A2MBXT beta testing

The second SMBX collab!
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Mabel
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Re: A2MBXT beta testing

Post by Mabel »

SAJewers wrote: 1) Who ever thought it was OK to have plants not come out of pipes?
It can be OK if done right...

just, not the way Plant Zone did it(aka way overdid it lol)
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Re: A2MBXT beta testing

Post by raocow »

If you include 'original' levels that are changed severaly, does this mean we get a 'secret within a secret within a secret within a secret' poopland ?! :D
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Re: A2MBXT beta testing

Post by SAJewers »

It'll probably just be a zip archive you can extract over, with a list of which levels.
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Re: A2MBXT beta testing

Post by docopoper »

Yeah, I still really don't like the idea of having a poopland. It feels like you're just publically scorning people for making bad levels. A zip you download separately with a non-insulting title seems better.

And anyway - I can't imagine you'd even play the original levels in your LP, because they're not really new content - just worse versions of existing content.

Also oh my god SMBX is lagging a lot in general for me now for some reason. It randomly started in world 4 - but I can't see any specific reason for it.
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Re: A2MBXT beta testing

Post by Grounder »

raocow wrote:If you include 'original' levels that are changed severaly, does this mean we get a 'secret within a secret within a secret within a secret' poopland ?! :D
Oh boy, I can't wait for Foodland with every instance of "food" with Strong Bad saying "crap"! :mrgreen:
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: A2MBXT beta testing

Post by Doctor Shemp »

In regards to the change you made to the superleeks with only them being required to unlock the next world, does that apply retroactively to old saves? I can't check now since I'm in the middle of a world so have no way to get back to the hub.
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Re: A2MBXT beta testing

Post by docopoper »

Ok, I made a small change to "Just Another Screen" by lowering all the floor spikes 6 pixels (using my updated copy/paste tool it was super easy :D) because SMBX's hitboxes for them got you hit when you were standing on the block beside them and it was really annoying me.

(where else do I have to post this update?)

https://dl.dropboxusercontent.com/u/490 ... Screen.zip
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Re: A2MBXT beta testing

Post by SAJewers »

OK, update is out. Should be the same link: http://www.mediafire.com/download/wf6nw ... _Update.7z
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Re: A2MBXT beta testing

Post by docopoper »

Ok, of note is that this does not contain the small update to "Just Another Screen" I just did.
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.

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Re: A2MBXT beta testing

Post by SAJewers »

Yeah, I probably missed some updates. repost the link and i'll get it for next time.
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Re: A2MBXT beta testing

Post by Joseph Staleknight »

Hey, SAJ, I know you just sent out the latest update, but I needed to make some corrections to Farina Station. Among other things:
*I goofed up when trying to put in Mikkofier's corrected sprite, and in the process overwrote the desk toads (npc-94). I've since corrected it so that his sprite is now only on npc-162 and nowhere else.
*Some sounds were changed in light of the new sound pack.
*I also fixed a few problems brought up in the bugs doc. Among other things:
**The elevator is now faster, pixel-perfect (as much as I could muster), and no longer a deadly trap;
**The bushes no longer float over the grass;
**The train tracks won't trap the player anymore; and
**The language toad's typo has been fixed.
Here's the new, correct version. I'll be putting it on the wiki soon.
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Re: A2MBXT beta testing

Post by Sturg »

DAE think that the colors for the one exit level and two exit level should just stay the default red and yellow? At first I thought it'd be neat if they looked different, and while I think they do, I think they were only changed for the sake of 'being different'. I'm beginning to think that having the default colors might be better since this is a Mario type of game, and switching colors would be a tad confusing/silly. Plus it is kind of pointless to do.

We should also shorten the beginning as well. As Doctor Shemp said, 14 minutes before getting to the 1st actual level can be mentally agonizing. Make an option to skip the tutorial. Maybe even have a way to make cut-scenes optional or skip-able. Also we should put the Castle of No Significance in the middle of world 1 instead at the beginning to lessen the distractions at the beginning of the game. We could even put the Castle in World 2 if we wanted.
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Re: A2MBXT beta testing

Post by KingTwelveSixteen »

So I just opened up the game to mess around in the ice town a bit more when this happened.

There is a piece of the path missing.

I started my game already in the Ice-world if it helps to figure out what caused this.
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Re: A2MBXT beta testing

Post by Ivy »

KingTwelveSixteen wrote: the ice town
>that tileset

Damn, I've only been lurking in this thread but it looks amazing so far. I'm assuming the graphics are all in place already.
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Re: A2MBXT beta testing

Post by Sturg »

If you continue from a save file and edit the save (graphics, fixes, etc.) in any way, the OW will completely glitch out.

While you can continue a game while updating it if we had a HUB, you pretty much have to start over when having an OW since everything breaks. Which sucks.

Which is also why we should wait until we have all the bugs (with the exception of game-breaking ones) grouped into a list and fix them in one big update.
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Re: A2MBXT beta testing

Post by Slimeman01 »

Hey just a question, well, actually 2.

1) How many episodes will there be???

2) When will the full game be released???

Thank you! ~Slimeman01
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raocow wrote:alright guys what are the weirdest levels of world 4 ?! Make sure to pay attention to tomorrow's video as this may alter your answer!!
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Re: A2MBXT beta testing

Post by Doctor Shemp »

Sturg wrote:If you continue from a save file and edit the save (graphics, fixes, etc.) in any way, the OW will completely glitch out.

While you can continue a game while updating it if we had a HUB, you pretty much have to start over when having an OW since everything breaks. Which sucks.

Which is also why we should wait until we have all the bugs (with the exception of game-breaking ones) grouped into a list and fix them in one big update.
Shit. Well, I haven't noticed mine glitching out yet, but I guess if it does I can just cheat my way to the next level.
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Re: A2MBXT beta testing

Post by Sturg »

Although it has happened to SAJ a few times already, maybe changing the save isn't the immediate cause of it? That's like the only thing that has caused this problem though that I know of. If that's the case I'm not really sure what caused it and how to fix it, but I think SAJ may have figured a way how to get around it? I don't know, SMBX is an fragile bomb waiting to blow.
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Re: A2MBXT beta testing

Post by Mabel »

??????????????????????
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Re: A2MBXT beta testing

Post by ztarwuff »

Sturg wrote:DAE think that the colors for the one exit level and two exit level should just stay the default red and yellow? At first I thought it'd be neat if they looked different, and while I think they do, I think they were only changed for the sake of 'being different'. I'm beginning to think that having the default colors might be better since this is a Mario type of game, and switching colors would be a tad confusing/silly. Plus it is kind of pointless to do.

We should also shorten the beginning as well. As Doctor Shemp said, 14 minutes before getting to the 1st actual level can be mentally agonizing. Make an option to skip the tutorial. Maybe even have a way to make cut-scenes optional or skip-able. Also we should put the Castle of No Significance in the middle of world 1 instead at the beginning to lessen the distractions at the beginning of the game. We could even put the Castle in World 2 if we wanted.
I personally think all the cutscenes bar the first world 3 cutscenes are too long. Too much text. It's not a font that's easy on the eye. (Mind you, I'm only up to that one so far).

And I don't mind that the level colours aren't yellow and red, but I personally think the blue and green are far too similar. They've got to at least be radically different for contrast, like blue and orange.
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Re: A2MBXT beta testing

Post by Slit08 »

About Willhart's Muchi boss. I've got one suggestion to make:
Since it is cloud world could you give the entrance room as well as the actual boss room a cloud world atmosphere by changing the tiles? I think that would be pretty nice as the rest of the world does use cloud related stuff.
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Re: A2MBXT beta testing

Post by Willhart »

Slit08 wrote:About Willhart's Muchi boss. I've got one suggestion to make:
Since it is cloud world could you give the entrance room as well as the actual boss room a cloud world atmosphere by changing the tiles? I think that would be pretty nice as the rest of the world does use cloud related stuff.
I think I can make something like that.
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Re: A2MBXT beta testing

Post by Doctor Shemp »

More videos. Just short descriptions here: for more detail see the bug list .doc or watch the videos.
Demo Rosemary and the Militarists
SOW4 Cutscene
Rainy Day
The one-tile wide drop with spikes on the side wouldn't slow down gameplay as much if it was widened.
Just Another Screen
Acknowledging that your level is buggy doesn't excuse the fact. There's also numerous situations where you can quickly be instakilled or put in a situation where suicide is not an option if you don't immediately understand the screen gimmick. Also graphical glitches on the secret boss.
Soggy Steelworks
It may be my incompetence with ice physics but this level is way harder than most other levels in this world to me. I recommend moving it to much later in the world unless I'm the only one who thinks this.
26th - AUS "Level 1 - Winter City"
Tall Tall Ghost House
Swimming in the Rain
Fahren
Typos, grammatical errors and bits that aren't very fun. See the video or read the buglist.
Out of Season
A Shelter in the Snow?
Numerous instances of BMD and other things.
Snowboardin'
I think the wait at the start should be reduced. I know doing this won't break the startup sequence. Also, why have lots of jump arrows before the big jump that lands after the poison cheeses if obeying any of them except the last one will get you hurt or killed?
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Re: A2MBXT beta testing

Post by Slit08 »

Nice, thanks. :)
Maybe the Rayman tileset would work here or something else custom wise. I still believe that of all people working on this game you are the one with the best custom tilesets/ visuals in his levels. I am sure you might find something pleasant to look at. :)
The rest of world 7 is pretty good, I like it a lot. Also it is a really difficult world with lots of challenging levels like Spin, Pierce the Heavens, Bronze Fortress or Castle of the World. But all of these levels are well designed and are fun to play. While world 4 remains my favourite world so far it's definiately filled with really good levels.
Item babysitting is bugged though and the door to the leak and thus exit does not open. :( That's pretty unfortunate as it does not allow me to progress through the world except if I use a cheat. Definiately needs some fixing.
Floating Falls is probably the easiest world 7 level. It could as well fit into world 2. However, it is a nice breather after the super hard but also super fun Spin, Pierce the Heavens. Same goes for Bronze Fortress which is very challenging but at the same time very well designed.
I love Rayman and thus I also love Fruitcat Clouds. However:
Man, I wish this level would be longer and be a bit more difficult. It does have awesome elements to it but it could use those a bit more creative. I personally think that there should be a midpoint right where the level ends right now and we should have a second room with o autoscrolling but a more challenging design requiring carefull jumping.
So let me say it like that: If you do have a bit of time left to work on SMBX, why not go back to that stage and make it a bit longer. It's a shame that it ends where it ends because it does have HUGE potential. Do you think this might be doable as well? I know this is far more than just exchanging graphics like in that Misha level but on the other hand I believe at the end it would pay out.
I don't know why everyone hates so much on Castle of the World and its high difficulty. Sure it is pretty difficult. But it's also the final level of world 7 so at this point a high difficulty is actually okay. At no point I felt that it was unfair. Even the Maverick Thwomps allow you to react accordingly.

EDIT: DoctorShemp: I didn't have any problems with Soggy Steelworks. It was never too difficult. I think that the first two levels of world 4 are actually harder than this.
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Re: A2MBXT beta testing

Post by docopoper »

Sturg wrote:Although it has happened to SAJ a few times already, maybe changing the save isn't the immediate cause of it? That's like the only thing that has caused this problem though that I know of. If that's the case I'm not really sure what caused it and how to fix it, but I think SAJ may have figured a way how to get around it? I don't know, SMBX is an fragile bomb waiting to blow.
It's definitely caused by changing the overworld and then loading the same save. Looking at the save file format - the game stores a list of what is visible and what is not based on their ordering within the game. So when you modify the OW - the list gets kind of offset from the actual new object ordering and what's visible gets assigned to the wrong stuff.

Whether it ends up as a problem for any individual save depends on what you've unlocked and what was changed.

Actually - since it seems to have happened to me (in exactly the same place too) - what are the cheats in regards to unlocking things?

Actually - is there a list of cheats somewhere? How do you all know them?
The first thing I would do with infinite power would be to make myself a cave where I could look at my shadow forever.

Image <- Go team Yeah Doctor Shemp.!
Image <- That's everyone being nice to me. ^^

I made a game called Utter Confusion! Play it! :D
It's a lot of fun and has been incredibly popular at every indie game dev party I've brought it to.
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