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 »

If the Undertale music is by Toby Fox, it should be fine, since his work was used previously in Episode 1.

As for ristar: http://project2612.org/details.php?id=55 Just decompress the .vgz into a .vgm (7zip should be able to do it)
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Re: Episode 2 Review Thread

Post by Lv27MarkerMMan »

You can get rid of Odd Boss Rush. I don't care about that anymore.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
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Re: Episode 2 Review Thread

Post by Duvi0 »

@SAJewers - I can be certain it isn't going to be claimed because when I still streamed on the Pile of Idiots and uploaded the stream where I made this level, the video didn't get claimed. I assume the only guidelines I missed were the extraneous files one, which I fixed, and the Music one, in which case I easily converted it using Sony Movie Studio. If I'm incorrect about this, please provide a reply. Thank you!

Oh, and if anyone else is reading, please review Iceberg Backyard.
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Re: Episode 2 Review Thread

Post by 7NameSam »

Duvi0 wrote:15 million bees have invaded my nostrils
So your level,
Iceberg Backyard,
It's kinda weird? The gameplay is fine, (There's a caterpillar that spawns right on top of you when you leave a door, but that's it)
The Graphics are okay, too. The not-ice-green-ground-blocks look a bit weird, however.
The only major issue I have with this level is the music, I feel like it doesn't quite fit the outside romp-y bits.
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Re: Episode 2 Review Thread

Post by Willhart »

Nin wrote:Review Maybe?
I recommend you read the submission guidelines regarding the folder hierarchy, level naming and level submission. Having the level and the custom music bundled properly into a zip file would make this a lot more acceptable. The level itself did not have problems though as far as I noticed, but I cannot accept it on its current state. (Naming standards were not followed, Custom music was not inside a level folder).

- The first power-up could probably be a little earlier, near the end of the first section. This might just be me though.
- The music was nice and made for good atmosphere.
- The level was not too difficult, and the springboards made for nice challenge.
- Consider making the ending a little more nicer. Extend it a little and place some decorative bushes there or something. The level was quite fine otherwise for early game.
- The section 4 felt a little packed with enemies, but it was not too difficult or anything though.
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Re: Episode 2 Review Thread

Post by Heraga »

I'll resend it and re-name it. However, I'm still having trouble putting everything as a .zip file using Mediafire. How do you do that?
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Re: Episode 2 Review Thread

Post by Willhart »

Nin wrote:I'll resend it and re-name it. However, I'm still having trouble putting everything as a .zip file using Mediafire. How do you do that?
Try rar file if that works better then, or some other site. Also, make sure that the music still works from inside the level folder. (You will need to redirect it from the editor.)
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Re: Episode 2 Review Thread

Post by MECHDRAGON777 »

I am not sure if I am allowed to approve or review levels, but here.

Hakugyokurou by Kitakami
This was a fun level that actually captured Touhou 7 quite well. I fell ashamed that I can not long use the Palace Yuyuko Saigyouji lives in as a level any more in my own episode in SMBX, but this was great and nice use of lunadll to get an extra life and the like. I actually found the dialog funnier then it should of been as well. To bad you do not get to fight Youmu Konpaku first as you did in Stage 6 of Perfect Cherry Blossom. It is not as hard as a Tōhō is—which is a good thing—and is suiting to hear the music I enjoyed in a fitting environment, but still, I would approve of this.

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Re: Episode 2 Review Thread

Post by Willhart »

MECHDRAGON777 wrote:I am not sure if I am allowed to approve or review levels, but here.
You can ask SAJewers if you want to be sure. We could definitely use more reviews though to keep the game moving forward.
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Re: Episode 2 Review Thread

Post by SAJewers »

Yeah, You're cool.
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Re: Episode 2 Review Thread

Post by MECHDRAGON777 »

SAJewers wrote:Yeah, You're cool.
I forgot one thing in the review. Sometimes, the bullets get out of the water an fall on the far right. This is not a bug, but it just looks weird. Maybe make the entire right panel an npc and set it to 『foreground=1』as the bullets would then not show up.

Also, @SAjewers: May I record and upload any leek Post for this? 【Will be placed in a Spoiler tag】。

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Re: Episode 2 Review Thread

Post by SAJewers »

Go ahead. The more videos of levels, the better.
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Re: Episode 2 Review Thread

Post by MECHDRAGON777 »

Kitakami-Hakugyokurō


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Re: Episode 2 Review Thread

Post by snoruntpyro »

Duvi0 wrote:ping
Iceberg Backyard by duvi0 [Approved]

At least, accepted as long as the file path is changed. SAJewers, I think this level got 3 approvals now, is it fine to move it to the approved column?
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Re: Episode 2 Review Thread

Post by SAJewers »

Once he fixes it, yes.

EDIT: Also, Ectoplasmanis can be moved over I think.
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Re: Episode 2 Review Thread

Post by snoruntpyro »

SAJewers wrote: EDIT: Also, Ectoplasmanis can be moved over I think.
Didn't ztarwuff reject that one? Unless they approved it and I missed it.

Demo's Fluffy Dream by Willhart [Approved]
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

SAJewers wrote:invisible Furbas
...the heck?? Nothing that harms the player is supposed to be invisible (all the Furbas appeared just fine for me each time I played). Will you let me know which specific ones were invisible (brown, red, or some combination)? I don't know what went wrong, but I'm sure that if you could see the enemies, it would be much easier. Sorry about that bad first impression.

If you think the difficulty still needs to be mitigated after that, what do you think of having the super leeks be actual leeks? That way, if the player dies, he/she won't have to go through each mini-trial again. I'd even add a mini-map-monitor at the start (well, the checkpoint, technically) to show which ones have been collected and which ones remain. (I really want this to be a level if possible)
SAJewers wrote:I you'll [sic] probably have to change some plot elements in "Post Post-production void", since I don't think since I don't think [sic] World 1 will be the same between episodes (If possible, I'd like for World 1 to not [sic] be the generic graslands [sic])
I'm actually okay with that change; what I meant by "not dissimilar" is that they both have a similar shape/structure (and therefore both have easy levels), not that they're both grasslands. I can see how that phrase would be misinterpreted, though.
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Re: Episode 2 Review Thread

Post by 7NameSam »

Hey, my Irradiated ice level is finished!
Feel free to review it,
also, can somebody add it to the levels list? I'm not sure how to do that.

EDIT: here's the download link, too
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Re: Episode 2 Review Thread

Post by SAJewers »

Imaynotbehere4long wrote:
SAJewers wrote:invisible Furbas
...the heck?? Nothing that harms the player is supposed to be invisible (all the Furbas appeared just fine for me each time I played). Will you let me know which specific ones were invisible (brown, red, or some combination)? I don't know what went wrong, but I'm sure that if you could see the enemies, it would be much easier. Sorry about that bad first impression.

If you think the difficulty still needs to be mitigated after that, what do you think of having the super leeks be actual leeks? That way, if the player dies, he/she won't have to go through each mini-trial again. I'd even add a mini-map-monitor at the start (well, the checkpoint, technically) to show which ones have been collected and which ones remain. (I really want this to be a level if possible)
All the ones that are facing right don't show up for me.

As for the difficulty, why not make it so that those leek rooms are auto-controlled by the player, and not give the player the ability to die at all. Make it more of an interactive cutscene.
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Re: Episode 2 Review Thread

Post by Imaynotbehere4long »

SAJewers wrote:All the ones that are facing right don't show up for me.
OH...I figured it out: my version of the base game doesn't have the "framestyle=1" txt files for the Furbas, and since they're Goomba resprites, they have framestyle=0 by default. I know how to fix it now.
SAJewers wrote:As for the difficulty, why not make it so that those leek rooms are auto-controlled by the player, and not give the player the ability to die at all. Make it more of an interactive cutscene.
I wanted to make it like Castle Climb During Wintertime, in that it looks hard (since it takes place in the final level of the previous episode) but is actually really easy to beat (since it's the first level of the second episode), and making them a cut-scene kinda defeats the purpose of that (I'd only do that as a last resort). I'll alter some of the room designs to make it easier, as I already have a general idea of what might help with that (though suggestions are welcome, too).
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Re: Episode 2 Review Thread

Post by 7NameSam »

hey, can I bug somebody to play my submission?
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Re: Episode 2 Review Thread

Post by SAJewers »

I just played it using the link on the wiki, and the level doesn't appear finished? From what I saw, it looked great, though I should note (and this is a note for everyone, since someone else did this as well) that you don't need to do up a music cheatcode like last time; we'll have another system in place (I'm just waiting for Wohlstand to add support for grabbing the title field from ID Tags). Unless you're using a format like .NSF or .HES that doesn't support tagging, you won't need to do anything outside make sure music is tagged correctly (for those other formats, I'll hopefully have code you can paste in).

Also, you're using genesis music. If you (or anyone) are using retro game music that's supported by Game Music EMU, opt for that instead. Because I'm nice: http://www.mediafire.com/download/x2k4w ... Scream.vgm

EDIT: NVM, apparently I was testing an old copy. One sec.

EDIT2: OK, now that I've went through the entire thing, 2 things:

1) Add more 2nd tier powerups (fire flowers and leaves)
2) Move the powerup that's before the midpoint to after the midpoint. I forgot it and didn't grab it when I started from the midopoint.
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Re: Episode 2 Review Thread

Post by 7NameSam »

SAJewers wrote: 1) Add more 2nd tier powerups (fire flowers and leaves)
2) Move the powerup that's before the midpoint to after the midpoint. I forgot it and didn't grab it when I started from the midopoint.
Yep, did that!
hopefully a fire flower at the start of the level and after the midpoint are good enough!
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Re: Episode 2 Review Thread

Post by Duvi0 »

SAJewers wrote:Once he fixes it, yes.
Could I have a link to how the filepath should be laid out? Thank you!
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