Oh right, that room was removed in favor of the new feeding puzzle room. Re-integrating it into the design of the current level would probably be difficult.worldpeace125 wrote:I meant the room where you should feed a yoshi with the star and make the fire. I think it's lost.
JUMP Level Review Thread
- Isocitration
- Posts: 33
- Joined: 13 years ago
Re: JUMP Level Review Thread
Yeah go ahead and add that code to level E3. I'll submit an update for that level at some point soon as well.
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Shouldering On:
http://youtu.be/GmddbL6Vhiw
The gimmick of spawning throw blocks is nice, and I think you successfully introduced various obstacles related with the gimmick, which are totally new to smw platformer (like you did in some other levels you created).
I have three things to report.
- Most time you spawn a block you would want to kick the block, rather than put it down gently. But you must get momentum, so when you want to kick the block "in place" you need to move back and forth. I think this isn't naturally done, and the problem arises when you encounter the pokey. Alternatively I should have saved the chance of moving right in front of the pokey.
- After kicking a block, I always wanted to prepare the next block and I tried to spawn it. Sometimes the next block collides with the previously kicked(or put) block and then I'm screwed up.
- In the second half, I smashed by one of the turn blocks but I was pretty sure I hit the block before smashed.
About the level design, I enjoyed the first half so much. It was like intense autoscrolling levels in this collab, some of which are actually my favorites.
I heard your level didn't get a high score from SMWC contest because of the difficulty. But it's okay with me as I really like hard and unique levels. (When I play hacks I always regard mushroom/item as a free pass for hard segments, and sometimes for waiting segments in easy levels. I often tend to take a hit without hesitation. This attitude might be one factor that makes my standard for difficulty/fairness different from other people.)
The second half needs some trials and errors. Knowing what comes next from beyond screen, you should prepare a block or input the spinjump button. I think this is far from decision skills for platformers (it's like blind jump), so I'd say this part is less favorite than the first half. But the trials and errors cannot be a matter considering it's short. I love the segment where you need to hold Y+R.
To aterraformer: The teleport block needs updating with BTSD.
http://youtu.be/GmddbL6Vhiw
The gimmick of spawning throw blocks is nice, and I think you successfully introduced various obstacles related with the gimmick, which are totally new to smw platformer (like you did in some other levels you created).
I have three things to report.
- Most time you spawn a block you would want to kick the block, rather than put it down gently. But you must get momentum, so when you want to kick the block "in place" you need to move back and forth. I think this isn't naturally done, and the problem arises when you encounter the pokey. Alternatively I should have saved the chance of moving right in front of the pokey.
- After kicking a block, I always wanted to prepare the next block and I tried to spawn it. Sometimes the next block collides with the previously kicked(or put) block and then I'm screwed up.
- In the second half, I smashed by one of the turn blocks but I was pretty sure I hit the block before smashed.
About the level design, I enjoyed the first half so much. It was like intense autoscrolling levels in this collab, some of which are actually my favorites.
I heard your level didn't get a high score from SMWC contest because of the difficulty. But it's okay with me as I really like hard and unique levels. (When I play hacks I always regard mushroom/item as a free pass for hard segments, and sometimes for waiting segments in easy levels. I often tend to take a hit without hesitation. This attitude might be one factor that makes my standard for difficulty/fairness different from other people.)
The second half needs some trials and errors. Knowing what comes next from beyond screen, you should prepare a block or input the spinjump button. I think this is far from decision skills for platformers (it's like blind jump), so I'd say this part is less favorite than the first half. But the trials and errors cannot be a matter considering it's short. I love the segment where you need to hold Y+R.
To aterraformer: The teleport block needs updating with BTSD.
- morsel/morceau
- Posts: 401
- Joined: 14 years ago
- Location: exotic horse island
Re: JUMP Level Review Thread
I wonder if you get crushed by the invisible solid block there? If so, replacing the turn block with a custom block that breaks on thrown item might fix it.In the second half, I smashed by one of the turn blocks but I was pretty sure I hit the block before smashed.
The second problem I don't know how to allow for. I think it's up to the player to learn how to manipulate the blocks effectively. There is a problem with blocks spawning at the wrong location sometimes (you can see this in the video at one point) which I have worked out how to fix.
With pokey I want you to "shuffle" back and forward, but there is no harm to allow more room for the "tiptoe" method.
I will make the second half a bit more playable (the part near the beginning where you have to jump above the camera is unforgiving and unforgiveable). There will likely still be some trial and error because of the fast scroll.
dont wanna jihad no more
Re: JUMP Level Review Thread
Tactical Ambush Operation
Wow. This is not that hard . The first section has kinda repetitive level design(if it's not, then it's just me).
The last section seems okay , but why ALTTP music ? YOU KNOW MY OPINION - I DON'T Like it. this section IS sky-themed. You should use better music.
EDIT: You know , use SMB3 sky-themed at the last section.
Wow. This is not that hard . The first section has kinda repetitive level design(if it's not, then it's just me).
The last section seems okay , but why ALTTP music ? YOU KNOW MY OPINION - I DON'T Like it. this section IS sky-themed. You should use better music.
EDIT: You know , use SMB3 sky-themed at the last section.
Re: JUMP Level Review Thread
"Introduction to Ledges and Edges"
-JUMP Version 1.28-
I had fun playing this level. Its a tad bit hard for a 1-1, but I assume it was intended that way. I found myself getting through the first half quite easily, well besides that hop onto the angel block moment, but I think that was simply my controller. The part I found strange was the spring board hop (nevermind the fact I was holding Y when I first got to that part). It got me a few game overs, but I'm pretty new to rom hacks, so It expected. Part 2 was very simple though. Once I new what to do it, I got through easily.
Bugs: I found one bug well playing, When you enter the room with the mid point, I emerged from the clouds instead of the pipe. I'm not sure if this is just my version, or intended, but it looks strange. other then that I caught no other bugs in this level.
-JUMP Version 1.28-
I had fun playing this level. Its a tad bit hard for a 1-1, but I assume it was intended that way. I found myself getting through the first half quite easily, well besides that hop onto the angel block moment, but I think that was simply my controller. The part I found strange was the spring board hop (nevermind the fact I was holding Y when I first got to that part). It got me a few game overs, but I'm pretty new to rom hacks, so It expected. Part 2 was very simple though. Once I new what to do it, I got through easily.
Bugs: I found one bug well playing, When you enter the room with the mid point, I emerged from the clouds instead of the pipe. I'm not sure if this is just my version, or intended, but it looks strange. other then that I caught no other bugs in this level.
Good lord I said some stupid stuff here when I was younger
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Disco Dance Party:
http://youtu.be/_1rpNBf3-pE
This is an endgamey level. It requires you to ride disco shells and doesn't allow you to have a cape, which makes the level harder than some disco-related levels from VIP series (they usually provide capes). But considering that the length of this level isn't that long, the difficulty isn't really an issue for me.
I must say the placement of objects and enemies in the second half was interesting enough for me to play. Personally, I definitely enjoyed the second half and I found exploiting ninji was cleverly done. But trying to be very objective, there's no other attractive thing to make players play this, because riding disco shells and dodging spikes were enoughly done by many mediocre and kaizo levels in early days.
- The first half can be broken easily, check the video.
- It's almost impossible to dodge the disco shell at screen 02 without taking a damage, if you don't have a specific knowledge about existence of the shell. If you try scrolling screen to deal with that, the yellow koopa can be killed quite easily, which makes progress impossible. The best option would be changing the placement of some objects or sprites. Otherwise I recommend to use the custom sprite DA with extra bits 1 to keep yellow koopa from dying. (Examples at level 32 and 137)
- The disco shell obtained from screen 04 can fall into that lava pit easily, especially if you're careful and drop the shell first before going down.
- When you get the P-switch, there's no clue about whether you should press the switch so make the question blocks appear.
- In the second half, if you innocently kill the disco shell (without knowing), you cannot progress more so you must kill yourself.
http://youtu.be/_1rpNBf3-pE
This is an endgamey level. It requires you to ride disco shells and doesn't allow you to have a cape, which makes the level harder than some disco-related levels from VIP series (they usually provide capes). But considering that the length of this level isn't that long, the difficulty isn't really an issue for me.
I must say the placement of objects and enemies in the second half was interesting enough for me to play. Personally, I definitely enjoyed the second half and I found exploiting ninji was cleverly done. But trying to be very objective, there's no other attractive thing to make players play this, because riding disco shells and dodging spikes were enoughly done by many mediocre and kaizo levels in early days.
- The first half can be broken easily, check the video.
- It's almost impossible to dodge the disco shell at screen 02 without taking a damage, if you don't have a specific knowledge about existence of the shell. If you try scrolling screen to deal with that, the yellow koopa can be killed quite easily, which makes progress impossible. The best option would be changing the placement of some objects or sprites. Otherwise I recommend to use the custom sprite DA with extra bits 1 to keep yellow koopa from dying. (Examples at level 32 and 137)
- The disco shell obtained from screen 04 can fall into that lava pit easily, especially if you're careful and drop the shell first before going down.
- When you get the P-switch, there's no clue about whether you should press the switch so make the question blocks appear.
- In the second half, if you innocently kill the disco shell (without knowing), you cannot progress more so you must kill yourself.
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
While testing, I wasn't able to beat the boss in Shell Shrine. Is it impossible now or did I just fail to figure out the method?
- aterraformer
- Posts: 330
- Joined: 12 years ago
- Location: The Astral
Re: JUMP Level Review Thread
I couldn't figure out how to get it to work with the sprite clear end level (blaming Wendy) so I just kind of left it unfortunately.worldpeace125 wrote:While testing, I wasn't able to beat the boss in Shell Shrine. Is it impossible now or did I just fail to figure out the method?
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Do you have a plan for the boss there? I think even a simple ASM code can make most options possible - Wendy is simply killed by a shell like dolls or needs 3 hits to die. In a similar way, a doll can be also modified if needed, for example, shells colliding with it will be destroyed.
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Burnt Mountain Tango (v1):
http://youtu.be/BWJa5XLbNB4
Since no bgm for this level is set, I put the vanilla bgm there.
I found mixing line guides with torpedo teds was super cool to begin with. Dodging missiles on moving platforms, I really liked the concept as it introduced essential components to be an interesting platformer. The clever placement of them made the stage more exciting, and its uniqueness made the player think and react fast. Actually I thought ALL obstacles about torpedo teds worked excellent through the level.
The graphic was simply awesome too. Firstly it was functionally good - didn't distract me from focusing on the game. I don't know where the graphic comes from, but it's kinda suitable for the level's theme.
There are also good obstacles which are not related with torpedo teds, for example there are good uses of scrolling pipes and ON/OFF switches.
Though these obstacles were cleverly designed, some of them were 1) unintuitive to guess e.g. line guided platforms blocking you, or 2) way too excessive for human's cognitive ability. You are not given enough information or reaction time for these. Probably the way to deal with them is to have trial & error by dying many times, and you are likely to die at your first trial (which I'd call beginner traps for the reason).
Pure challenges demanding "skill" are favourites of all, but these beginner traps, in contrast, have become an issue for communities and collabs so far. So yeah, I would suggest you fix these things acceptable to more people.
You could watch the video and find something to fix, but this time I think I have to provide a detailed list of problems I encountered (and sometimes suggestions) because there are many of them which can hardly be explained without screenshots. Here's the link: list.zip
I think most of them could be simply improved by small changes such as moving/resizing each object by 1 or 2-tile-size length.
The major issue is difficulty/length difference between the 1st and 2nd half. I think having one more check point seems to be a feasible solution, since this level requires the multiple midpoint patch anyway (the starting leve of the midpoint is different from the main level).
I played this for 3 hours while recording. To evaluate the difficulty of this, I compare it with a level from VIP 4 - Hot Beach Taizer(boss bass level) which I consider a well-designed hard one.
Hot Beach Taizer is ranked E(*). It's secret exit is ranked D. I personally took "much" more time to beat Burnt Mountain Tango than Hot Beach Taizer though the latter was a little denser, which might be due to the length. In conclusion, I think this level would be in "D~C", so congrats!
(*) In VIP's wiki, they classify levels into 10 difficulties - 1 2 3 4 5 E D C B A. 1 is the easiest, and A is the hardest though there are no A levels until now.
Oh almost forgot to say there are only three dragon coins in the level.
Overall, this is a great level, but there are some issues that can be easily fixed.
Technical issues that should be considered:
Making the check point work (by using multiple midpoint patch or etc)
Repairing sfx crash (which arises from $1DFA used by the custom sprite)
ps. I might as well think of a consistent and reliable measure of difficulty.
http://youtu.be/BWJa5XLbNB4
Since no bgm for this level is set, I put the vanilla bgm there.
I found mixing line guides with torpedo teds was super cool to begin with. Dodging missiles on moving platforms, I really liked the concept as it introduced essential components to be an interesting platformer. The clever placement of them made the stage more exciting, and its uniqueness made the player think and react fast. Actually I thought ALL obstacles about torpedo teds worked excellent through the level.
The graphic was simply awesome too. Firstly it was functionally good - didn't distract me from focusing on the game. I don't know where the graphic comes from, but it's kinda suitable for the level's theme.
There are also good obstacles which are not related with torpedo teds, for example there are good uses of scrolling pipes and ON/OFF switches.
Though these obstacles were cleverly designed, some of them were 1) unintuitive to guess e.g. line guided platforms blocking you, or 2) way too excessive for human's cognitive ability. You are not given enough information or reaction time for these. Probably the way to deal with them is to have trial & error by dying many times, and you are likely to die at your first trial (which I'd call beginner traps for the reason).
Pure challenges demanding "skill" are favourites of all, but these beginner traps, in contrast, have become an issue for communities and collabs so far. So yeah, I would suggest you fix these things acceptable to more people.
You could watch the video and find something to fix, but this time I think I have to provide a detailed list of problems I encountered (and sometimes suggestions) because there are many of them which can hardly be explained without screenshots. Here's the link: list.zip
I think most of them could be simply improved by small changes such as moving/resizing each object by 1 or 2-tile-size length.
The major issue is difficulty/length difference between the 1st and 2nd half. I think having one more check point seems to be a feasible solution, since this level requires the multiple midpoint patch anyway (the starting leve of the midpoint is different from the main level).
I played this for 3 hours while recording. To evaluate the difficulty of this, I compare it with a level from VIP 4 - Hot Beach Taizer(boss bass level) which I consider a well-designed hard one.
Hot Beach Taizer is ranked E(*). It's secret exit is ranked D. I personally took "much" more time to beat Burnt Mountain Tango than Hot Beach Taizer though the latter was a little denser, which might be due to the length. In conclusion, I think this level would be in "D~C", so congrats!
(*) In VIP's wiki, they classify levels into 10 difficulties - 1 2 3 4 5 E D C B A. 1 is the easiest, and A is the hardest though there are no A levels until now.
Oh almost forgot to say there are only three dragon coins in the level.
Overall, this is a great level, but there are some issues that can be easily fixed.
Technical issues that should be considered:
Making the check point work (by using multiple midpoint patch or etc)
Repairing sfx crash (which arises from $1DFA used by the custom sprite)
ps. I might as well think of a consistent and reliable measure of difficulty.
- mellonpizza
- working
- Posts: 105
- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: JUMP Level Review Thread
Thanks for the comments! And yeah, I'm not surprised there are sections that are difficult for first timers- it's hard to judge whether something is understandable/complete-able for a first time player, since the designer knows exactly how to solve it. I will fix up the level. Also, two of the yoshi coins challenges are unfinished- they have donut bridges in their places. I will touch those up too.
List:
1- Will fix.
2- Hard to tell whether you mean they don't telegraph how the enemies will appear or that they can be easily overlooked. If it's the latter I can make a flashy graphic.
3- Bad design on my part. I'll add doors.
4- I may make that change if it's too unreasonable to aim between the torpedoes, but I doubt that. Someone on SMWC made a patch that actually fixes that glitch, but I'm hesitant in the case another JUMP level relies on that bug for a hazard.
5- Can make the disco shell farther back. I can space out the fuzzies in picture 2 or even increase line guide length to make it easier. Can remove the second fuzzy in the third hazard.
6- The red question block will stay because of the fuzzy's weird interaction with tiles: placing a tile where the red block is will make it act like a line guide end, regardless of the tile, but the other tiles are fine. I will remove one fuzzy.
7- If you are big, yes, you can bypass this part. I'm not sure what to do here actually. I'll see what I do.
8- It's kind of a timing puzzle (Run under the fuzzy when there's enough space) And you can survive big if you run and duck, but yes this is a bit much for a first run through. I'll see what I can do.
9.1- Yeah this relies too much on pre-hand knowledge. I will give much more time and make jumping to the second easier.
9.2- I thought that was the fuzzy from the next point you made, but that doesn't make sense so I dunno. It's not supposed to be an obstacle.
10- I will probably update this part of the level entirely, so I will remove that.
11- I think I'll try adding a note block on the right side of the floor. May not work though.
12- This part is sort of a puzzle- you're supposed to wait for the chuck to walk back and forth so you can go up just as he goes over the pipe, though that may be hard for people to figure out.
13- That part is quite hard. I think I'll just increase space between fuzzies.
15- Yeah, that's happened to me a bit. I'll make the torpedo 1 tile lower.
16- I can probably make it easier with some tweaks.
17- The idea is neat but ruined with the problem of blocks being hard to grab. I'll rework.
18- I will rework this whole last part.
Sorry this is a bit long but I have a lot to say.
There were some minor things in the file that you did not put in, like "bg.asm" Which makes the mountain background scroll slowly for a neat effect. Graphic is from Go Go Ackman if you're curious.
Also, the song that was to be used was this since it's already in the ROM; but I'm hesitant since I don't like the port much, it's lacking. I want to use this as a port as it fits the level well but I'm not too familiar with porting. I could probably make it with time, and I'm assuming you're too busy right now and may not take a request.
List:
1- Will fix.
2- Hard to tell whether you mean they don't telegraph how the enemies will appear or that they can be easily overlooked. If it's the latter I can make a flashy graphic.
3- Bad design on my part. I'll add doors.
4- I may make that change if it's too unreasonable to aim between the torpedoes, but I doubt that. Someone on SMWC made a patch that actually fixes that glitch, but I'm hesitant in the case another JUMP level relies on that bug for a hazard.
5- Can make the disco shell farther back. I can space out the fuzzies in picture 2 or even increase line guide length to make it easier. Can remove the second fuzzy in the third hazard.
6- The red question block will stay because of the fuzzy's weird interaction with tiles: placing a tile where the red block is will make it act like a line guide end, regardless of the tile, but the other tiles are fine. I will remove one fuzzy.
7- If you are big, yes, you can bypass this part. I'm not sure what to do here actually. I'll see what I do.
8- It's kind of a timing puzzle (Run under the fuzzy when there's enough space) And you can survive big if you run and duck, but yes this is a bit much for a first run through. I'll see what I can do.
9.1- Yeah this relies too much on pre-hand knowledge. I will give much more time and make jumping to the second easier.
9.2- I thought that was the fuzzy from the next point you made, but that doesn't make sense so I dunno. It's not supposed to be an obstacle.
10- I will probably update this part of the level entirely, so I will remove that.
11- I think I'll try adding a note block on the right side of the floor. May not work though.
12- This part is sort of a puzzle- you're supposed to wait for the chuck to walk back and forth so you can go up just as he goes over the pipe, though that may be hard for people to figure out.
13- That part is quite hard. I think I'll just increase space between fuzzies.
15- Yeah, that's happened to me a bit. I'll make the torpedo 1 tile lower.
16- I can probably make it easier with some tweaks.
17- The idea is neat but ruined with the problem of blocks being hard to grab. I'll rework.
18- I will rework this whole last part.
Sorry this is a bit long but I have a lot to say.
There were some minor things in the file that you did not put in, like "bg.asm" Which makes the mountain background scroll slowly for a neat effect. Graphic is from Go Go Ackman if you're curious.
Also, the song that was to be used was this since it's already in the ROM; but I'm hesitant since I don't like the port much, it's lacking. I want to use this as a port as it fits the level well but I'm not too familiar with porting. I could probably make it with time, and I'm assuming you're too busy right now and may not take a request.
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Ah, I just meant those tapes seemed to be at the wrong place.mellonpizza wrote:2- Hard to tell whether you mean they don't telegraph how the enemies will appear or that they can be easily overlooked. If it's the latter I can make a flashy graphic.
It's also possible if you are small. Just wait and make the checkered platform disappear.mellonpizza wrote:7- If you are big, yes, you can bypass this part. I'm not sure what to do here actually. I'll see what I do.
Yes. I think placing a line guide for the fuzzy would work, if you want to make it easier.mellonpizza wrote:8- It's kind of a timing puzzle (Run under the fuzzy when there's enough space) And you can survive big if you run and duck, but yes this is a bit much for a first run through. I'll see what I can do.
In the video, I just didn't try to keep powerup there because I thought the next part might be harder if big.
I just managed to get this by making the chuck be offscreen with L/R. But yeah, that solution makes sense.mellonpizza wrote:12- This part is sort of a puzzle- you're supposed to wait for the chuck to walk back and forth so you can go up just as he goes over the pipe, though that may be hard for people to figure out.
Oops.. I forgot to numbering 14.
I was just testing the level, inserting resources into a dummy ROM . The patch should be actually applied.mellonpizza wrote:There were some minor things in the file that you did not put in, like "bg.asm" Which makes the mountain background scroll slowly for a neat effect. Graphic is from Go Go Ackman if you're curious.
Also, the song that was to be used was this since it's already in the ROM; but I'm hesitant since I don't like the port much, it's lacking. I want to use this as a port as it fits the level well but I'm not too familiar with porting. I could probably make it with time, and I'm assuming you're too busy right now and may not take a request.
About porting songs, yeah I seriously need more time for doing it. I already have like 3 songs in a queue. Putting the song that you want in the list, but I'm not sure right now how many of them will be actually made. Sorry.
- mellonpizza
- working
- Posts: 105
- Joined: 10 years ago
- First name: pizza
- Location: Programming hell
Re: JUMP Level Review Thread
Got it on everything you said. And to be honest I think I'll port this song because A: You're very busy and B: I want to get into porting songs so I can start with this. But thanks for the offer.
I'm not a YTPMV'er. My goal is towards learning music and eventually making my own content with what I like (in this case ponies). I'm still studying how music works and this is what I can do so far, so to all the ytpmv'ers out there: Please stop following my videos, cause I'm not interested in making chiptune music with your rules you set up on how to make YTPMV's. Also I'd appreciate if you guys would lay off bronies in the comment section, cause these are made for them and not for people who
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Ok.
Anyway I forgot to say about double hit issue of ON/OFF switches you mentioned, and it can be prevented by putting a short code in levelASM. I will give you the code as soon as possible.
Anyway I forgot to say about double hit issue of ON/OFF switches you mentioned, and it can be prevented by putting a short code in levelASM. I will give you the code as soon as possible.
Re: JUMP Level Review Thread
Thanks for that review worldpeace. What I'll do to fix it is redo that first half and get rid of a lot of the precisiony shell riding throughout the level. I'll make it based more on disco dodging, and playing around with enemies like you said you enjoyed :) . It's kinda hard to design shell riding to be fun unless the player has a cape so I'll work in a few probably.
All those technical details seem to pertain to the first half, so I'll just do a major overhaul on that soon.
All those technical details seem to pertain to the first half, so I'll just do a major overhaul on that soon.
I make puzzles for games sometimes check em -> Steam Workshop
- WitherSnow
- Posts: 21
- Joined: 9 years ago
Re: JUMP Level Review Thread
I played scaffholding scuffle. It's a really fun but hard level. What is the song used in the level. Also ging throgh the last door kills you. Overall good level.
Re: JUMP Level Review Thread
How hard is this game supposed to be, exactly?
I went in to test Blockmancy vs Trigonometry only to find a glitch happens if you return to the level after tripping the checkpoint: It lands you in some weird Bonus Game room that's filled with water and you can't escape. Don't know what's up with that. Crossing of ASM streams?
Then I played Think Fast and that stage is kind of ridiculous. Who thought it would be a good idea to make a level that rushes you when you can't see a damn thing all the way down? Because that's a horrible idea.
I went in to test Blockmancy vs Trigonometry only to find a glitch happens if you return to the level after tripping the checkpoint: It lands you in some weird Bonus Game room that's filled with water and you can't escape. Don't know what's up with that. Crossing of ASM streams?
Then I played Think Fast and that stage is kind of ridiculous. Who thought it would be a good idea to make a level that rushes you when you can't see a damn thing all the way down? Because that's a horrible idea.
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
That's probably because you loaded a sram file or savestate of older base roms. Because of multiple midway point and other asm code, these save files are not compatible with v1.30 any more - the midway state is saved into these files, and if you are using old save files then the state must have some invalid value.Isrieri wrote:I went in to test Blockmancy vs Trigonometry only to find a glitch happens if you return to the level after tripping the checkpoint: It lands you in some weird Bonus Game room that's filled with water and you can't escape. Don't know what's up with that. Crossing of ASM streams?
I checked the level and there was no problem.
How hard is this game supposed to be, exactly?
We are testing all levels in the hack now, and hopefully some levels having various issues will get better as a result. Many levels have potential, but need to have their difficulty toned down. (multiple midpoints would be an easy and good solution) There are some levels that are admittedly hopeless, which I'd like to see scrapped and redesigned. I expect the difficulty of this whole hack will be similar to VIP series.Then I played Think Fast and that stage is kind of ridiculous. Who thought it would be a good idea to make a level that rushes you when you can't see a damn thing all the way down? Because that's a horrible idea.
e: About the level I agree there are several things to be improved. I really liked the gimmick that you have to do spinjump on turn blocks and parakoopas while falling, by reacting fast. But it wasn't executed well - random munchers in cramped space, bullet bills flying to you when you're breaking turn blocks, breaking turn blocks in a wrong way leading you to lose powerup and death.
- WitherSnow
- Posts: 21
- Joined: 9 years ago
Re: JUMP Level Review Thread
I too played think fast and didn't have a lot of problems with it. That was a really cool level!
Re: JUMP Level Review Thread
How to beat Pixel Perfect without tools or midpoint in under a minute
I've ended up playing the latest baserom for the last week or so and I actually think this is a great game! (For the most parts anyway...) You really did a fantastic job on it, and I'm kind of disappointed that I joined too late to submit a level or anything, but oh well.
I think I'd be willing to do some testing if you want me to - you know, just kind of going through some levels and point out some stuff? Or is there going to be some sort of beta release or official testing phase or something?
I've ended up playing the latest baserom for the last week or so and I actually think this is a great game! (For the most parts anyway...) You really did a fantastic job on it, and I'm kind of disappointed that I joined too late to submit a level or anything, but oh well.
I think I'd be willing to do some testing if you want me to - you know, just kind of going through some levels and point out some stuff? Or is there going to be some sort of beta release or official testing phase or something?
this is getting laundromatic
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Thank you, and sorry for responding late... If you could review the existing levels, it would be really helpful. About beta release, yes I guess so. Still, there are several things to do before we can get into the testing phase.
Re: JUMP Level Review Thread
Alright then, here is my opinion on the first three levels of the game:
Introduction to Ledges and Edges:
The Dumbest Cavern:
Monty Pit:
I'm sorry if any of this sounds overly harsh or even mean, it is not my intention to criticize the level designer personally but to point out the things that in my opinion are not fun.
Also, I don't have as much time to do this as I'd like to, so expect just two or three levels a week.
Jup.
Edit: Since the next levels are pretty easy and don't have many problems, I decided to do them as well.
Mushroom Ledge:
Musical Grasslands:
Chuckleton Plains:
Introduction to Ledges and Edges:
Also, I don't have as much time to do this as I'd like to, so expect just two or three levels a week.
Jup.
Edit: Since the next levels are pretty easy and don't have many problems, I decided to do them as well.
Mushroom Ledge:
this is getting laundromatic
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
Thanks for the detailed review, Ryrir! I found many of them helpful and pointing out what I didn't realize.
Just note that most levels were made several months/a year ago, and their authors are gone. If a level cannot be fixed by the author for some reasons, some of us will edit the level. We decided to respect and maintain the original author's original idea or intention. Editing levels created by others will be restricted to only minor tweaks, for example, moving or resizing blocks by 1 tile.
It might not be noticeable visually, but still it's effective in improving quality, as the difference of just 1 tile often makes an obstacle kaizo(really unfair) or not. (And when I create levels, I usually spend more than 50% of time on adjusting those placements.)
If an author is completely gone, it's hard to expect the level to have a totally new design. Also if an author doesn't want a level to be fixed specifically, the level will be left as it is.
Just note that most levels were made several months/a year ago, and their authors are gone. If a level cannot be fixed by the author for some reasons, some of us will edit the level. We decided to respect and maintain the original author's original idea or intention. Editing levels created by others will be restricted to only minor tweaks, for example, moving or resizing blocks by 1 tile.
It might not be noticeable visually, but still it's effective in improving quality, as the difference of just 1 tile often makes an obstacle kaizo(really unfair) or not. (And when I create levels, I usually spend more than 50% of time on adjusting those placements.)
If an author is completely gone, it's hard to expect the level to have a totally new design. Also if an author doesn't want a level to be fixed specifically, the level will be left as it is.
Re: JUMP Level Review Thread
Springity Sproing:
Bastion in Blue:
@worldpeace: Thank you for the review of my review! Of course I know that you can't go ahead and edit a level without the consent of the creator. I think the only parts of world one where at least a partial redesigning of a level would improve the quality of the level are "Introduction of Ledges and Edges" and "Monty Pit" - so I just hope that the creators of those levels read my review and do something about it. Honestly, a lot of my points aside from those two levels are just nitpicking stuff that doesn't necessarily has to change but would make the experience for the player more enjoyable. I think the only thing that really is kind of problematic in world one are the problems in "The Dumbest Cavern" with the springboard and the p-switch arrows.
I have a question though: Would you (or anybody else that isn't the level creator for that matter) actually go and fix those smaller things that I pointed out earlier (for example moving a dragoncoin, adding some enemies or increasing the time limit)? Or is only the level creator "allowed" to do those things? Because as you pointed out some of them are gone / don't watch the progress of this hack anymore, so the chances of them fixing anything are very small...
I have a question though: Would you (or anybody else that isn't the level creator for that matter) actually go and fix those smaller things that I pointed out earlier (for example moving a dragoncoin, adding some enemies or increasing the time limit)? Or is only the level creator "allowed" to do those things? Because as you pointed out some of them are gone / don't watch the progress of this hack anymore, so the chances of them fixing anything are very small...
this is getting laundromatic
- worldpeace125
- Posts: 262
- Joined: 10 years ago
Re: JUMP Level Review Thread
If I agree on things pointed out and fixing them is really necessary, then I'm going to do so. If there's anything changed by me, I'm going to state what become different from the original and keep both modified level and unmodified backup, just in case.I have a question though: Would you (or anybody else that isn't the level creator for that matter) actually go and fix those smaller things that I pointed out earlier (for example moving a dragoncoin, adding some enemies or increasing the time limit)? Or is only the level creator "allowed" to do those things? Because as you pointed out some of them are gone / don't watch the progress of this hack anymore, so the chances of them fixing anything are very small...
About the secret exit of Bastion in Blue, its hint is on a level called "under construction" which is in World 4. I guess a player will re-visit the castle after reading the message, and at the point the blue switch is likely to be pressed. I think the two issues of the level are solved then.
Also speaking of indicating the number of exits, yes I'm planning on it and it will be shown on the overworld border. It's going to be an unlockable feature which is accessible after progress is near world 4~5.
To resolve the P-switch problem in Dumbest Cavern, a simple solution I come up with is to extend the switch timer.