making it shinier in SMBX? With the mask? Because that won't work with blocks.
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Re: A2MBXT beta testing

Post by Willhart »

I was thinking the veins could have some shine, but it might be too much work.
The problem is probably in the level design/tileset usage..
You could fill those empty areas below the ground with intestine style zig zag. Maybe add some reddish background between them, to make them look like a solid mass.
Edit: the first two landmasses might not need that.
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Re: A2MBXT beta testing

Post by Doctor Shemp »

Willhart wrote:I was thinking the veins could have some shine, but it might be too much work.
The problem is probably in the level design/tileset usage..
You could fill those empty areas below the ground with intestine style zig zag. Maybe add some reddish background between them, to make them look like a solid mass.
Edit: the first two landmasses might not need that.
I'd have a go at adding shine if I knew how to technically do that. I like your other suggestion. I'll see if I can draw that.
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Re: A2MBXT beta testing

Post by Willhart »

That tileset is actually good looking as is. Maybe it should not have too much detail after all. It might get too confusing/ busy,
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Re: A2MBXT beta testing

Post by Doctor Shemp »

Well, I had a very quick go at your idea using one of the background objects as a base. Does this look ok or just crap?
screenshot.png
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Re: A2MBXT beta testing

Post by Bryux »

Doctor Shemp wrote:Well, I had a very quick go at your idea using one of the background objects as a base. Does this look ok or just crap?
screenshot.png
That looks really cool. Though, to be honest, it looks kinda crystalline.
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Re: A2MBXT beta testing

Post by Willhart »

There could also be some red meat pipes hung from the ceiling in an "u" shape, so they would look less like ground and more like gross rope.
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Re: A2MBXT beta testing

Post by Willhart »

Update for the Library.
I added the remaining quotes from the list. It should have enough books now, unless we want to replace something or add more hints.
https://drive.google.com/file/d/0Bxij3Y ... sp=sharing
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Re: A2MBXT beta testing

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Sturg wrote:Hi, sorry for the hold up. Due to an unfortunate accident I lost a portion of the main devkit that had the lunadll stuff I was working on due to my computer being complete and utter trash. However, I'm now back in business and have (hopefully) all the song names to do it. Shout outs to Isrieri and Jolpengammler for responding to my PMs while I was away. Also thanks kil for finding everything else.
Can you at least send me the OW, so I can send that out with ConS the Library in a few days?

Also, is there any music used in a level that's not credited in the credits?
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Re: A2MBXT beta testing

Post by SAJewers »

Willhart wrote:Update for the Library.
I added the remaining quotes from the list. It should have enough books now, unless we want to replace something or add more hints.
https://drive.google.com/file/d/0Bxij3Y ... sp=sharing
We probably should add more hints.
Someone should add a reset door in Super Happy Bonus Bonanza for the Leek.
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Re: A2MBXT beta testing

Post by Voltgloss »

SAJewers wrote:We probably should add more hints.
I can do this.
SAJewers wrote:Someone should add a reset door in Super Happy Bonus Bonanza for the Leek.
Or, if a reset door can't work (Willhart mentioned it may not be possible), maybe a door after the midpoint that takes the player back to the start of the eyeball maze? That way the player can die to retry quickly without constantly having to replay the first part of the level.
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Re: A2MBXT beta testing

Post by SAJewers »

it should be possible with LunaDLL and TriggerZone, thought it might just be easier to have the door after the midpoint plus a life.

Also, in the Library, could you remove the leek requirements for the doors in the Lobby, insert a wall in-between, and place an exit door in-between that includes a level entrance warp?
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Re: A2MBXT beta testing

Post by Willhart »

It's a ton of work with lunadll probably. Some of them need to be on a timer and stuff.

The problem was that the axes will be collected when the player enters the room again, and triggers can't really be on generators since they need to reappear and desappear from time to time.

I'd say that the best thing to do is just add a live near the beginning. There are plenty of places for the player to die, so retry should not take too long.
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Re: A2MBXT beta testing

Post by Bryux »

Hey, how do you guys check if a music piece has this content ID copyright thingy? You mention it from time to time here.
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Re: A2MBXT beta testing

Post by Willhart »

Bryux wrote:Hey, how do you guys check if a music piece has this content ID copyright thingy? You mention it from time to time here.
Mabel uploaded all music on youtube to see if anything came up. Some songs had to be replaced after that.
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Re: A2MBXT beta testing

Post by docopoper »

I think an interesting way to make a reset system for that level would be to firstly replace the eyeball ghost blocks (I assume they're blocks) with backgrounds of the same animation frame. Then place invisible note blocks over all of them that trigger an event that resets the barrier at the bottom and temporarily enables a layer that teleports you back up to the guy that warns you about the ghosts. You could then work something into the guy's dialog about how touching the ghosts rewinds time for some reason.

This would also be nice because it would stop the ghosts hurting you - which seems a bit harsh given how they're placed and what you have to do around them.

EDIT: Don't worry pholtos, I now give you an extra life every time you start "The Floor is Lava!".
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Re: A2MBXT beta testing

Post by Willhart »

Ghost usually hurt in Mario games. We should avoid making changes that take long to implement and have to be tested. It got approved on the selection, so it might be just a question of taste. Let's not change how the gimmick in that level is made. It was the choise of the author to have it like that.
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Re: A2MBXT beta testing

Post by Doctor Shemp »

My opinion is still that so long as one exit is a reasonable difficulty for that world the other can be brutally hard. If the player really wants to 100% the game, that's on them, and they should expect a hard slog to do it.
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