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Re: A2MBXT beta testing
Posted: 01 Aug 2014, 00:42
by SAJewers
Did you get to the midpoint? If not, maybe try using godmode on the first half, and see if you can beat the second half legit. Otherwise, just open it in the level editor and move the start position to the end.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 00:50
by pholtos
I made it passed the tunnel with bullets exactly once... and when I died shortly afterward my spirit broke and I couldn't continue. The level is stressful enough WITHOUT lag.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:01
by SAJewers
Decided to give the level a shot again. took about 10 or so tries, and most of my deaths ended up being the SMBX stuttering/lagging for a quick second, and I hit the lava because of it. A shame, because it really feels like a fun, albit difficult level.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:19
by pholtos
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:44
by Doctor Shemp
Yeah, Blue Surfer is unplayable with lag but, in its heavily revised version, beatable without it. If you do make it to the second half despite the lag then the second half is considerably easier. Or you could try beating the first half off-camera if that reduces the lag.
Note: this advice was written before watching the video.
If it helps, holding down the jump button works in the blue boot. Some people don't seem to know that. You can also duck in the boot, which is helpful. Alternatively you could try switching characters: Demo/Iris and raocow have very different bullet arcs. Kood is just for a ridiculous challenge as his arc is far too short.
Lastly, if you're using a controller, have you tried using a keyboard? I've found that using a keyboard puts my fingers in a much better position. Intermittently holding down Z with my ring finger and tapping S with my middle finger is much easier for me than rocking between the bottom and left buttons with my thumb on a SNES layout for this level. Or you could remap your controller so that the fire button is a shoulder button. Anything to make sure you have a different finger for each button.
A Short Stroll (Final Graphics Revision)
Changelog:
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:48
by Holy
Tiny update to Family Reunion that doesn't knock you off the blue shell when big:
https://www.mediafire.com/?3nihk93p0vvovn8
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:52
by Kil
Maybe you could disable sound when you record playing blue surfer, which I assume would remove all lag.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 01:55
by pholtos
Kil wrote:Maybe you could disable sound when you record playing blue surfer, which I assume would remove all lag.
I could try this.
If that doesn't work I'll god mode to the midpoint.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 12:33
by Willhart
I hope the music codes get done this weekend.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 22:29
by pholtos
Beat Blue Surfer. It's obvious to me that sound is the source of all my lag troubles but playing the game without sound is extremely boring to me so... a quandary.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 22:43
by SAJewers
Just that level?
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 22:51
by pholtos
Potentially every level wouldn't have lag if I disabled sound... but that's sort of boring on my end in a way.
Edit: oh you mean did I only play that level? I wanted to get it out of the way with sound disabled.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 22:52
by Sturg
You could had just played the Silver Surfer OST in the background on like youtube since that's all there is.
Also I remembered there might a way to cheese a blue shoe out of that level: If you place the boot beneath the exit, Demo will float down after getting the exit and land in the boot.
Not sure if that actually works though.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 22:56
by pholtos
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 23:16
by SAJewers
Sturg wrote:You could had just played the Silver Surfer OST in the background on like youtube since that's all there is.
Also I remembered there might a way to cheese a blue shoe out of that level: If you place the boot beneath the exit, Demo will float down after getting the exit and land in the boot.
Not sure if that actually works though.
Just tested it in the level editor, and it seems to work.
Btw, any chance of sending me what you have right now for the music stuff, and the OW? I'm doing up the OST/UST right now, and I 'd like to know a few sources for music.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 23:37
by Voltgloss
SAJewers wrote:Sturg wrote:Also I remembered there might a way to cheese a blue shoe out of that level: If you place the boot beneath the exit, Demo will float down after getting the exit and land in the boot.
Not sure if that actually works though.
Just tested it in the level editor, and it seems to work.
Good catch. I suggest we remove the ground underneath the exit then.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 23:40
by SAJewers
That might cause a kaizo trap. Better idea is to force the player through a no-npc pipe. I can do that later.
Also, I'd like to note that I added in a leek to the HUB for world 9. It was necessary for something in the Laboratory that apparently I didn't fully implement.
Re: A2MBXT beta testing
Posted: 01 Aug 2014, 23:45
by Voltgloss
SAJewers wrote:That might cause a kaizo trap. Better idea is to force the player through a no-npc pipe. I can do that later.
My bad, I didn't think that through. You're absolutely right.
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 00:50
by SAJewers
So, I just found out/realized tonight when doing the OST that all but one of the songs in The Triforce Trials are converted MIDIs. I've went and tried to hunt down the correct MIDI for all of them, and reconvert them into a higher quality, but I can't for the life of me find the corresponding MIDIs for Tracks 4 and 7
(Link, if you don't have it). I know Track 4 is "Inside Forest Haven" from Wind Waker, and I believe Track 7 is "Light World Dungeon" from Link to the Past. If anyone has some free time this weekend and wants to hunt for the correct MIDIs for those, it would be appreciated.
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 04:52
by Doctor Shemp
What do you think of the difficulty level? It's been nerfed in every single update to the level (good thing too because originally it was super spammy) but you seemed to almost breeze through the first half, although I suppose you had the laggy recording session as practice. Basically what I'm asking is do you think it's been nerfed too much?
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 04:58
by pholtos
Hmm... Let's see... has it been nerfed too much? Well it's hard to say, I've only seen this version. Also, take in mind this is the only time I've played through a level without lag.
However... first half the only time you really needed the hammer suit was the bullet hall of doom, and the lakitu's were the only need for them in the second half.
So perhaps by modifying those things you could potentially change it so a hammer suit isn't required and that could potentially up the difficulty just a tad. Maybe.
Also, some of the enemies in the first half tend to just flatout die on their own, leaving them a non-challenge.
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 06:42
by Willhart
Don't make it too difficult. That level is rather intimidating already.
Edit: I think that was the first time the blue shoe is used in this episode.
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 06:47
by pholtos
Oh yeah, add a note that says if you keep dying due to lag, disable sound and come back. XD
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 08:09
by docopoper
SAJewers wrote:That might cause a kaizo trap. Better idea is to force the player through a no-npc pipe. I can do that later.
Does that work? I thought no-npc pipes gave you back whatever they took after the level. An easier way to do it would just be to put a jump-through platform below the leek.
Also, Dr. Shemp - I wouldn't worry about making your level harder... pholtos is actually just really good at this game. He's breezed through Calleoca and a lot of other levels that people find difficult too.
pholtos wrote:Oh yeah, add a note that says if you keep dying due to lag, disable sound and come back. XD
Add that to the tutorial instead.
Re: A2MBXT beta testing
Posted: 02 Aug 2014, 11:51
by SAJewers
docopoper wrote:SAJewers wrote:That might cause a kaizo trap. Better idea is to force the player through a no-npc pipe. I can do that later.
Does that work? I thought no-npc pipes gave you back whatever they took after the level. An easier way to do it would just be to put a jump-through platform below the leek.
They should still be able to carry the Blue Sack up to the platform.
Also, you're thinking of a No-Yoshi pipe.