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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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Re: Level testing and discussion

Post by Fireyblaze »

Level idea: CURRENTS 2: Jelectro Boogaloo
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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: 1 year 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 year 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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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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Re: Level testing and discussion

Post by KobaBeach »

Lord Ruby wrote: 1 year 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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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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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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Re: Level testing and discussion

Post by raekuul »

Do I need to reupload if all I want to do is rename my stage? From "This Cave is no Ghost House" to "Doing Things the Hard Way"
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Re: Level testing and discussion

Post by KobaBeach »

raekuul wrote: 1 year ago Do I need to reupload if all I want to do is rename my stage? From "This Cave is no Ghost House" to "Doing Things the Hard Way"
Nah, I'll get to it soone
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Re: Level testing and discussion

Post by PSI Ninja »

I finished reworking Level 6, and made some minor changes to Levels 19 and 123. Level 6 contains a boss fight, but it's not custom coded by me like I originally planned. I think the level's pretty hard (probably a 4/5 difficulty), but hopefully more fair than the previous version. Should be suitable for, say, a World 6 fortress or castle. All of the sublevels (including the boss) will need Quick Retry, but I didn't know how to make that work with the UberASM version. So for now, I have the "Press R to retry" mechanism. Barring any serious problems, it should be ready for insertion. There are a lot of files, so I included a Readme for each level in case they will help. Please let me know if I forgot anything.

Download: https://psininja.talkhaus.com/smw/AAT_2 ... 19_123.zip

Changelog:
Level 6 - Thwompire State Building:
  • Increased time limit from 800 to 999.
  • Redesigned the setups in the "elevator" sections and made the Dragon Coins a bit easier to get.
  • Made the "elevator" sections into vertical autoscrollers for quicker attempts in case the player dies.
  • Reduced the "elevator" Thwomps from 7 to 5, spaced them out a bit more, and widened the base of the tower by two tiles to accommodate them.
  • Changed the "elevator" Thwomp sprite clipping from 06 to 09 so that Demo won't fall in between them while riding upwards.
  • Added Level 2D, which connects the midpoint room and Level 2C.
  • Edited the Horizontal Homing Thwomp code to make it not despawn when far enough offscreen in Level 2C.
  • Added Level 52, which features the "Thwompson Twins" boss fight.
Level 19 - Fishing Grounds:
  • Increased time limit from 300 to 400.
  • Brightened some of the colors in the palette.
  • Added some more pier pillars in the water.
  • Made it more obvious that the player can backtrack after pressing the P-Switch.
  • Made the 3-Up room its own one-screen level (190).
Level 123 - Coasting Redwoods:
  • Brightened some of the colors in the palette.
  • Added a couple of Green Switch blocks to help the player.
  • Filled in the top of Level 123 a bit more, in case the player decides to fly up with a cape.
  • Added two Blue Goopas in Level 2F to make it possible to beat with a Yoshi if the player wishes.
  • Made it more obvious that the player needs to rush to get the last Dragon Coin.
  • Made the 3-Up room its own one-screen level (67).
Known issues:
  • Level 6: The background candles (sprite E6) overlap Demo when she stands in front of them.
  • Level 6: The Gen #5 Thwomp graphics need to be fixed.
  • Levels 2A, 2B: The offscreen indicators become garbled and have the incorrect behavior when you run UberASM multiple times. Not sure why this happens - could be something bad going on in my code. Everything seems fine when you compile from scratch with Lunar Helper, though.
  • Levels 2A, 2B, 2C, 52: The quick retry system should replace the "Press R to retry" ASM.
  • Level 52: The boss fight sometimes crashes on ZSNES, probably because of SA-1 stuff. No crashes yet on bsnes or Snes9x, but something to look out for.
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

raekuul wrote: 1 year ago Do I need to reupload if all I want to do is rename my stage? From "This Cave is no Ghost House" to "Doing Things the Hard Way"
It's renamed, I'll push it alongside Thwompire State Building once possibly Lord Ruby makes a makeshift retry system or we finally get to looking on replacing any multiple midpoints with what Kevin's UberASM retry includes, need to test it with the new Mode 7 patch first though (not mode 7 game over, not sure if it still works).
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Re: Level testing and discussion

Post by KobaBeach »

shit canned my ice stage

might remake it, ice block stages are boring unless they're thousand nights of podorui
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Re: Level testing and discussion

Post by KobaBeach »

holy sh*it
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Re: Level testing and discussion

Post by Big Brawler »

Somehow i uploaded the BlkMus1 with a different music slot, whoops. This should play the Pokey Means Business music now
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Re: Level testing and discussion

Post by KobaBeach »

Big Brawler wrote: 1 year ago Somehow i uploaded the BlkMus1 with a different music slot, whoops. This should play the Pokey Means Business music now
It is in the baserom folder and I will try to insert it later tonight.

I'm currently making a stage to practice/learn, private hack. Don't really feel like making more stages for AAT myself.

You also forgot the global palettes for the beet and status bar (Demo/Iris text, Demos text) but I already fixed that 4u <3
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Re: Level testing and discussion

Post by Big Brawler »

KobaBeach wrote: 1 year ago
Big Brawler wrote: 1 year ago Somehow i uploaded the BlkMus1 with a different music slot, whoops. This should play the Pokey Means Business music now
It is in the baserom folder and I will try to insert it later tonight.

I'm currently making a stage to practice/learn, private hack. Don't really feel like making more stages for AAT myself.

You also forgot the global palettes for the beet and status bar (Demo/Iris text, Demos text) but I already fixed that 4u <3
I may do one or two more, i always do at least 2 levels in every collab i enter, but maybe later
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Re: Level testing and discussion

Post by SMCslevelengine »

I also made another level ready to be tested

BPS patch
level resources

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Re: Level testing and discussion

Post by KobaBeach »

*elden ring voice* pohg
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Re: Level testing and discussion

Post by Big Brawler »

Level 114 - Moving Above Great Lenghts
AMK: 6B
Map16: Page 33 (Doesn't overwrite tiles from my other level)
ExGFX: FD AN2

A vanilla level, It doesn't include the Yoshi Coins because those make conflict with the Bushes. I double checked the Claiming list for empty spots.

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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

im uber sorry for not inserting these yet im busy trying to pretend my backlog doesn't exist and/or working on it
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and also maybe there's some For Real stuff going on with my life with cholesterol increasing to dangerous levels, possibly due to antipsychotics (Invega) causing me to be tired more often, I'm waiting for like the 16th for my psychiatrist to come back to work so I can try to reach him and talk this out, possibly drop antipsychotics entirely.

i'm not sure if they're working for me anymore, im at a point where i have mood swings from time to time. they're also messing with another thing (nsfw) and im worried about it also happening with another antipsych.

i've been dieting and exercising for a month and yet my cholesterol shot from 250 to 310. i bought a cholesterol management supplement at the advice of a pharmacist before knowing about it, and im taking it right now anyway. my gastroenterologist knows about this, i still feel it's a smidge sussy.

we also suspect the antipsychotic caused my sudden weight gain from like 2020 due to an increase in dosage, i don't really mind the weight gain though. also gonna try to speak to my dietician about the situation in like next thursday. i'll still need to lose some "beer gut".

less importantly i'm gonna ask her about protein shakes being dangerous or not to my system and my crohn's (more like chorm fire emblem) to try and include them in my exercise plan so i can become billy Herrignton :muscle: (my dad worries that they might do harm though, he's a rural kind of guy so he doesn't trust anything edible that's not 100% traditional or biological)
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KobaBeach
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Re: Level testing and discussion

Post by KobaBeach »

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new stage

temp name so far is mythical land serpentina

graphics by roberto zampari + vanilla smw
music by me (bad port of serpentina from zwei)

todo:
develop level until midpoint
add more custom tiles? (smw, another mario game?)
add extra custom sprite?
fix graphics
Big Brawler wrote: 1 year ago Level 114 - Moving Above Great Lenghts
SMCslevelengine wrote: 1 year ago I also made another level ready to be tested
will insert now

apologies to make you wait
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