Level testing and discussion

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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Big Brawler wrote: 2 months ago Level 114 - Moving Above Great Lenghts
Inserted but I'll ask you to please try to keep your claim info in order in the spreadsheet?
For instance, I had no idea what difficulty to place your level in since your level ID is blank on there. It's currently next to the switch palace extravaganza.

I'm not upset but please be careful to not "cross the streams". I can handle it myself, but the less chances of an issue we have, the better. Someone claimed 6B for an Unreal song, and I'll have to change its ID in the level, and change it accordingly in the level when it gets submitted unless the author notices this first.

Again, I am not angry. I just worry.

Thank you again for your level.
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Everyone doing okay with their levels? It's been pretty quiet recently. I haven't worked on mine in a while sadly, blame the games I list on the What games are you playing? thread.
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Re: Level testing and discussion

Post by SMCslevelengine »

I'm both making an extremely hard level (if the collab wants one) plus I want my Castlevania 3 Sypha speedrun world record back
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Re: Level testing and discussion

Post by KobaBeach »

SMCslevelengine wrote: 1 month ago I'm both making an extremely hard level (if the collab wants one)
I'm ambivalent, I don't feel like extremely hard levels are that important for the identity of a talkhaus collab but w/e. Maybe I'm just jaded by A2MT.

I should replay CV3 and see if I can finish CV1 again, keep getting stressed out by difficulty and rushing myself to beat the game asap. Not normal. Need to finish CotM though, and start the 64 duology (Carrie my sweet baby daughter) and Chronicles/X68k.
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Re: Level testing and discussion

Post by Catabo »

Posting on the talkhaus thread to commit myself rather than just checking in on the discoteca. If we run out of unclaimed level slots, please give up the one i have on hold to someone who wants it. I do still have a plan for at least one more level but i gotta light a fire under myself somehow.

Do we have any sort of end-of-project deadline yet? I have "end of year" as the soft deadline for a few other projects i'm working on and even something as foggy as that has helped me to work on them. Don't feel pressured to set a deadline because i said so; it just might help.
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Re: Level testing and discussion

Post by KobaBeach »

Catabo wrote: 1 month ago Do we have any sort of end-of-project deadline yet? I have "end of year" as the soft deadline for a few other projects i'm working on and even something as foggy as that has helped me to work on them. Don't feel pressured to set a deadline because i said so; it just might help.
I wanted there to be more levels uploaded before deciding the end of the project. I don't think we even have a seven castle set done yet. I'm willing to make a deadline if people think it'll help, but I don't want to finish it just yet. I will say I feel like any course in any course-making skill level can work for this project. It does not have to be like top of the line, high quality stuff.

Once we have a decent amount of castles and all Switch Palaces, I'll try to get a few people organized to help wrangle the overworld, I know Nao and Valentine wanted to help.
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Re: Level testing and discussion

Post by raekuul »

KobaBeach wrote: 1 month ago
Catabo wrote: 1 month ago Do we have any sort of end-of-project deadline yet? I have "end of year" as the soft deadline for a few other projects i'm working on and even something as foggy as that has helped me to work on them. Don't feel pressured to set a deadline because i said so; it just might help.
I wanted there to be more levels uploaded before deciding the end of the project. I don't think we even have a seven castle set done yet. I'm willing to make a deadline if people think it'll help, but I don't want to finish it just yet. I will say I feel like any course in any course-making skill level can work for this project. It does not have to be like top of the line, high quality stuff.

Once we have a decent amount of castles and all Switch Palaces, I'll try to get a few people organized to help wrangle the overworld, I know Nao and Valentine wanted to help.
Might I suggest avoiding the trap that AZCT (by necessity) fell into? There's no rule saying we need to actually use every available level slot. If we don't have eight worlds' worth of levels, then we don't have eight worlds' worth of levels.
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Re: Level testing and discussion

Post by KobaBeach »

raekuul wrote: 1 month ago Might I suggest avoiding the trap that AZCT (by necessity) fell into? There's no rule saying we need to actually use every available level slot. If we don't have eight worlds' worth of levels, then we don't have eight worlds' worth of levels.
True. I'm open to discussion of this over here if possible. If someone wants to discuss this on Discord lemme know and I'll mirror it here so it's public.
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Re: Level testing and discussion

Post by SAJewers »

Yeah I feel like with how things are going right now we're never gonna hit 95 levels, though the current number of levels that have been inserted (36) is still probably a bit small. I think we really need to start pushing people to complete their levels (and figure what's going with the 10 levels claims with no current status).

I'd hate to see people lose interest because of nothing seemingly going on (I know myself I've been considering making another level, but with the current seeming silence I've ended up just procrastinating and putting it off)
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Re: Level testing and discussion

Post by PSI Ninja »

SAJewers wrote: 1 month ago Yeah I feel like with how things are going right now we're never gonna hit 95 levels, though the current number of levels that have been inserted (36) is still probably a bit small. I think we really need to start pushing people to complete their levels (and figure what's going with the 10 levels claims with no current status).
There are actually more levels inserted than the spreadsheet says. I updated it just now, and there should be 45 levels in the base ROM. Of course, the inserted levels have varying degrees of "doneness" (for example, Level 6 needs the fast retry), so we might need an extra column to help keep track of what stuff still needs to be taken care of.

It's been six months since the collab started, so I think it's time to ping/DM those who haven't shown any progress on their levels yet. They may have forgotten that they claimed a level slot. If everyone follows through with their claims, then we'll have ~70 levels in the final product, which I think is a good amount. For reference, ASMT has 79 levels. I agree that we don't need to fill every level slot (like A2MT). Also, we should ask if raocow wants to submit something for this hack, like he usually does. Kind of a longshot though, since it's been more than a decade since he worked with Lunar Magic.
KobaBeach wrote: 1 month ago I wanted there to be more levels uploaded before deciding the end of the project. I don't think we even have a seven castle set done yet. I'm willing to make a deadline if people think it'll help, but I don't want to finish it just yet. I will say I feel like any course in any course-making skill level can work for this project. It does not have to be like top of the line, high quality stuff.
I keep thinking how nice it would be for raocow to receive the download link to AAT as a Christmas or birthday present. A Christmas deadline would also coincide with Winter C3 on the Central, and there could be a release thread there too. It would be pretty tight to make that deadline, though. These are just a couple of suggested deadlines that have some kind of special meaning, but it's not my place to make these kinds of decisions.
As for me, I'm still working on my Blue Switch Palace level. I'll try to finish it up by next weekend, but it's hard to rush when you're trying to come up with meaningful puzzles. We really do need designers to scoop up the remaining three Switch Palaces. I believe I'm the only one who has ever claimed one.
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Re: Level testing and discussion

Post by KobaBeach »

PSI Ninja wrote: 1 month ago It's been six months since the collab started, so I think it's time to ping/DM those who haven't shown any progress on their levels yet. They may have forgotten that they claimed a level slot. If everyone follows through with their claims, then we'll have ~70 levels in the final product, which I think is a good amount. For reference, ASMT has 79 levels. I agree that we don't need to fill every level slot (like A2MT). Also, we should ask if raocow wants to submit something for this hack, like he usually does. Kind of a longshot though, since it's been more than a decade since he worked with Lunar Magic.
Yeah, that's a good level amount. I'll try to ping a few people on the Discord and on Talkhaus. I don't have access to everyone sadly. I'll also try to work on mine on and off.
PSI Ninja wrote: 1 month ago
I keep thinking how nice it would be for raocow to receive the download link to AAT as a Christmas or birthday present. A Christmas deadline would also coincide with Winter C3 on the Central, and there could be a release thread there too. It would be pretty tight to make that deadline, though. These are just a couple of suggested deadlines that have some kind of special meaning, but it's not my place to make these kinds of decisions.
Christmas would be a bit too early I feel but birthday might be alright. Even if we miss C3 we could always make a thread in the Hack Release section.
PSI Ninja wrote: 1 month ago As for me, I'm still working on my Blue Switch Palace level. I'll try to finish it up by next weekend, but it's hard to rush when you're trying to come up with meaningful puzzles. We really do need designers to scoop up the remaining three Switch Palaces. I believe I'm the only one who has ever claimed one.
I could make a basic Switch Palace ala the VIPs or Raks or Hyper, but the last time I tried to design a hardcore puzzle stage on my own time didn't work. I did try to copy beyrevia's Maze Castle stages in VIP4, 5 and his unfinished hack, so, I was aiming towards a bar much higher than my current skill. I could also try to sneak in another basic level after Mythical Land Serpentina (my current one) if I manage to pry myself away from RPGs long enough.
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Re: Level testing and discussion

Post by Big Brawler »

Level 10F - Sui Side, done. Inspired by "Voltic tower" and "Level 7-2" from Sui Luigi made by, well, "Sui"

Music Slot is 6D

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Re: Level testing and discussion

Post by PSI Ninja »

This took way too long, but I finally finished the Blue Switch Palace: https://psininja.talkhaus.com/smw/AAT_2 ... el_121.zip

If anyone's still interested in testing, please check if anything is broken. For the inserter, there's a hex edit that needs to be made - see the Readme for details about that. Hopefully it doesn't break anything in other levels.

I'm starting to feel concerned that my levels are taking up too many sprite slots, which are customized/tweaked sprites that can't be used in other levels. We're starting to run low on free slots on the spreadsheet. If this is a problem, I may try to reorganize all of my customized sprites to be per-level sprites in the future (and I think the PIXI script will need to be modified, too).
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