Testing and Development: Deadline-one week after comments
- Tails_155
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Re: Testing and Development: Deadline Aug. 4th
nm, it just seemed like there was a larger rush today than usual of posts.
I'm member number 499 (⬤)∀(⬤)
Re: Testing and Development: Deadline Aug. 4th
I was playing so much that i forgot i have to work on a level >.>....
ow im working hard...simple level go!
ow im working hard...simple level go!
- Tails_155
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Re: Testing and Development: Deadline Aug. 4th
<.< make sure you show something.
I'm member number 499 (⬤)∀(⬤)
- Lv27MarkerMMan
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Re: Testing and Development: Deadline Aug. 4th
@limepie thank you for the feedback. I will attempt to explain my thoughts
The mushroom at the beginning is there for 2 reasons:
1) to test the spinjump code in that room easily
2) I was trying to prevent the player from bringing a cape in by having them start on 2 mushrooms
From what I've recently heard there will be code to prevent the player from bringing in a cape, but does that apply to the boxed item too?
The invisible mushrooms are supposed to be a good surprise, because I like the idea of rewarding the player for finding something invisible instead of killing them for it. This is just my insight on it.
I asked about the magikoopa earlier and other people seemed okay with it. The problem is that its head shares graphic spots with the baseball chucks' torso. His dissappearing state is supposed to look like a block as a sneaky way for the wizard to appear kind of thing. I also thought it looked like the wizard is pulling its hat in front of its face. Do you dislike the whole thing or just parts of it?
I figured sending the player back would be a way to give the player a chance to try a different path in the second room. I don't know who would go back to play anyones' level all the way through a second time just for fun in a hack. Although it is true that the coin is in a door near the beginning of the level. I guess I should adjust something.
Actually it does sound like a good idea to move the key hole platform to the left so you land on it if you fall straight down. Should I just remove the door have them die to screen scroll if they don't have the key? The door does give the player chance to go back and find the key. I kind of think the player doesn't deserve the exit if they accidently fall off without the key. Is that too mean?
On the block breaking gimmick, I did decide to abandon it because I had to meet an earlier deadline. chdata posted something about alcarobot in the asm thread to help. However I was not able to use what I was able to find on alcarobot. Also, recently there has been a 'we want to finish soon' feel to the project. I figured finishing would be simpler this way. However if I can get a good lead on how to make my original gimmick idea to work, I wouldn't mind to revive it.
The mushroom at the beginning is there for 2 reasons:
1) to test the spinjump code in that room easily
2) I was trying to prevent the player from bringing a cape in by having them start on 2 mushrooms
From what I've recently heard there will be code to prevent the player from bringing in a cape, but does that apply to the boxed item too?
The invisible mushrooms are supposed to be a good surprise, because I like the idea of rewarding the player for finding something invisible instead of killing them for it. This is just my insight on it.
I asked about the magikoopa earlier and other people seemed okay with it. The problem is that its head shares graphic spots with the baseball chucks' torso. His dissappearing state is supposed to look like a block as a sneaky way for the wizard to appear kind of thing. I also thought it looked like the wizard is pulling its hat in front of its face. Do you dislike the whole thing or just parts of it?
I figured sending the player back would be a way to give the player a chance to try a different path in the second room. I don't know who would go back to play anyones' level all the way through a second time just for fun in a hack. Although it is true that the coin is in a door near the beginning of the level. I guess I should adjust something.
Actually it does sound like a good idea to move the key hole platform to the left so you land on it if you fall straight down. Should I just remove the door have them die to screen scroll if they don't have the key? The door does give the player chance to go back and find the key. I kind of think the player doesn't deserve the exit if they accidently fall off without the key. Is that too mean?
On the block breaking gimmick, I did decide to abandon it because I had to meet an earlier deadline. chdata posted something about alcarobot in the asm thread to help. However I was not able to use what I was able to find on alcarobot. Also, recently there has been a 'we want to finish soon' feel to the project. I figured finishing would be simpler this way. However if I can get a good lead on how to make my original gimmick idea to work, I wouldn't mind to revive it.
Don't be afraid to check out my Youtube channel.
I am making let's plays now!
I am making let's plays now!
Re: Testing and Development: Deadline Aug. 4th
Yes.Lv27MarkerMMan wrote:From what I've recently heard there will be code to prevent the player from bringing in a cape, but does that apply to the boxed item too?
I can see what you mean but it's just very odd and I don't like it.The invisible mushrooms are supposed to be a good surprise, because I like the idea of rewarding the player for finding something invisible instead of killing them for it. This is just my insight on it.
The problem is, it just looks jumbled and messy. Like I can't tell what it is and then when it disappears its body turns into a block and it almost looks like a glitch.I asked about the magikoopa earlier and other people seemed okay with it. The problem is that its head shares graphic spots with the baseball chucks' torso. His dissappearing state is supposed to look like a block as a sneaky way for the wizard to appear kind of thing. I also thought it looked like the wizard is pulling its hat in front of its face. Do you dislike the whole thing or just parts of it?
I figured sending the player back would be a way to give the player a chance to try a different path in the second room. I don't know who would go back to play anyones' level all the way through a second time just for fun in a hack. Although it is true that the coin is in a door near the beginning of the level. I guess I should adjust something.
Yes that's very mean. It's not like the player knows before hand that there is a keyhole there and they're only allowed to go there with a key. Get rid of the door, and add some clouds/vines to get back up.Actually it does sound like a good idea to move the key hole platform to the left so you land on it if you fall straight down. Should I just remove the door have them die to screen scroll if they don't have the key? The door does give the player chance to go back and find the key. I kind of think the player doesn't deserve the exit if they accidently fall off without the key. Is that too mean?
Well you jut updated. So you have up to August 4th plus 3 weeks. That's plenty of time for you/someone to make an asm code. I don't know enough about asm to make it but you can try the asm thread again.On the block breaking gimmick, I did decide to abandon it because I had to meet an earlier deadline. chdata posted something about alcarobot in the asm thread to help. However I was not able to use what I was able to find on alcarobot. Also, recently there has been a 'we want to finish soon' feel to the project. I figured finishing would be simpler this way. However if I can get a good lead on how to make my original gimmick idea to work, I wouldn't mind to revive it.
- raocow
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Re: Testing and Development: Deadline Aug. 4th
Wasn't there actually a few people adressing this issue in the asm thread not too long ago?
the chillaxest of dragons
Re: Testing and Development: Deadline Aug. 4th
I'm not sure, if this is the right thread to post the following in XP
I'll be gone from July 31st to August 7th, so I can't post anything during these days.
Yeah, that's already it XP
Didn't want to interrupt you guys in your discussion there...
I'll be gone from July 31st to August 7th, so I can't post anything during these days.
Yeah, that's already it XP
Didn't want to interrupt you guys in your discussion there...
Too lazy to be creative here
- Cheeseofdoom
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Re: Testing and Development: Deadline Aug. 4th
Alright, it isn't well.... well here we go.
I've been working on it, it isn't that long, but it's something. I just need something here in case a more complete something doesn't get posted before the 4th. I'm leaving on the 4th for a week, and school starts the 17th.
That being said, playtest your hearts out.
P.S. Why can't I upload an .ips file?
I've been working on it, it isn't that long, but it's something. I just need something here in case a more complete something doesn't get posted before the 4th. I'm leaving on the 4th for a week, and school starts the 17th.
That being said, playtest your hearts out.
P.S. Why can't I upload an .ips file?
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- 11B.zip
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Re: Testing and Development: Deadline Aug. 4th
Haha, woah. This level is insane!Cheeseofdoom wrote:Alright, it isn't well.... well here we go.
I've been working on it, it isn't that long, but it's something. I just need something here in case a more complete something doesn't get posted before the 4th. I'm leaving on the 4th for a week, and school starts the 17th.
That being said, playtest your hearts out.
P.S. Why can't I upload an .ips file?
Things to point out (some of them are sorta obvious but I'll say em anyway)
-background clouds have ugly square border around them
-fan colission is kinda wonky where it takes up the whole square, it'd probably be easiest to make the graphic take up the whole square as well
-you probably don't need a text box talking about the gold fans, just make them animate faster. Hopefully that's possible
-i hope you're planning on including more normal enemies throughout the level, I'm curious to see how they'll all react to the gimmick
So yeah, awesome level, keep finding new ways to use the gimmick. If you need somebody to make the music to go along with this I'm totally game for it. Question though, if you mute a sound effect channel, does that mess up the sound effects?
- Cheeseofdoom
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Re: Testing and Development: Deadline Aug. 4th
;)Wyatt wrote: Haha, woah. This level is insane!
I suppose I should fix that, never really though much of it.Wyatt wrote: -background clouds have ugly square border around them
I'll talk to my graphics department (aka MoneyMan) about a redraw.Wyatt wrote:-fan colission is kinda wonky where it takes up the whole square, it'd probably be easiest to make the graphic take up the whole square as well
I can't animate those ones faster, but I guess I could animate the normal ones slower. Right now they both only have two frames, so I'll have to get MoneyMan or someone to draw more frames.Wyatt wrote:-you probably don't need a text box talking about the gold fans, just make them animate faster. Hopefully that's possible.
Current enemies you'll (hopefully) get to see:Wyatt wrote:-i hope you're planning on including more normal enemies throughout the level, I'm curious to see how they'll all react to the gimmick
I have no clue. You and SNN are going to be my music gimmick department, so once I have a level put together, he'll be able to set up a thing that triggers the musical cues, and I'll be able to tell you how to use it.Wyatt wrote:So yeah, awesome level, keep finding new ways to use the gimmick. If you need somebody to make the music to go along with this I'm totally game for it. Question though, if you mute a sound effect channel, does that mess up the sound effects?
Thanks a lot for play testing!\
Edit: His name is MoneyMan, not MoneyGuy.
Re: Testing and Development: Deadline Aug. 4th
There's a way to animate things faster than the frames smw gives you. I'll look for that post.
Edit:
Edit:
yoshicookiezeus wrote:You input the same animation is several different slots:LM help file wrote:Lunar Magic does the same thing. The first 8 ExAnimation slots all actually run on different frames. However, the next 8 slots all run in the exact same frames as the first 8 slots. And so on. This means slots 0,8,10,18 animate in the same game frame, as do 1,9,11,19, then 2,A,12,1A, etc.
[...]
You can do animations that run twice as fast (15 fps), by simply using 2 slots that are 4 slots apart within a group of 8 (like for example, 0 and 4) and setting the same destination in each. If you want to take it further, you can go at 30 fps by using slots 0,2,4,6. And if you want to go at 60 fps, you'd use all of slots 0-7 to do it (and if you give yourself a seizure animating the palette at that ridiculous rate, don't blame me).
- Cheeseofdoom
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Re: Testing and Development: Deadline Aug. 4th
I'd love to do that, but my gimmick is using up every single exanimation frame I have available.limepie20 wrote:LM help file wrote:Lunar Magic does the same thing. The first 8 ExAnimation slots all actually run on different frames. However, the next 8 slots all run in the exact same frames as the first 8 slots. And so on. This means slots 0,8,10,18 animate in the same game frame, as do 1,9,11,19, then 2,A,12,1A, etc.
[...]
You can do animations that run twice as fast (15 fps), by simply using 2 slots that are 4 slots apart within a group of 8 (like for example, 0 and 4) and setting the same destination in each. If you want to take it further, you can go at 30 fps by using slots 0,2,4,6. And if you want to go at 60 fps, you'd use all of slots 0-7 to do it (and if you give yourself a seizure animating the palette at that ridiculous rate, don't blame me).
I'd also love to see someone animate a palette at 60fps.
- keckcellent
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- Location: Catskills, NY
Re: Testing and Development: Deadline Aug. 4th
Cheeseofdoom:
Moctroidprime:
So I plan on uploading my level tomorrow. My new phone won't let me upload the IPS so I'll have to head to the library again. If I don't make it, I'll have time before the 4th to get there (and if I don't, I'll just upload a PNG of my level so far on my phone). I also hope to update the level dredge tomorrow. Day off!
- Cheeseofdoom
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Re: Testing and Development: Deadline Aug. 4th
I can see how that might happen. I'll look into changing that.keckcellent wrote:I got confused at the first part of the level with the slope against the vertical wall. I thought it was one of those watermelon blocks that you can run up.
I received new graphics this morning, so the clipping issue is fixed.keckcellent wrote:You can also fix the fan-collision problem by bringing the fan up to the top part of the block and putting ground immediately beneath in Map16.
Thank you! I completely missed that. You have a good eye.keckcellent wrote:A minor, minor nitpick - you have a bad corner tile under the first message block.
- Mochtroidprime
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Re: Testing and Development: Deadline Aug. 4th
By now I'm probably coming off as a stupid imbecile that doesn't know how to listen...
Anyway keckcellent, sorry you had to go through that trouble because of my level.
What I got from you saying is that the older dirt houses were okay...?
If not, I still have a separate IPS for the wood houses, I'll just have to re-add the 5 screens to the end of the level.
http://bin.smwcentral.net/u/7516/Floode ... BHOUSE.ips
I don't think I can make my level much bigger, I reached the sprite limit while adding those extra 5 screens and had to delete some sprites, when they are spaced far enough in my opinion.
Anyway keckcellent, sorry you had to go through that trouble because of my level.
What I got from you saying is that the older dirt houses were okay...?
If not, I still have a separate IPS for the wood houses, I'll just have to re-add the 5 screens to the end of the level.
http://bin.smwcentral.net/u/7516/Floode ... BHOUSE.ips
I don't think I can make my level much bigger, I reached the sprite limit while adding those extra 5 screens and had to delete some sprites, when they are spaced far enough in my opinion.
Re: Testing and Development: Deadline Aug. 4th
As for right now i have a temporary name for my level which is named Caverne du Quebec (Quebec cave) and i have done some little developement.
The level is vanilla made since i don't know ANYTHING more than creating..i don't know how to add custom stuffs and things like that so il let someone who want to obviously to change the texture and musics...also add custom monsters if possible..
Last thing....how the hell do i make lines for platforms?
The level is vanilla made since i don't know ANYTHING more than creating..i don't know how to add custom stuffs and things like that so il let someone who want to obviously to change the texture and musics...also add custom monsters if possible..
Last thing....how the hell do i make lines for platforms?
- keckcellent
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Re: Testing and Development: Deadline Aug. 4th
Mochtroidprime:
And now for my level. There are a lot of things missing from it. No 'boss' yet. No BG in the main section. Placeholder music before the main area. The Diggin' Chuck is glitched graphically because I was trying to figure out where everything goes (I plan on replacing it with graphics that will fit my level). And I want to ExAnimate the Bullet Bill replacements. Also, its pretty short. But I wanted to get an impression of what people thought about the general level design before I continued on.
http://bin.smwcentral.net/u/9440/A2MT%2BLevel%2B21.zip
Tenta: To make lines for platforms, you have to set the FG/BG graphics index to be either 'Rope' or 'Castle'. To set the graphics index, click on the purple poison mushroom button. I don't know which Rope tilesets would work. I think there are 3 rope tilesets and I can't check here.
I can't think of any good Addmusic/ SpriteTool tutorials off of my head right now. Sorry.
http://bin.smwcentral.net/u/9440/A2MT%2BLevel%2B21.zip
Tenta: To make lines for platforms, you have to set the FG/BG graphics index to be either 'Rope' or 'Castle'. To set the graphics index, click on the purple poison mushroom button. I don't know which Rope tilesets would work. I think there are 3 rope tilesets and I can't check here.
I can't think of any good Addmusic/ SpriteTool tutorials off of my head right now. Sorry.
Re: Testing and Development: Deadline Aug. 4th
Hmm i just tried that but it mess up my levels by modifying the underground tileset...
Edit: I lost my Original super mario world rom so i can't test my own level... >.>
Edit: I lost my Original super mario world rom so i can't test my own level... >.>
- keckcellent
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Re: Testing and Development: Deadline Aug. 4th
Tenta: (no actual spoilers but its long again).tenta wrote:Hmm i just tried that but it mess up my levels by modifying the underground tileset...
Re: Testing and Development: Deadline Aug. 4th
Still no testing done! Argh.Davvic wrote:My post was lost in the previous page! Need some testing done, a lot changed.Davvic wrote:Alrighty. The level was changed around a bit. Its now somewhat of a puzzle, and you have to explore a bit more. Added a bonus AUS reference!
http://www.mediafire.com/?iy5doani34romdm
Edit: I may need to remove the bullet generator
- yoshicookiezeus
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Re: Testing and Development: Deadline Aug. 4th
Just got started on the secret exit part of my level.
- Karatekid5
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Re: Testing and Development: Deadline Aug. 4th
A small but good update here. I was able to make what pretty much is a 32x32 Spiny by changing some things in the CFG file for a 32x32 ShyGuy, and speeding it up a bit. It turned out how I wanted it to, so, I can pretty much cancel the sprite request I made. So, now I can finish up the level :D .
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- morsel/morceau
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Re: Testing and Development: Deadline Aug. 4th
I don't know what I'm doing in this topic, but I played your level. Here are my thoughtsDavvic wrote: http://www.mediafire.com/?iy5doani34romdm
The first area is pretty fun platforming.
-the koopa hopping is gratuitous, and can be obnoxious to time; also, there's a koopa that falls from the sky here, what's his deal?
-the coins marking the pipe at the end won't come back (and you need to go in it again)
-the yellow pipe that takes you back two screens doesn't seem to have any purpose (there's nothing important I would need to go back for)
the purple room
-why is there a jumpingboard here?
the vertical room
-the dragon coin here doesn't show up when I play the level (does it show up when you play it?)
-where is the puzzle? Once you get the jboard from this room, just bring it straight back here and you can jump through the rope. There's no need to get the pwitch and spawn the vine with the shell (btw, you need to actively stop the shell and kick it again else the turn block will run out too soon - this is annoying).
I dunno what to suggest as an improvement. Maybe ditch the puzzle, put the goal where the pswitch is and extend the vertical part and make it more challenging. You could have a midpoint at the end of the first area. For the dragon coins, try changing item memory (MArio's head).
dont wanna jihad no more
Re: Testing and Development: Deadline Aug. 4th
Whoops, I didnt realize that you could just take the spring back around... The intended solution is to bring it to the pink room, get the p switch, then take it back to the cave. This is what testing is for ^^morsel/morceau wrote: -where is the puzzle? Once you get the jboard from this room, just bring it straight back here and you can jump through the rope.
Does anyone have an idea for how I could filter it so that springboards could not be taken INTO the cave, but p-switches can?
- Tails_155
- May be dead.
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Re: Testing and Development: Deadline Aug. 4th
I'm member number 499 (⬤)∀(⬤)