Testing and Development: Deadline-one week after comments
Re: Testing & Development~
RealLink: overall really fun level,, I liked it a lot.. I don't know where it is supposed to be difficulty wise but it was pretty fun, and not to hard or easy. the p switch thing needs some work, you can get trapped,, and most of the blocks you can't get to while the switch is on, making it a difficult, but possible, jump. and theres an area where you have a bunch of erasers for no real reason and it's a misleading pit in my opinion anyways.
not all to sure what y'all are looking for but hope that helped :)
not all to sure what y'all are looking for but hope that helped :)
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- ProfessorDemetri
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Re: Testing & Development~
Judging from just that screenshot...
It looks like that would be a floor too.
I woulda probably just jumped right down and been all like...
"WELL FFFUUU-!"
lol
Edit for not wanting to double post So this is going to sound like a dumb question, but... I can't have a background with layer two can I?
Edit: Okay so I got around the above problem, but ...how do I make layer 2 appear above layer 1? Does anyone know?
It looks like that would be a floor too.
I woulda probably just jumped right down and been all like...
"WELL FFFUUU-!"
lol
Edit for not wanting to double post So this is going to sound like a dumb question, but... I can't have a background with layer two can I?
Edit: Okay so I got around the above problem, but ...how do I make layer 2 appear above layer 1? Does anyone know?
- ProfessorDemetri
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Re: Testing & Development~
Just cuz I'm happy what I wanted to happen is slowly but surely working lol.
OH NO! Seems as if you've enter a JRPG LULZ...
something like that, but with a tweest!
OH NO! Seems as if you've enter a JRPG LULZ...
something like that, but with a tweest!
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Re: Testing & Development~
XD, Prof. Demetri all the screen is lacking is an HP bar/counter for Mario. The colors combinations work well together, although adding a light texture to the white wall would make it look nicer imo.
Re: Testing & Development~
After Keckcellent's comments I've updated the level design. I'm still tweaking it a bit, but I felt like updating some progress.
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- A2MT 1.8_136_So close, yet so...(3).zip
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- Kevinskie555
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Re: Testing & Development~
I improved the level's overall difficulty, also working on the cutscene o thing,
Not much left really, just music (But I could go with someone else's music) and some custom sprites, and that's it, so it's near it's completion. I hope this is enough progress for now ~
Here's a pic of the boss so far: If this isn't enough Progress, please tell me. C:
Not much left really, just music (But I could go with someone else's music) and some custom sprites, and that's it, so it's near it's completion. I hope this is enough progress for now ~
Here's a pic of the boss so far: If this isn't enough Progress, please tell me. C:
Re: Testing & Development~
Progress on my level
I'm going for a Genesis style Sonic type level, with multiple "tiers" of the level, the bottom being easy, the top being hard and difficult to get up to. I'd say I'm about a third of the way through making the level. It's my first level I've ever made, so any critiques would be much appreciated.
Also blame photobucket for crushing it down
I'm going for a Genesis style Sonic type level, with multiple "tiers" of the level, the bottom being easy, the top being hard and difficult to get up to. I'd say I'm about a third of the way through making the level. It's my first level I've ever made, so any critiques would be much appreciated.
Also blame photobucket for crushing it down
- Cheeseofdoom
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Re: Testing & Development~
Are we going to be using some sort of altered version of the dragon coin for the final version? If so, will it be a sprite or a block? I was wanting to have an underwater dragon coin, but if the sprite version won't work with whatever system we're going to be using, I'll find another place for the coin.
Re: Testing & Development~
I think the dragon coins are still going to be the same block but they will be altered with a patch so it should be fine.
- Cheeseofdoom
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Re: Testing & Development~
The thing is through, I would have to use a dragon coin sprite, which wouldn't work if it's a patch. I'll just find another place for it.limepie20 wrote:I think the dragon coins are still going to be the same block but they will be altered with a patch so it should be fine.
Re: Testing & Development~
You can use exgfx to add water in the corners.
- Cheeseofdoom
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Re: Testing & Development~
limepie20 wrote:You can use exgfx to add water in the corners.
Until it's collected and leaves a gaping hole in my water :(
- TheGuyWhoIsSitting
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Re: Testing & Development~
I didn't post this before, but is the quicksand tile supposed to be like it is now?
Demo doesn't sink all the way down, she'll go down like a tile length and start jittering up and down, same with the Enemies.
From what I can tell I have the latest base rom.
Demo doesn't sink all the way down, she'll go down like a tile length and start jittering up and down, same with the Enemies.
From what I can tell I have the latest base rom.
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Re: Testing & Development~
Are the message box slots up for reservation, or do the people who insert the levels organize that? It just seems like it would be bothersome if two levels used the same message box slot.
Re: Testing & Development~
*edit* Limepie's post below explained that better, and even cleared up about taking over the message boxes from other levels.
Last edited by Diortem 13 years ago, edited 1 time in total.
Re: Testing & Development~
If you have level 5 for instance, any messageboxes you place will use level 5's messages even if they are in different levels. So you can use both level 5 messages. Message boxes from other levels are used for things like npcs so if you need to use an extra message box for that, go on the wiki and look for already inserted levels that didn't use all of their message boxes and claim it.
edit: oh wait the wiki doesn't have the message boxes anymore. I guess just ask me if you need some and I'll see which levels aren't using it.
edit: oh wait the wiki doesn't have the message boxes anymore. I guess just ask me if you need some and I'll see which levels aren't using it.
- keckcellent
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Re: Testing & Development~
limepie20/capefeather: I am not using any message boxes in my level so Level 23 message boxes can be used by capefeather.
Diortem: First, I haven't had as much time to play this level as I just started a new, not-so-great job. But:
Just a last little message about my level. I posted it in the clearing thread just now but as I mentioned there, I am still not happy with the name. If you've played it and have any better suggestions, I would be open to it. Also, a bonus graphic I made for my level but never used.
[EDIT by Tails_155] It's best to put spoiler tags around images of others' levels.
Diortem: First, I haven't had as much time to play this level as I just started a new, not-so-great job. But:
- GanonTEK
- Evil King
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Re: Testing & Development~
hi, sorry for not getting back to you earlier.keckcellent wrote:GanonTek: The candle flame palette looks kind of bad. It looks like something that didn't get fixed with the A2MT spriting and paletting. I would just eliminate it because it fades in and out with the Magikoopa thing anyway. The muncher yoshis could also use work. Other than that, the one thing that drove me crazy with your level was the number of reset blocks at the end. Other than maybe the time consideration, it didn't add to the challenge and just frustrated me. I might be missing the point but I didn't like that.
EDIT: This thread may be useful for the candle flames http://www.smwcentral.net/?p=viewthread&t=40859
Well, reset blocks are better than death but I'll see if I can reduce the number.
I'll see what I can do. Thanks for the feedback :)
Re: Testing & Development~
Posting at the last minute again.
I've made my level's foreground a little bumpier than it was to make the foreground be a little more in line with the style of the background. Here's before:
And here's now:
The changes are in the full level picture quite minute visually, but of course much more noticeable when actually playing. I think some of them might make performing certain stunts a bit more challenging. For now I fall through the ground at some bumps, so I'll have to carefully go through each of them to make sure every bump has exactly the correct tiles. Thus, I don't think I can give a playable ips file just yet.
I've made my level's foreground a little bumpier than it was to make the foreground be a little more in line with the style of the background. Here's before:
Re: Testing & Development~
Keckcellent: Yeah, I noticed some of the parts you mentioned myself. My, this is a pretty long spoiler comment below.
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Re: Testing & Development~
after a little bit of working on it to fix something and lots of more time spent forgetting about this, I figured I'd throw my level in here for a final test before I'll actually submit it.
Here.
Here.
Re: Testing & Development~
[quote]I didn't post this before, but is the quicksand tile supposed to be like it is now?
Demo doesn't sink all the way down, she'll go down like a tile length and start jittering up and down, same with the Enemies.
From what I can tell I have the latest base rom.[/quote]
Yeah, unfortunately, it's been doing that for awhile now. Hopefully it gets fixed soon.
Anyway, I made some slight modifications here and there, so here it is again.
EDIT: Dunno why the quote tags aren't working.
Demo doesn't sink all the way down, she'll go down like a tile length and start jittering up and down, same with the Enemies.
From what I can tell I have the latest base rom.[/quote]
Yeah, unfortunately, it's been doing that for awhile now. Hopefully it gets fixed soon.
Anyway, I made some slight modifications here and there, so here it is again.
EDIT: Dunno why the quote tags aren't working.
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Re: Testing & Development~
Patgangster: I liked your use of enemy set in combination with a level context you usually don't find them in. It worked out pretty well imo.
Ometheotl: The color schemes in the level you made are very original and outstanding in more than one way. Great use of backgrounds outdoors and enemy combinations as well, just like the end of it being a blast. ;)
Ometheotl: The color schemes in the level you made are very original and outstanding in more than one way. Great use of backgrounds outdoors and enemy combinations as well, just like the end of it being a blast. ;)
Re: Testing & Development~
Okay, I haven't reported anything in a while, but here's what I have to show:
And now, to give them some context:
Accepting any and all ASM requests for A2MT. Just send me a PM.
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
Note: If I accepted your ASM request and you never heard back from me, please let me know. I feel like I've forgotten a few of them.
Also the creator of the new A2MT CMS. PM me if you have any questions.
Youtube Channel
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Re: Testing & Development~
Fixed anyway, didn't think of that.Diortem wrote:Some minor things: One of the Dragon Coins is just there over the turn block. If you happen to jump up the turn block just before it becomes solid while being small the only way to get out is by dying or rewinding the section. Since it is one tile I suppose any player will be smart enough not to make the jump at the last moment if they were little.
fdgifdhiugdhfgfkjdhgfkjdgffkhgd. I tend to test without sound so I didn't even notice. This happens on AT LEAST half of the levels I make. I've changed it, but I never bothered to learn how to insert custom music. If anyone could find a good track for my level and teach me how to insert it and/or insert it for me, it would help :DDiortem wrote:The Castle music in the first area... It felt a bit out of place in the cavern. I think you did this deliberatly to prevent having the same music playing throughout the entire level. It wasn't bothering me, but I'm sure there's more suitable custom music for it (if you feel like inserting it). Otherwise it would work for me.