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Episode 2 Level Review and Testing Discussion

The second SMBX collab!
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SAJewers
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Re: Episode 2 Review Thread

Post by SAJewers »

Franky wrote:Alright it's fixed. Meta data? I added a text file with the song info. Where's the wiki? My net is out currently.
Still need to know where your music is from.

Wiki is http://asmbxt.wikia.com/wiki/Desert_Fun ... &redlink=1 Add your info there in an infobox if you can. Also, music should be in OGG Vorbis, not MP3.
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Awakenyourmind
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Re: Episode 2 Review Thread

Post by Awakenyourmind »

It's from Suikoden tierkries for the ds. I'll get the info up tomorrow. Hope they have an ogg of that song.
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ztarwuff
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Re: Episode 2 Review Thread

Post by ztarwuff »

Franky wrote:It's from Suikoden tierkries for the ds. I'll get the info up tomorrow. Hope they have an ogg of that song.
The best thing to do is convert it using the free program, Audacity. Drop your music file into the program, then Export audio to OGG.

That way, you can insert the tag information. Bare minimum information you need is the highlighted fields in the snapshot below.
snapshot.PNG
snapshot.PNG (24.2 KiB) Viewed 4977 times
On an unrelate note...
SAJewers wrote:ping
Once a level is accepted, is it too late to do a few cosmetic changes? I'm thinking of making a few changes to make it more obvious that Ups and Downs of a Demo is supposed to take place in a research facility.
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SAJewers
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Re: Episode 2 Review Thread

Post by SAJewers »

Yeah, go ahead. Just drop the updated level in the OneDrive Folder
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SAJewers
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Re: Episode 2 Review Thread

Post by SAJewers »

Franky wrote:It's from Suikoden tierkries for the ds. I'll get the info up tomorrow. Hope they have an ogg of that song.
Don't worry, I've taken care of it.
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Awakenyourmind
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Re: Episode 2 Review Thread

Post by Awakenyourmind »

You've done that? So I just upload the updates file?
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SAJewers
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Re: Episode 2 Review Thread

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FrozenQuills
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Re: Episode 2 Review Thread

Post by FrozenQuills »

EntropyRogue wrote:Overgrown Underground
Rejected
(was this updated after it was rejected?)
The second part is way too strict, and the key part is a humongous red herring since the key has no purpose. Make the lava part in the second half slower. Also there is a bit of a tendency to run into bullets in the first half, and there are way too many chasing koopas at the end of the first half.
Unanium wrote:ANMT
Approved
wut
This is a weird level. I do like the fast demo head gimmick thing, but there were a bit too many in the middle of the raft section when they all go into the lava. Other than that this was pretty fun and unique.
Unanium wrote:Claustrophobia
Approved
whoa
The timing with the music was spot on, and it was also really hard. The second half was pretty funny though, although a lot easier. Some of the enemies could be diminished a bit considering how cramped and dangerous it gets. Really enjoyed the atmosphere here too.
Still though, hard butt fair.
SAJewers wrote:Side Crawler's Climb
Approved
Nice to see a long rompy level for once; we have a lot of gimmick levels in this collab. Make sure to make the death sprites for the lakitu banana snakes red instead of green. The parts after the second to last midpoint were strangely difficult compared to the rest. Nice job though!
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SMBX Tileset Compiler and Separator
The boss entry that made me eat a shoe.

5th place counter: 5
(SMBX Forums CC11, SMBX Forums CC12, Endgame Madness Contest, SMWC Kaizo Contest 2016, SMWC 24hr Contest 2018)
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ztarwuff
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Re: Episode 2 Review Thread

Post by ztarwuff »

Iceblock Drop - WestonSmith
REJECT - May approve if a few changes made.
I have huge problems with this level, but given a few changes, I might approve.

1. I had difficulties seeing the Ice Thwomps. No idea why, but I just couldn't spot them at all. Maybe if you reverse the graphics, that might be a good idea.
2. Also, it's really visually busy. Would you mind toning down the snow a bit? For example, wherever there's a roof, don't have snow?
3. One other thing: the fourth raocoin discriminates against Sheath. Could you reposition the iceblocks so Sheath can melt them too? The entire level is playable as Sheath, so I see no reason why Sheath can't finish the raocoin run too.
4. OPTIONAL: The coin snowman's tophat? I thought it was a graphical glitch until I started poking around in the editor to see what was going on. Do you think you could make the coin snowman a little bit obvious by giving eyes, a smile and a buttons?
5. OPTIONAL: Do you think it's possible to stop the Ice Thwomps from hurting if you touch their sides? If the top doesn't hurt, I really don't see why the side should hurt either.


It's actually quite a decent level and I'm loathe to reject it outright based on a few minor issues. If they're fixed, I'll happily approve this level.
WestonSmith wrote:Ice Block Drop (5th Submission)
Wiki Page
ztarwuff wrote:Wiki Review
I made further adjustments if you'd like to take a second look at this one. At this point though, the level might be worth yanking from the submission list in place of another "snow/ice" level. It's quality trajectory continues to point towards "meh," which is essentially unacceptable in a collab project where everyone should be bringing their A game.
I didn't expect you to get rid of the snow altogether, but it's actually for the best. That background is really nice and it's a shame to obscure it.

Verdict changed - level accepted.
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WestonSmith
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Re: Episode 2 Review Thread

Post by WestonSmith »

ztarwuff wrote:
I didn't expect you to get rid of the snow altogether, but it's actually for the best. That background is really nice and it's a shame to obscure it.

Verdict changed - level accepted.
Well, the snow is there, just hid the layer. If you look at the SNOW layer, it looks all sorts of stupid, but then having the MORE SNOW layer leads to the visual "too muchiness" (real term, not a real quote). As it is, I'll leave it snow-less unless I can find a way to make the snow work.
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ztarwuff
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Re: Episode 2 Review Thread

Post by ztarwuff »

WestonSmith wrote:
ztarwuff wrote:
I didn't expect you to get rid of the snow altogether, but it's actually for the best. That background is really nice and it's a shame to obscure it.

Verdict changed - level accepted.
Well, the snow is there, just hid the layer. If you look at the SNOW layer, it looks all sorts of stupid, but then having the MORE SNOW layer leads to the visual "too muchiness" (real term, not a real quote). As it is, I'll leave it snow-less unless I can find a way to make the snow work.
Also, don't feel too bad about the level. It's a good level.
Mabel wrote:Hidden Switch Palace:
REJECTED

Very first section of the level, that power-up needs to be changed to something that doesn't go off screen. Either the Beet on the plate or the carrot on the plate. Either that, or put some blocks offscreen so the beet bounces back and doesn't go offscreen.

Everything after the green pipe to the midpoint is superfluous filler. It isn't interesting or even fun.

Immediately after the midpoint you spring a completely untested gimmick on a player. This is a collab. There is no guarantee that the player has encountered switch jumping before this level and you spring it on the player over a dangerous area without even giving the player a chance to practise without danger of dying.

Also, SMBX crashed on me during the enemy jump. I'm thinking your level is too big. And yes, it does feel too big. The crash report is below.


Crash Log
**************************************************
* Summary *
**************************************************
SMBX has crashed due an error. See the description for more information!
LunaLua Version: LUNALUA V0.7.2.1 BETA
Time/Date: 2015-12-19 15 13 45
**************************************************
* Description *
**************************************************
Exception code: 0xc000008f
VB6 Error Code: 6
VB6 Error Name: Overflow
This happens when a number gets too big in the memory

If you like to help us finding the error then please post this log at:
* http://engine.wohlnet.ru/forum/ or
* http://www.supermariobrosx.org/forums/v ... m.php?f=35 or
* viewforum.php?f=36

**************************************************
* Stacktrace *
**************************************************


**** LIBRARY INFORMATION ****
SymInit: Symbol-SearchPath: '.;C:\Users\User\ASMBXT;C:\Users\User\ASMBXT;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'User'
OS-Version: 6.2.9200 () 0x100-0x1
C:\Users\User\ASMBXT\smbx.exe:smbx.exe (00400000), size: 7606272 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Users\User\ASMBXT\smbx.exe', fileVersion: 1.3.0.0
C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (77BA0000), size: 1552384 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 6.2.10586.20
C:\Windows\SYSTEM32\KERNEL32.DLL:KERNEL32.DLL (76430000), size: 917504 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\KERNEL32.DLL', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\KERNELBASE.dll:KERNELBASE.dll (773E0000), size: 1564672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\KERNELBASE.dll', fileVersion: 6.2.10586.0
C:\Program Files (x86)\Norton Security with Backup\NortonData\22.5.4.24\Definitions\BASHDefs\20151218.001\UMEngx86.dll:UMEngx86.dll (717B0000), size: 253952 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\Norton Security with Backup\NortonData\22.5.4.24\Definitions\BASHDefs\20151218.001\UMEngx86.dll', fileVersion: 9.3.0.69
C:\Users\User\ASMBXT\LunaDll.dll:LunaDll.dll (6D000000), size: 2383872 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\LunaDll.dll', fileVersion: 0.7.2.1
C:\Windows\SYSTEM32\MSVBVM60.DLL:MSVBVM60.DLL (66000000), size: 1388544 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSVBVM60.DLL', fileVersion: 6.0.98.15
C:\Windows\SYSTEM32\USER32.dll:USER32.dll (76570000), size: 1339392 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\USER32.dll', fileVersion: 6.2.10586.20
C:\Windows\SYSTEM32\GDI32.dll:GDI32.dll (77690000), size: 1372160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\GDI32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\ADVAPI32.dll:ADVAPI32.dll (77940000), size: 503808 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ADVAPI32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\msvcrt.dll:msvcrt.dll (76F10000), size: 778240 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\msvcrt.dll', fileVersion: 7.0.10586.0
C:\Windows\SYSTEM32\sechost.dll:sechost.dll (74E40000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sechost.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\RPCRT4.dll:RPCRT4.dll (77330000), size: 708608 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\RPCRT4.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\ole32.dll:ole32.dll (74F40000), size: 962560 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ole32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\SspiCli.dll:SspiCli.dll (748D0000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SspiCli.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\FreeImage.dll:FreeImage.dll (10000000), size: 5677056 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\FreeImage.dll', fileVersion: 3.17.0.0
C:\Windows\SYSTEM32\combase.dll:combase.dll (779C0000), size: 1822720 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\combase.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\CRYPTBASE.dll:CRYPTBASE.dll (748C0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPTBASE.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\VERSION.dll:VERSION.dll (748B0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\VERSION.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\bcryptPrimitives.dll:bcryptPrimitives.dll (778E0000), size: 360448 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\bcryptPrimitives.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\OLEAUT32.dll:OLEAUT32.dll (76720000), size: 598016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\OLEAUT32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\WS2_32.dll:WS2_32.dll (766C0000), size: 389120 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WS2_32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\WINMM.dll:WINMM.dll (6E630000), size: 147456 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMM.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\dbghelp.dll:dbghelp.dll (74370000), size: 1306624 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\dbghelp.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\SDL2_mixer_ext.dll:SDL2_mixer_ext.dll (66380000), size: 1695744 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\SDL2_mixer_ext.dll'
C:\Users\User\ASMBXT\SDL2.dll:SDL2.dll (6C740000), size: 4313088 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\SDL2.dll', fileVersion: 2.0.3.0
C:\Windows\SYSTEM32\OPENGL32.dll:OPENGL32.dll (6CF20000), size: 917504 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\OPENGL32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\MSIMG32.dll:MSIMG32.dll (717A0000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSIMG32.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\libFLAC-8.dll:libFLAC-8.dll (64080000), size: 421888 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libFLAC-8.dll'
C:\Users\User\ASMBXT\libmodplug-1.dll:libmodplug-1.dll (6CB80000), size: 2265088 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libmodplug-1.dll'
C:\Windows\SYSTEM32\IMM32.DLL:IMM32.DLL (74910000), size: 176128 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\IMM32.DLL', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\libvorbisfile-3.dll:libvorbisfile-3.dll (6B3C0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libvorbisfile-3.dll'
C:\Windows\SYSTEM32\SHELL32.dll:SHELL32.dll (75030000), size: 20967424 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SHELL32.dll', fileVersion: 6.2.10586.11
C:\Windows\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (01100000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINMMBASE.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\cfgmgr32.dll:cfgmgr32.dll (769E0000), size: 225280 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\cfgmgr32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\windows.storage.dll:windows.storage.dll (74940000), size: 5214208 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\windows.storage.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\shlwapi.dll:shlwapi.dll (772E0000), size: 282624 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\shlwapi.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\DDRAW.dll:DDRAW.dll (6CE30000), size: 974848 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DDRAW.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\kernel.appcore.dll:kernel.appcore.dll (77680000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\kernel.appcore.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\shcore.dll:shcore.dll (76950000), size: 577536 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\shcore.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\libogg-0.dll:libogg-0.dll (70680000), size: 114688 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libogg-0.dll'
C:\Windows\SYSTEM32\powrprof.dll:powrprof.dll (74EF0000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\powrprof.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\profapi.dll:profapi.dll (76A90000), size: 61440 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\SYSTEM32\profapi.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\libgcc_s_dw2-1.dll:libgcc_s_dw2-1.dll (6E940000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libgcc_s_dw2-1.dll'
C:\Windows\SYSTEM32\GLU32.dll:GLU32.dll (71770000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\GLU32.dll', fileVersion: 6.2.10586.0
C:\Users\User\ASMBXT\libstdc++-6.dll:libstdc++-6.dll (6FC40000), size: 995328 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libstdc++-6.dll'
C:\Users\User\ASMBXT\libvorbis-0.dll:libvorbis-0.dll (6D540000), size: 233472 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libvorbis-0.dll'
C:\Windows\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (71760000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DCIMAN32.dll', fileVersion: 6.2.10586.3
C:\Users\User\ASMBXT\libwinpthread-1.dll:libwinpthread-1.dll (64940000), size: 77824 (result: 0), SymType: '-exported-', PDB: 'C:\Users\User\ASMBXT\libwinpthread-1.dll', fileVersion: 1.0.0.0
C:\Windows\system32\uxtheme.dll:uxtheme.dll (71530000), size: 479232 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\uxtheme.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\MSCTF.dll:MSCTF.dll (77560000), size: 1175552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSCTF.dll', fileVersion: 6.2.10586.0
C:\Windows\system32\dwmapi.dll:dwmapi.dll (71CC0000), size: 118784 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dwmapi.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\nvoglv32.DLL:nvoglv32.DLL (66F20000), size: 24363008 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\nvoglv32.DLL', fileVersion: 9.18.13.4192
C:\Windows\SYSTEM32\SETUPAPI.dll:SETUPAPI.dll (76B00000), size: 4239360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SETUPAPI.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\WTSAPI32.dll:WTSAPI32.dll (74040000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WTSAPI32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\DEVOBJ.dll:DEVOBJ.dll (747C0000), size: 139264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\DEVOBJ.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\WINTRUST.dll:WINTRUST.dll (77070000), size: 270336 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINTRUST.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\MSASN1.dll:MSASN1.dll (77060000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\MSASN1.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\CRYPT32.dll:CRYPT32.dll (77160000), size: 1540096 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\CRYPT32.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\ntmarta.dll:ntmarta.dll (747F0000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntmarta.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\WINSTA.dll:WINSTA.dll (73FF0000), size: 278528 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\WINSTA.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\SXS.DLL:SXS.DLL (6D850000), size: 528384 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\SXS.DLL', fileVersion: 6.2.10586.0
C:\Windows\system32\apphelp.dll:apphelp.dll (05E50000), size: 598016 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\apphelp.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\coml2.dll:coml2.dll (74E90000), size: 368640 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\coml2.dll', fileVersion: 6.2.10586.0
C:\Windows\SYSTEM32\clbcatq.dll:clbcatq.dll (76FD0000), size: 540672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\clbcatq.dll', fileVersion: 2001.12.10941.16384
C:\Windows\SYSTEM32\ieframe.dll:ieframe.dll (063F0000), size: 12165120 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ieframe.dll', fileVersion: 11.0.10586.20
C:\Windows\SYSTEM32\iertutil.dll:iertutil.dll (72FD0000), size: 2928640 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\iertutil.dll', fileVersion: 11.0.10586.20
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.10586.0_none_d3c2e4e965da4528\comctl32.dll:comctl32.dll (72200000), size: 2158592 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.10586.0_none_d3c2e4e965da4528\comctl32.dll', fileVersion: 6.10.10586.0
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**** THE STACKTRACE ****
0: 660CE246 (MSVBVM60): (filename not available): rtcDoEvents
1: 00A07EA6 (smbx): (filename not available): (function-name not available)
2: 008CA385 (smbx): (filename not available): (function-name not available)
3: 008C224A (smbx): (filename not available): (function-name not available)
4: 6600A048 (MSVBVM60): (filename not available): EbLoadRunTime
5: 66007B3E (MSVBVM60): (filename not available): BASIC_CLASS_QueryInterface
6: 66003981 (MSVBVM60): (filename not available): ThunRTMain
7: 660036FA (MSVBVM60): (filename not available): ThunRTMain
8: 66003600 (MSVBVM60): (filename not available): ThunRTMain
9: 0040BDE2 (smbx): (filename not available): (function-name not available)
10: 77C056C3 (ntdll): (filename not available): RtlUnicodeStringToInteger
11: 77C0568E (ntdll): (filename not available): RtlUnicodeStringToInteger


I would highly recommend trimming the level.
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Re: Episode 2 Review Thread

Post by FrozenQuills »

Unanium wrote:It is 5 AM
Approved
Pretty fun level.
The banzai + bunch of bullet cannon part is a bit overwhelming, so you can tone that down a bit. It could also have one more powerup in the first half and one in the elevator.

Speaking of which, the elevator could be cheesed a bit by using kicking a shell on it but then you have to avoid the shell, so it's not a big deal.

But still, I like this level. Nice music choice.

arabsalmon wrote:Bog Standard
No Judgement Yet
Like I said before, the gimmick of this is done really, really well, and I really don't want to reject it.
Unfortunately I can't accept it as is because of two big things: the lvl and folder file names need to be "arabsalmon-BogStandard" and the second half is VERY difficult compared to the first half and should be toned down.

The second part NEEDS a second midpoint right before the vertical section since making a single mistake there pretty much costs you a life and thus requiring you to redo the bullet puzzle, and jumping across wraparound onto small grates/one tile blocks is very difficult.

The bullet puzzle could also use a bit more leniency, and the falling sign part can also be VERY difficult since demo falls extremely fast after a bit of time. I also didn't know you can jump on the signs so it would be helpful to point that out.

One more thing I noticed in Pyro's video: You can't have climbing nets on a hidden layer. The player can still climb them and fall which is confusing. I suggest moving the climbing nets to a different section.

Will approve once the difficulty/name issues are addressed.
Last edited by FrozenQuills 8 years ago, edited 1 time in total.
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Re: Episode 2 Review Thread

Post by snoruntpyro »

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Re: Episode 2 Review Thread

Post by ztarwuff »

Franky wrote:Desert Fun
REJECTED

1. Sheath could potentially beat this level, but the first powerup discriminates against Sheath because of its position and where it is. Why does that powerup need to be so high up and why do you need blocks to get out of that area?

2. The first ever lovefrog encountered in the level is entirely pointless. Any player that hesitates upon seeing that lovefrog dies instantly and will not be able to cover. Most players need to rush that bit, which begs the question, wouldn't it be just as easy to replace the love frog with spikes instead? And given the entire level seems to be spike orientated rather than desert-themed would it not be better to introduce the spikes there and have a coin arc over it?

3. To the right of the first orange shell, there's an area where the player could potentially wall glitch. Get rid of that one-block high gap. Granted, I've no idea why or how they'd do that, but you shouldn't give a player a chance to glitch the game.

4. I find it strange that a large number of powerups in this game are positioned in dangerous locations.

5. Spikes have a janky hitbox. In the very last stretch of the level where you have to jump on the blue Snifit robots, the second one is immediately next to a spike. I've often overshot slightly and ended up dying. Move that spike one block to the right.


Of the points I've mentioned in my rejection, only 1, 3 and 5 need to be fixed before this can go into the game.

EDIT: Okay, I just went to edit the wiki page to add my review, when I noticed a few screwy things going on with the wiki page.
1: The link to Pyro's review goes to a a video that doesn't exist.
2. SAJewer's review links to a little post thread where you said you fixed both the mp3 and the Sheath powerup issue, but every link I've found so far links to the old copy. So where's the new copy of the level?
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Re: Episode 2 Review Thread

Post by SAJewers »

ztarwuff wrote: 2. SAJewer's review links to a little post thread where you said you fixed both the mp3 and the Sheath powerup issue, but every link I've found so far links to the old copy. So where's the new copy of the level?
viewtopic.php?p=341114#p341114
Franky wrote:https://www.dropbox.com/s/mkppjqo3u582n ... d.zip?dl=0
Fixed version, thanks for the help SAjewers!
#1 and #5 were already fixed.
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Re: Episode 2 Review Thread

Post by snoruntpyro »

ztarwuff wrote: 1: The link to Pyro's review goes to a a video that doesn't exist.
Oh oops my bad. I uploaded the wrong file at first, but WestonSmith caught it and I deleted the video and changed the link in this thread. I forgot to change the wiki link, though. Thanks for pointing it out!
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Re: Episode 2 Review Thread

Post by Hoeloe »

Pyro wrote:Peaceful Snowy Night
Approved
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Re: Episode 2 Review Thread

Post by ztarwuff »

SAJewers wrote:
ztarwuff wrote: 2. SAJewer's review links to a little post thread where you said you fixed both the mp3 and the Sheath powerup issue, but every link I've found so far links to the old copy. So where's the new copy of the level?
viewtopic.php?p=341114#p341114
Franky wrote:https://www.dropbox.com/s/mkppjqo3u582n ... d.zip?dl=0
Fixed version, thanks for the help SAjewers!
#1 and #5 were already fixed.
Ah, thanks for that, however, Point #2 to #5 still stands. I've added screenshots this time round.
Franky wrote:Desert Fun
Still Rejected.
2. The first ever lovefrog encountered in the level is entirely pointless. Any player that hesitates upon seeing that lovefrog dies instantly and will not be able to cover. Most players need to rush that bit, which begs the question, wouldn't it be just as easy to replace the love frog with spikes instead? And given the entire level seems to be spike orientated rather than desert-themed would it not be better to introduce the spikes there and have a coin arc over it?

3. To the right of the first orange shell, there's an area where the player could potentially wall glitch. Get rid of that one-block high gap. Granted, I've no idea why or how they'd do that, but you shouldn't give a player a chance to glitch the game.

[attachment=0]snapshot1.PNG[/attachment]

4. I find it strange that a large number of powerups in this game are positioned in dangerous locations.

5. Spikes have a janky hitbox. In the very last stretch of the level where you have to jump on the blue Snifit robots, the second one is immediately next to a spike. I've often overshot slightly and ended up dying. Move that spike one block to the right.
[attachment=1]snapshot.PNG[/attachment]
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Re: Episode 2 Review Thread

Post by Awakenyourmind »

Honestly????
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Re: Episode 2 Review Thread

Post by Willhart »

What are legitimate reasons for rejecting a level again? Some of those are probably more about taste.
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Re: Episode 2 Review Thread

Post by SAJewers »

For me, I've been mainly rejecting levels:
  • If I think the concept is good, but the execution needs work/can be done better, as an attempt to push said person to make their level better.
  • If they committed a cardinal sin (eg. Wrong Folder Structure)
  • If I think the level itself is actually bad and unsalvageable.
If there are issues that I'm fine with leaving to QA if the author doesn't change (or I'm confident that those changes will be made after I post my thoughts), and it doesn't outright affect my view of the level, then I'll generally approve it. Rejects from me are more of a "go back and take a look at this again".

If I approve your level and don't say much, then I think your level is great. If I reject withouth saying much, then it's unsalvageable, or completely ruined by a small thing. By going more in-depth, then I think the level could be better, the reject/approval based on how much better it can be,

That's how I decide on what to approve, and what to reject. How others decide, that's up to them.
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Re: Episode 2 Review Thread

Post by Hoeloe »

Willhart wrote:What are legitimate reasons for rejecting a level again? Some of those are probably more about taste.
It's a little difficult to give a list of written rules, but there are rules to game and level design, and they're there for a reason. Levels that break those rules in a big way are usually tossed onto the reject pile.

A very common offence is punishing difficulty. The way I like to explain it, if the level is designed to kill the player (i.e. when the player dies, they tend to feel that the game has cheated them somehow), then it's a problem. Spikes or lava directly adjacent to platforms are a good example of this, because their janky hitboxes make a lot of deaths feel unjustified.

On the other hand, if a level is designed to give the player tools to overcome challenges, they're more likely to have a thought process along the lines of "oh I died, I need to jump earlier next time" etc. This makes it feel like the player is at fault for their deaths - the deaths are justified, and thus are less likely to get frustrated, as they have the tools to work out how to change their approach, and succeeding at the obstacle is much more satisfying as a result. An extremely hard level that is also fair and well designed will be less frustrating that a mildly hard level that feels arbitrary.

There are a lot more rules to game design than that of course, this is just specifically punishing vs difficult, but it's one I see quite often. With some experience, you get a knack for spotting sloppy level design, and that's where my reject pile goes.
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Re: Episode 2 Review Thread

Post by ztarwuff »

Franky wrote:Honestly????
Yes, I'm sorry for being rather strict, but I spotted those issues now and rather than wait for QA I thought I'd point them out now. As Willhart said, some of my points appear to be a matter of taste and on those points, I'm fine with you ignoring them. However, points #3 and #5 need to be changed before I can accept this level.

That's the bare minimum. Move one spike to the right and change that little room so there's no more one-tile gap. Do that and it's good to go.
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Re: Episode 2 Review Thread

Post by SAJewers »

Hoeloe wrote:
Willhart wrote:What are legitimate reasons for rejecting a level again? Some of those are probably more about taste.
It's a little difficult to give a list of written rules, but there are rules to game and level design, and they're there for a reason. Levels that break those rules in a big way are usually tossed onto the reject pile.

A very common offence is punishing difficulty. The way I like to explain it, if the level is designed to kill the player (i.e. when the player dies, they tend to feel that the game has cheated them somehow), then it's a problem. Spikes or lava directly adjacent to platforms are a good example of this, because their janky hitboxes make a lot of deaths feel unjustified.

On the other hand, if a level is designed to give the player tools to overcome challenges, they're more likely to have a thought process along the lines of "oh I died, I need to jump earlier next time" etc. This makes it feel like the player is at fault for their deaths - the deaths are justified, and thus are less likely to get frustrated, as they have the tools to work out how to change their approach, and succeeding at the obstacle is much more satisfying as a result. An extremely hard level that is also fair and well designed will be less frustrating that a mildly hard level that feels arbitrary.

There are a lot more rules to game design than that of course, this is just specifically punishing vs difficult, but it's one I see quite often. With some experience, you get a knack for spotting sloppy level design, and that's where my reject pile goes.
If I may source Extra Credits here:

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Re: Episode 2 Review Thread

Post by Hoeloe »

SAJewers wrote: If I may source Extra Credits here:

This is a pretty good explanation of what I'm talking about.
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