And Another Thing - discussion thread (bowz details being settled, pls watch warmly)
Re: And Another Thing - discussion thread
I forgot I claimed a level for this tbh, but I'll get something neat out.
I was busy with leading a different collab.
I was busy with leading a different collab.


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Re: And Another Thing - discussion thread
ganbatte


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Re: And Another Thing - discussion thread
nitrogen and scarfley's stages have been inserted


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Re: And Another Thing - discussion thread
oh yeah uh, i accidentally overwrote the original cluster sprite spawner with bumpty's edit earlier this month, which has the nighttime mountain hike stage post garbled cluster sprites. i've fixed it now but im gonna test it first before sending it upstream


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Re: And Another Thing - discussion thread
Got something already just to prove that I'm actually doing a thing.


My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
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Re: And Another Thing - discussion thread
god that's beautiful
i started working on my ice stage again
i started working on my ice stage again


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- SMCslevelengine
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Re: And Another Thing - discussion thread
Just checking back after 2 months of not yet having any level ideas for the collab, and I would like to quickly ask: which levels claimed so far belong to which worlds? for example, knowing every single world 1 or 2 level has been taken already would help me guess what difficulty I should make any future levels.
more often known as levelengine
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Re: And Another Thing - discussion thread
we're not doing per world claiming lol
it's vip style, overworld is at the end
it's vip style, overworld is at the end


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- SMCslevelengine
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Re: And Another Thing - discussion thread
ok, understood, and then based on levels' difficulties we just figure it out
more often known as levelengine
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Re: And Another Thing - discussion thread
finishing up a level soon


rate my wheat field out of 10


rate my wheat field out of 10

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Re: And Another Thing - discussion thread



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Re: And Another Thing - discussion thread
guess it's no secret that the "secret port" I mentioned is Irwin on Reflection. Revealed it here in my C3 music thread.


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Re: And Another Thing - discussion thread
I'd put it at a 9, but if you get some scarecrows I can bump that up to a 10 easy
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Re: And Another Thing - discussion thread
you better release this so i can add it to my stockpile. carol's version is Shit


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Re: And Another Thing - discussion thread
I'm still using carol's version, just for a really short segment (for laughs)


My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
Re: And Another Thing - discussion thread


My YouTube channel - P-Switch... - 100 Rooms of Enemies: The Nightmare Edition
Links above if you want to check 'em out... or not, since these are overlooked.
- KobaBeach
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Re: And Another Thing - discussion thread
Feel free to post test versions of the boss in the testing thread for feedback. Looks really nice so far.
MarioFanGamer says you should add a beam from the door but I feel like getting down the battle design yourself first rather than bloat it with feature creep is the most important thing. Check to see if you can make the beam work, incorporating it in your plans first imo, than just adding it with reckless abandon.
My suggestions with regards to what people mentioned:
A windowing laser shouldn't be too hard but IIRC you might have to upload to Layer 2 midbattle? Maybe a dynamic HDMA might be nice to give the impression of swirling flames, but I worry if it's too hard... Maybe you can work with a static laser background or even just a flat color. And make the background Layer 1 so the Layer 2 windowing can work if you're going down that path.
If you're going to add a stomp attack, if you make it go offscreen, I'd suggest adding a few indicators of where it'll crush, check to see if it's too hard to make sort of warning sign indicators similar to the Giant Statue boss in JUMP 1 or even a few ! text tiles on the ceiling or floor.
As for the ramming motion, I'd check to see if you have space in the graphics to make it go sideways (offscreen, then launch). It'd make it easier to dodge. I'd suggest checking how to make custom hitboxes (clipping), it's not too hard, but using a premade sprite as an example can help teach you the ways, I personally used Roy's old Tap-Tap the Red Nose.
It's times like this I wish I was still gone full ham in ASM right now rather than being rusty as hell, or that there was some better documentation. You should have SMWC, maybe SNESLab to help?
also lol @ blizzard. It's technically NOT A3MT but it kind of is.
Sorry, I'm not helping, am I...
MarioFanGamer says you should add a beam from the door but I feel like getting down the battle design yourself first rather than bloat it with feature creep is the most important thing. Check to see if you can make the beam work, incorporating it in your plans first imo, than just adding it with reckless abandon.
My suggestions with regards to what people mentioned:
A windowing laser shouldn't be too hard but IIRC you might have to upload to Layer 2 midbattle? Maybe a dynamic HDMA might be nice to give the impression of swirling flames, but I worry if it's too hard... Maybe you can work with a static laser background or even just a flat color. And make the background Layer 1 so the Layer 2 windowing can work if you're going down that path.
If you're going to add a stomp attack, if you make it go offscreen, I'd suggest adding a few indicators of where it'll crush, check to see if it's too hard to make sort of warning sign indicators similar to the Giant Statue boss in JUMP 1 or even a few ! text tiles on the ceiling or floor.
As for the ramming motion, I'd check to see if you have space in the graphics to make it go sideways (offscreen, then launch). It'd make it easier to dodge. I'd suggest checking how to make custom hitboxes (clipping), it's not too hard, but using a premade sprite as an example can help teach you the ways, I personally used Roy's old Tap-Tap the Red Nose.
It's times like this I wish I was still gone full ham in ASM right now rather than being rusty as hell, or that there was some better documentation. You should have SMWC, maybe SNESLab to help?
also lol @ blizzard. It's technically NOT A3MT but it kind of is.
Sorry, I'm not helping, am I...


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Re: And Another Thing - discussion thread
https://www.smwcentral.net/?p=viewthrea ... 335&page=1
So I found a new VWF Cutscene tool. Thing is, it might not work with the latest SA-1. I downloaded Daizo's patch.asm for AMK 1.0.8, but if anyone can help update it to the latest SA-1 I'd appreciate it. I'll try to see if I can do anything, but I'm not promising anything. If I'm lucky it'll just be a case of updating minor incompatibilities, but maybe it could require quite a bit of rewriting that probably only someone like Maks could do (disclaimer: not putting pressure on him).
I'm not sure what SA-1 version is included with Maddy's original Lunar Helper, if it is an earlier version, circa 1.32? We should be in the clear.
So I found a new VWF Cutscene tool. Thing is, it might not work with the latest SA-1. I downloaded Daizo's patch.asm for AMK 1.0.8, but if anyone can help update it to the latest SA-1 I'd appreciate it. I'll try to see if I can do anything, but I'm not promising anything. If I'm lucky it'll just be a case of updating minor incompatibilities, but maybe it could require quite a bit of rewriting that probably only someone like Maks could do (disclaimer: not putting pressure on him).
I'm not sure what SA-1 version is included with Maddy's original Lunar Helper, if it is an earlier version, circa 1.32? We should be in the clear.


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- Big Brawler
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Re: And Another Thing - discussion thread
I kinda want to make a pair of levels for this project if there's slots available still.

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Re: And Another Thing - discussion thread
Big Brawler wrote: ↑10 months ago I kinda want to make a pair of levels for this project if there's slots available still.
shove it In


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Re: And Another Thing - discussion thread
Claiming:
Level 139 - Revenge of the Sushi
Sublevels: 8B and 8C
Map 16: Page 33 and 8E
Music Slot: 67, 68, 69
ExGFX: 142, 143, 144, 145, 146, 147, 148
Blocks: 3300, 3301
Sprites: 9B
Level 139 - Revenge of the Sushi
Sublevels: 8B and 8C
Map 16: Page 33 and 8E
Music Slot: 67, 68, 69
ExGFX: 142, 143, 144, 145, 146, 147, 148
Blocks: 3300, 3301
Sprites: 9B

- SMCslevelengine
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Re: And Another Thing - discussion thread
quick question, are we looking to do any sort of ridiculously difficult "final" bonus level?
a2mt had that one with the lawnmower man theme and JUMP had 1F8, and if anything, I still have that reputation for making hard levels and figured this would be the time to live up to that reputation.
a2mt had that one with the lawnmower man theme and JUMP had 1F8, and if anything, I still have that reputation for making hard levels and figured this would be the time to live up to that reputation.
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Re: And Another Thing - discussion thread
i dont think it's important


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Re: And Another Thing - discussion thread
I've also thought about this (while watching Somecallmejohnny's Sonic 06 review for the umpteenth time, what a choice) and I feel like, if we don't have enough castles or stages with bosses, we might be able to get away with a world ending with just a standard level. We can do a sort of jokey, ASMT Con-esque dialogue box in the first stage of the next world to denote a new world.
I kind of wanted this to be structured similar to VIP, as in, with a traditional Mario structure, but it's okay to bend the rules if the collab asks for that. Not all collabs are made equal, but what we have is good enough quality, level-wise, I feel. In a way it is true to the spirit of A2MT for not having even Sibling Halls.
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I remember I also floated the idea of custom bosses after the initial release and, I gotta say, I'm too rusty to properly get set on doing those rn. I'm thinking of getting back to ASM soon and messing around with bosses for myself, but I really don't want to do anything for this for the time being. Fancy carol shit is far too much for my level of rust.
Lord Ruby might be down for doing something but it's been something I've felt apathetic about rn and honestly I'll try to discuss this with other ASMers in the project before anything gets planned.
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As for an overworld, I'd like to get the overworld people around, assuming they're free, to help organize something in like, Google Sheets? We could work on the overworld collaboratively. I'm not sure how, but we might be able to figure something out. I'm thinking just a vanilla overworld, I'm not too bad at those, to be honest?
I have once managed to insert custom gfx from Wild Arms 1 once (compressed to hell and back because I'm terrible at ExGFX overworld Feng Shui), so if anyone wants to make a graphical overhaul, that's kosher but it's not on the table unless someone (plural?) is willing to be the graphics mule.
-------------------------------
Current focus on getting the current stages done, and then see if anyone's interested in making a Bowser's Castle. Doesn't have to be multiperson if someone's willing to shoulder the burden, but a sort of collection of short 30 second stages from people who feel like they got the motivation in them should be okay, doesn't need to be massive either.
After that it's overworld, then organizing to get it playable as a semi-full game. For bosses, we'll need a sabbatical and then conference to see if it's worth it and people are interested in it or if they're all just worn out like me.
I'm also willing to just eschew bosses and go full Rise to the Challenge, but then TiKi will complain (I don't care, I could be gaming).
Due to tangy's current ongoing SMBX collab, I'm not going to impose a deadline so as to not stress out people working on both (like me! still need to rip more gfx and set up BGOs), but I will incentivize people to finish any stages they have ideas for, when they're able to, to progress onto insertion and then testing.
Everyone, this hack has gone pretty well, no real hitches, just a lot of lulls, which is normal in the Year of Our Luigi 2022, no one really hacks Mario anymore outside of Kaizo folk and dweebs (and we aren't really that much Kaizo, relatively speaking? PREHISTORIC DOOM CASTLE frightens me though, I didn't go near it). Just keep at it and take your time. Once most people are done I'll close claims.
I kind of wanted this to be structured similar to VIP, as in, with a traditional Mario structure, but it's okay to bend the rules if the collab asks for that. Not all collabs are made equal, but what we have is good enough quality, level-wise, I feel. In a way it is true to the spirit of A2MT for not having even Sibling Halls.
-------------------------------
I remember I also floated the idea of custom bosses after the initial release and, I gotta say, I'm too rusty to properly get set on doing those rn. I'm thinking of getting back to ASM soon and messing around with bosses for myself, but I really don't want to do anything for this for the time being. Fancy carol shit is far too much for my level of rust.
Lord Ruby might be down for doing something but it's been something I've felt apathetic about rn and honestly I'll try to discuss this with other ASMers in the project before anything gets planned.
-------------------------------
As for an overworld, I'd like to get the overworld people around, assuming they're free, to help organize something in like, Google Sheets? We could work on the overworld collaboratively. I'm not sure how, but we might be able to figure something out. I'm thinking just a vanilla overworld, I'm not too bad at those, to be honest?
I have once managed to insert custom gfx from Wild Arms 1 once (compressed to hell and back because I'm terrible at ExGFX overworld Feng Shui), so if anyone wants to make a graphical overhaul, that's kosher but it's not on the table unless someone (plural?) is willing to be the graphics mule.
-------------------------------
Current focus on getting the current stages done, and then see if anyone's interested in making a Bowser's Castle. Doesn't have to be multiperson if someone's willing to shoulder the burden, but a sort of collection of short 30 second stages from people who feel like they got the motivation in them should be okay, doesn't need to be massive either.
After that it's overworld, then organizing to get it playable as a semi-full game. For bosses, we'll need a sabbatical and then conference to see if it's worth it and people are interested in it or if they're all just worn out like me.
I'm also willing to just eschew bosses and go full Rise to the Challenge, but then TiKi will complain (I don't care, I could be gaming).
Due to tangy's current ongoing SMBX collab, I'm not going to impose a deadline so as to not stress out people working on both (like me! still need to rip more gfx and set up BGOs), but I will incentivize people to finish any stages they have ideas for, when they're able to, to progress onto insertion and then testing.
Everyone, this hack has gone pretty well, no real hitches, just a lot of lulls, which is normal in the Year of Our Luigi 2022, no one really hacks Mario anymore outside of Kaizo folk and dweebs (and we aren't really that much Kaizo, relatively speaking? PREHISTORIC DOOM CASTLE frightens me though, I didn't go near it). Just keep at it and take your time. Once most people are done I'll close claims.


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Re: And Another Thing - discussion thread
I am making a level with a custom boss, yes. I've made substantial progress, but there's still a lot left. Unfortunately, I can't give any estimates for when it will be done, there are just too many unknowns.
As for additional custom bosses, you'd have to ask me once I've finished this one. Probably not, though.
As for additional custom bosses, you'd have to ask me once I've finished this one. Probably not, though.
a