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Testing and Development: Deadline-one week after comments

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Wyatt
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Re: Testing and Development: Deadline Nov. 17th

Postby Wyatt » 7 years ago

Videoguy: Oh hey it's this level! Glad it's coming together, it's a lot of fun.
First race:
I notice some exGFX files are using old stuff: some chucks are the old green siblings, and some later are even vanilla chucks.
-At least one of the coin trails, if followed perfectly, leads to a death hole.

Second race:
-Music cuts out here; either you're aware of this or it's a bsnes thing
-I died by jumping on the trampoline once when nothing was touching me. Maybe it was the fire a screen above me having weird collision? Don't feel like testing myself, you should try it out and remove the molotov bro if he is in fact at fault.

Third race:
-Remove the coin trail that points to the lower area (below the octobro), all it does is point the player away from a dragon coin
-Octobro's platform didn't spawn most of the time,
-"Just end the damn level already" needlessly both sounds harsh and breaks the 4th wall, change it to something like "Just take me already!" or cut the sentence entirely.

Overall:
I feel the difficulty is overinflated by the lack of a midpoint, you should put one in before the third race. OR, if you object to that, another option would be to extend the first area, as if to trick the player into thinking the goal sphere was real, putting the midpoint at the start of the first race. Though, with no midpoint before the third race, it does feel a little hard, what with the randomness of the cheep cheeps.
These flaws are all fairly minor though, the level at its core is well-designed and fun. Keep it up man, you're so close!

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Fireyblaze
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Re: Testing and Development: Deadline Nov. 17th

Postby Fireyblaze » 7 years ago

TomPhanto wrote:Level Update. Changed the right half to make it more unique.

http://bin.smwcentral.net/u/9567/Level11E.ips
I liked both parts equally actually but would probably pick the fire one just so I don't have to deal with ice physics.

The palletes on the ice level kind of make the timed platforms hard to judge. Other than that, I can't really complain about many things in the level.

ANYWAYS, I have another version of my level. Some difficulty is taken down, and it is longer near the end. I need criticism, or I will just submit it like this. I don't really feel that it is ready, but I am cutting it close on time.

VideoGuy
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Re: Testing and Development: Deadline Nov. 17th

Postby VideoGuy » 7 years ago

Wyatt - Thanks, glad you like the level. Fun was actually one of my main concerns, but I'm glad to hear you liked it.
Wyatt wrote:
First race:
I notice some exGFX files are using old stuff: some chucks are the old green siblings, and some later are even vanilla chucks.
Noted, I'll fix that.
Wyatt wrote:
-At least one of the coin trails, if followed perfectly, leads to a death hole.
...how about that. I'll fix that one.
Wyatt wrote:
Second race:
-Music cuts out here; either you're aware of this or it's a bsnes thing
I'll be honest, the number of times that I had to test this level made me sick of the default music, so I just muted it so I could play my own music while testing. I will have a custom soundtrack in my level, I just haven't inserted it yet.
Wyatt wrote:
-I died by jumping on the trampoline once when nothing was touching me. Maybe it was the fire a screen above me having weird collision? Don't feel like testing myself, you should try it out and remove the molotov bro if he is in fact at fault.
It wasn't because of losing the race, right? I have the sprite programmed to kill you if you lose, I wasn't sure if that's too confusing though. I was considering just having a teleport to redo the race, but that seems like it could make it too easy.
Wyatt wrote:
Third race:
-Remove the coin trail that points to the lower area (below the octobro), all it does is point the player away from a dragon coin
Noted. And removed.
Wyatt wrote:
-Octobro's platform didn't spawn most of the time,
Oh gee. I occasionally did have sprite issues in this section, but that never happened to me. I'll see what I can do to fix that.
Wyatt wrote:
-"Just end the damn level already" needlessly both sounds harsh and breaks the 4th wall, change it to something like "Just take me already!" or cut the sentence entirely.
Haha whoops, that was my early draft of the "dialogue", I didn't mean for that to make it into the final. I will change that though, I agree with you.
Wyatt wrote:
Overall:
I feel the difficulty is overinflated by the lack of a midpoint, you should put one in before the third race. OR, if you object to that, another option would be to extend the first area, as if to trick the player into thinking the goal sphere was real, putting the midpoint at the start of the first race. Though, with no midpoint before the third race, it does feel a little hard, what with the randomness of the cheep cheeps.
Yeah, I wasn't sure what the best way to do the midpoint was (compromise: don't put one in at all? yeah, that won't work). I suppose between the 2nd and 3rd would be the best part. I tried to make the sublevels progressively harder, so I suppose that would make the most sense.
Wyatt wrote: These flaws are all fairly minor though, the level at its core is well-designed and fun. Keep it up man, you're so close!
Thanks!
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.
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Daizo
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Re: Testing and Development: Deadline Nov. 17th

Postby Daizo » 7 years ago

Well guys, I finally fixed all the bugs, so far changed:
-The theme is changed allot, Abyss to mines.
-Second part restarted
-lots of bugs fixed

Issues:
-in the second part, its easy to stop spin jumping while your invincible from damage.
-If you wall catchin the 2nd part of the level, then you will also stop spin jumping, apply the Anti Wall jump patch to fix this (or that's what I think that's called).

Download me ^^
My YouTube channel - P-Switch... - EvilDaizo Productions
Links above if you want to check 'em out... or not, since these are overlooked.

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TomPhanto
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Re: Testing and Development: Deadline Nov. 17th

Postby TomPhanto » 7 years ago

fireyblaze wrote:
TomPhanto wrote:Level Update. Changed the right half to make it more unique.

http://bin.smwcentral.net/u/9567/Level11E.ips
I liked both parts equally actually but would probably pick the fire one just so I don't have to deal with ice physics.

The palletes on the ice level kind of make the timed platforms hard to judge. Other than that, I can't really complain about many things in the level.

ANYWAYS, I have another version of my level. Some difficulty is taken down, and it is longer near the end. I need criticism, or I will just submit it like this. I don't really feel that it is ready, but I am cutting it close on time.
I don't know why the timed platforms show different palettes when I play the level.
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Paralars
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Re: Testing and Development: Deadline Nov. 17th

Postby Paralars » 7 years ago

TomPhanto wrote:Level Update. Changed the right half to make it more unique.

http://bin.smwcentral.net/u/9567/Level11E.ips
I like the new icy part a lot better, the ice physics work out well now.
The timed platforms, it seems the colored dots are kinda weird with color usage because they were intended to be yellow (in LM the dots show up as if they used palette 9, but they use D), you should keep them blue, but maybe you can find a way around that, if nothing works, just paste the lightest blue of palette D over the orange color and every black color to the right.
You will need to use some other graphics for breakable bricks, maybe you can just make a map16 tile with existing graphics for that, just make it behave like the block the blocktool code for breakable bricks is inserted on (420).
And as a piece of advice, when submitting, make sure to point out there is a banzai bill.
Everything else can be done is Clearing, you can go there now or on the deadline.
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Cmbheadquarters
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Re: Testing and Development: Deadline Nov. 17th

Postby Cmbheadquarters » 7 years ago

http://bin.smwcentral.net/u/15352/024%2BAir%2BArena.ips

Done. small room through door is where chest should be, but i cant find the correct sprites, the only one i have is he boss. can be put in when insered
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Kevinskie555
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Re: Testing and Development: Deadline Nov. 17th

Postby Kevinskie555 » 7 years ago

So I'm kinda sorta 100% finished with my level. So if it could get tested so I can submit it tormorrow, that'd be great. I've got 1 question though: How do the chests work? Do I get to choose the message it displays?
Anyways, download link: Edit: Whoops, this IPS was corrupted.
New link : http://www.mediafire.com/?m3stnkkk4wipnfr
Last edited by Kevinskie555 on 17 Nov 2011, 13:58, edited 1 time in total.
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Leifytwig123
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Re: Testing and Development: Deadline Nov. 17th

Postby Leifytwig123 » 7 years ago

Can someone please just post a screenshot of how you need to set up the line guides to make two platforms switch places. I can't figure it out.

Edit: Well, since I posted that ^^^, I've basically finished my level, so here's the link, http://www.mediafire.com/?gwordog3m5zlwtq

I have some notes though.

1. The pipe at the beginning of the second part will be hidden

2. The graphics, music, sprites, objects, everything will be custom made by me at a later date

3. The platforms may switch places during the second part sometimes as soon as I figure out how to do that ^^^

4. Parrot coins #3 and #5 will have burnable blocks in front of them at a later date.

5. The block above the green exclaimation point block won't be there in the final version, it's only there for testing.

Anyway, there's a spoiler for where everything is if you can't find it, enjoy!

Parrot Coin #1
Use the boo blocks to go up right at the beginning
Parrot Coin #2
During the first riding section, it's at the part where you travel in an n shape while boo lasers attack you.
Parrot Coin #3
Go down the pipe at the beginning of the second part, it would normally have burnable blocks in front of it.
Parrot Coin #4
Use the feather to jump off of the block with a star in it and float over to a platform with the parrot coin in it and then use the feather to make the blocks spin.
Parrot Coin #5
Fly left using the feather at the very end right before the goal, it would usually have burnable blocks in front of it.
Treasure Chest
Bring the feather to the last platform of the second part, the knock the star out but don't collect it, stand on the very edge of the hidden platform beneath the door, as indicated by the clue on the left of the level, then right before the star falls on you, jump to the left and then run right while collecting the star. As soon as you get to the edge, jump, and if you did it right it will have been enough room to fly, then you have to fly all the way back to the other side of the level, and there will be a pipe in the top left corner!
Last edited by Leifytwig123 on 17 Nov 2011, 19:51, edited 1 time in total.
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JVyrn
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Re: Testing and Development: Deadline Nov. 17th

Postby JVyrn » 7 years ago

Here's my level's "Final 1.00 Rough Draft"; it's beatable and has all five parrot coins and the chest (not inserted in my version of the base ROM for some reason though...) but I might want to revise a few things and possibly add
some kind of boss in the shooter part
if there's time before the Final Final FINAL content freeze.

Oh, and it needs a name. (It's kind of a big (though vague) reference to
PSURG's first game Shark Attack,
if that helps)

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shdwdrgnix
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Re: Testing and Development: Deadline Nov. 17th

Postby shdwdrgnix » 7 years ago

When cold, make sure to dress warmly.ips

Final version with difficulty much more balanced

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JellyBlock
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Re: Testing and Development: Deadline Nov. 17th

Postby JellyBlock » 7 years ago

Whoo! After a whole year and a half of endless procrastination, my level is finally done! Wait. No! My level is .05 MB too big to upload to this site! Is there any other way I can get my level to who ever's in charge of this thing?

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AUS
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Re: Testing and Development: Deadline Nov. 17th

Postby AUS » 7 years ago

Smwcentral.net has a place to upload files. http://www.smwcentral.net/?p=files <-- If you're registered.

If not, you can always use some place like host-a.net
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Re: Testing and Development: Deadline Nov. 17th

Postby yogui » 7 years ago

I said I was working on the unfinished level by DMII, but before I throw this into the clearing thread, I wanted to post it here because there are some things I am not sure.

About the level, in fact DMII have made 3 unfinished levels, and two of them were called LMD (I don't know why he chose this name but whatever). Since they were both good, I decided to mix them into one single level. Basicaly, you play the second LMD's level, and there is a pipe that send you in the first LMD's level where the chest and the secret exit is. Like I said, these are differents levels, and if you think they doesn't fit at all, I can chose to keep only one.
Also I haven't choosed a custom music yet, tonight I will look what custom musics are inserted in the baserom can fit those levels, but if you have some suggestions, then suggest me.
So here is the link:
http://bin.smwcentral.net/u/410/A2MT%2B ... eltest.ips
Then if you think it's alright I will go in the clearing thread.
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Re: Testing and Development: Deadline Nov. 17th

Postby Kevinskie555 » 7 years ago

For everyone who downloaded my level today; sorry, the IPS was corrupted, but here's the correct file: http://www.mediafire.com/?m3stnkkk4wipnfr
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Paralars
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Re: Testing and Development: Deadline Nov. 17th

Postby Paralars » 7 years ago

yogui:
Oh man, things are really coming together now, it looks fantastic.
So I opened the level and muted my computer because that standard music ruins everything for me, then I played it with absolutely no sound, which was very awkward, but it has something fitting, just saying.

Well, the shadowy thing being the main part and the grey sublevel the optional thing, that feels weird.
The transition is okay, but the order doesn't feel right.
You can leave it as is, but IMO it would make more sense to start in the grey part and have a junction to the black/white part.

Minor things:
- The 4 bullet wall is almost impossible to dodge the first time you see it, and after that, it's still unproportionally tough, maybe remove the topmost one.
- The white solid pipe looks weird, but it's an outstanding object because it's so bright, maybe you can just make teleporter blocks out of them (map16 tile 470), like a ray of light breaking into this abstract underground world from the surface (that way the level transition would make some more sense)

It's a really nice and solid level overall
;;;
;;;
JVyrn wrote:Here's my level's "Final 1.00 Rough Draft"; it's beatable and has all five parrot coins and the chest (not inserted in my version of the base ROM for some reason though...) but I might want to revise a few things and possibly add
some kind of boss in the shooter part
if there's time before the Final Final FINAL content freeze.

Oh, and it needs a name. (It's kind of a big (though vague) reference to
PSURG's first game Shark Attack,
if that helps)
Oh man, amazing how things work with the deadline.
It's pretty good, and would make a perfect level for Science.
The jump down to the maverick thwomp where you have to outrun it on the conveyer blocks doesn't always work the same.
The time limit should be reset to a new value when entering the second sublevel.
I didn't play everything, but about what I saw, I have nothing bad to say, everything looks very good.
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Re: Testing and Development: Deadline Nov. 17th

Postby JVyrn » 7 years ago

Paralars wrote:The time limit should be reset to a new value when entering the second sublevel.
oh derp, I completely forgot about the time limit!

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Re: Testing and Development: Deadline Nov. 17th

Postby Daizo » 7 years ago

Diddyboy100 wrote:Well guys, I finally fixed all the bugs, so far changed:
-The theme is changed allot, Abyss to mines.
-Second part restarted
-lots of bugs fixed

Issues:
-in the second part, its easy to stop spin jumping while your invincible from damage.
-If you wall catch in the 2nd part of the level, then you will also stop spin jumping, apply the Anti Wall jump patch to fix this (or that's what I think that's called).

Download me ^^
Umm... Todays the deadline and this is not tested :(

Can somebody test this please :|
My YouTube channel - P-Switch... - EvilDaizo Productions
Links above if you want to check 'em out... or not, since these are overlooked.

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AUS
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Re: Testing and Development: Deadline Nov. 17th

Postby AUS » 7 years ago

Um, if you think it's complete send it to clearing.
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Re: Testing and Development: Deadline Nov. 17th

Postby yogui » 7 years ago

Paralars wrote:Minor things:
- The 4 bullet wall is almost impossible to dodge the first time you see it, and after that, it's still unproportionally tough, maybe remove the topmost one.
- The white solid pipe looks weird, but it's an outstanding object because it's so bright, maybe you can just make teleporter blocks out of them (map16 tile 470), like a ray of light breaking into this abstract underground world from the surface (that way the level transition would make some more sense)
-Okay, I will remove one bullet bill.
-Hey, that's a great idea. A teleport light ray to the surface... I will do that.
For the music, I though of using music 3E for the main part and 53 for the outside part.

I wanted to try some ips posted in this thread today but it's already 1am. So probably tomorrow...
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Daizo
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Re: Testing and Development: Deadline Nov. 17th

Postby Daizo » 7 years ago

AUS wrote:Um, if you think it's complete send it to clearing.
I need someone to find all bugs I missed.
My YouTube channel - P-Switch... - EvilDaizo Productions
Links above if you want to check 'em out... or not, since these are overlooked.


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AUS
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Re: Testing and Development: Deadline Nov. 17th

Postby AUS » 7 years ago

Diddyboy100 wrote:
AUS wrote:Um, if you think it's complete send it to clearing.
I need someone to find all bugs I missed.
If it's just bugs you're looking for, you could probably send it to clearing.
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"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
I go by ToNi now. Trying to homogenize my internet handle.

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Paralars
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Re: Testing and Development: Deadline Nov. 17th

Postby Paralars » 7 years ago

Diddyboy:
I really like the flow of your level!
But I have some minor problems with it.

Double midpoint bar looks a bit weird when you just cut one of them, maybe you want to change that.

Messageboxes -

The yellow turn
blocks break and
shatter by a spin
jump, however the
blue turn blocks
shoot you up!

There's going to be
a lot of falling
and saws when you
enter this pipe, so
watch out!

Just as a suggestion...


Are the firebars supposed to hurt you so you become small again?
Parts where you HAVE to tank a hit are usually something you should try to avoid because it feels awkward.

The part at the very end where you have to jump to the left with the blue turn blocks and avoid the firebars - add a coin trail for when the player comes falling from the top, so knows he has to go right.

Is the 3up supposed to be a straightforward trap? That's okay, I'm just confused about that a bit.

IMPORTANT
The little traps indicated by blue coins, where you are trapped in by an invisible coinblock - you can't get out and you can't die, you are just suck. Fix that so you can die at least.

Well, those are the most important things I have to say about your level.

Ometeotl:
great level, really funny.
The plant heads have black parts, just extend the green color B,B down to C,B and D,B and E,B to fix that.
Uhm yeah, everything is great, except for the minor layer cutoff with the bushes maybe, but that's not much of a problem.
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Re: Testing and Development: Deadline Nov. 17th

Postby Ometeotl » 7 years ago

Fixed the palette of the plants, thanks.


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