Level testing and discussion

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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

level idea: shit of abyss (sequel to famed yumped up mario party 2 level "fuck of abyss")

concept: 3.
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Fireyblaze
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Re: Level testing and discussion

Post by Fireyblaze »

Level idea: CURRENTS 2: Jelectro Boogaloo
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Hey hey. Uh... I kinda finished my stage, it's pretty bad but people might want to test it so...

It's "Siege at Castle Wolfenstein". Haven't played any Wolf game yet, but I have started Doom 1 recently, on Chocolate Doom.

Also accidentally applied a subtitle to AAT

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Scarfley
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Re: Level testing and discussion

Post by Scarfley »

I finished another level. It's a pretty difficult but also kind of short level. In addition to the vanilla sprites, I used a few custom sprites that were already in the base rom (the firebars, the homing frogs and the angry sun). There are some visual issues that I don't know how to fix (the frogs, the angry sun and the boss battle are affected by those) but otherwise everything should (hopefully) be fine. If possible, it would be great if the L/R scrolling could be disabled in this level since it can be used to break some of the later setups in the level (the ones with the falling spikes).
The music in the level is "Bee Hunter - Apoplexy" by AntiDuck.
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Jongseok
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Re: Level testing and discussion

Post by Jongseok »

Scarfley wrote: 2 weeks ago There are some visual issues that I don't know how to fix
Using both the Angry Sun and Falling Spikes is impossible I think. They use the same tile in SP4. If you want to use the homing volcano lotus, you have to make your own ExGFX.
Finally, the floating munchers on this screen are really bit strange for me.
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+1: I think you should tell the players that the volcano lotus' pollens are homing.
+2: A graphical bug in Ludwig is not your fault with a high probability.
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Jongseok wrote: 1 week ago Using both the Angry Sun and Falling Spikes is impossible I think. They use the same tile in SP4. If you want to use the homing volcano lotus, you have to make your own ExGFX.
I can make an edit of the Angry Sun that uses different tiles.

Also sorry I'll insert this soon!!!! I'm really tired... (high cholesterol)
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Lord Ruby
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Re: Level testing and discussion

Post by Lord Ruby »

Taking a very brief look at the asm file, it seems like it already has support for two different tilemaps using extra property byte 2, and that it dynamically generates the tilemap from a variable-length table, so that shouldn't be too hard...?
a
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Lord Ruby wrote: 1 week ago Taking a very brief look at the asm file, it seems like it already has support for two different tilemaps using extra property byte 2, and that it dynamically generates the tilemap from a variable-length table, so that shouldn't be too hard...?
no changing graphics is super simple lmao
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Nitrogen
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Re: Level testing and discussion

Post by Nitrogen »

Hi, I made an almost vanilla level for the collab, it should be a bit hard but it's pretty short. Red switch blocks are used to lower the difficulty.
If you want to play the level (.bps included), it's just to the right of the multicolor switch palace. I tried to make each setup readable quickly, but feel free to give feedback if some setups are too difficult.
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

Thank you, dear. I'll try to find a way to slot inserting both recent stages and fixing the graphics in Scarfley's stage soon. Very tired :(
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