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Testing and Development: Deadline-one week after comments

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flameofdoubt
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Re: Testing and Development

Post by flameofdoubt »

Really liking the look of that, yoshicookiezeus, nice work.
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tatanga
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Re: Testing and Development

Post by tatanga »

Thanks for the tutorial, YCZ, and thanks for the help, Machoman. Here's a look at my Runman level.
http://www.youtube.com/watch?v=TuNlr1iIFeo

There are two different things to accomplish in this level:
-Your first goal is to beat Runman's record. Doing so will clear the level
-Afterwards, you'll want to look around the level more closely and find the five bird coins, as well as the treasure chest that opens once you've found them all

If you fail to beat Runman's record (I.E., the time runs out) you don't die. Instead, the goal tape just becomes unpassable. This is to allow for plenty of time to collect Bird Coins and whatnot.
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Re: Testing and Development

Post by Machoman »

The tofu men creates cut off.
Otherwise, it's a pretty good idea.

And if you want you can put videos on this group:

Here
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flameofdoubt
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Re: Testing and Development

Post by flameofdoubt »

Love the idea tatanga. I suggest you change Bowser's time to be ridiculously high as a joke, like 472 seconds or something. Also if you could find a way or get some help to do this, the most amazing thing ever would be to race alongside runman. Since he'd follow a set path as long as there were no koopa jumps he could be something you don't interact with, like a ghost run.
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tatanga
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Re: Testing and Development

Post by tatanga »

Thanks, fod. Yeah I'll adjust Bowser's time, and that Runman idea sounds good if I can pull it off. Who do you think would be the best person to ask for help with that?
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kilon
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Re: Testing and Development

Post by kilon »

tatanga wrote:Thanks for the tutorial, YCZ, and thanks for the help, Machoman. Here's a look at my Runman level.
http://www.youtube.com/watch?v=TuNlr1iIFeo
How nitpicky do you want me to be?
-Brown blocks in the first sublevel looks really strange to the right with the floating in the sky and stuff
-Message box 1 reads a bit awkward (and I prefer 'first' over 1st but that could be me)
-Message box 2 is okay, but personal preference here that I don't like the names of the participants. Don't bother about it to much unless you do care.
-Glitched ON/OFF blocks
-What is up with those lemon walls that you switch off? Is that a global thing? If so, how could I miss it? It's terrible in my opinion.
-cutoff around tofuman
-again, what's up with the brown blocks above you?
-And I have to play it myself to see if this is the right time limit. Getting gold medals in Runman was pretty hard as well after all.

Yeah, really nitpicking and its probably still WIP, but I felt like doing it.
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flameofdoubt
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Re: Testing and Development

Post by flameofdoubt »

Tatanga: Chibikko or Crushawake would do well. Kil is very good but I gather they have more experience, plus I heard he's hanging back from hacking, though he may be happy to fulfil an advisory position.
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tatanga
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Re: Testing and Development

Post by tatanga »

Response to Kilon

Hey don't worry, I love hearing everyone's thoughts.

-The brown blocks at the start are supposed to look a little out of place, because
you know how in runman if you fell in a pit you were tossed back up? If you jump in the pit and hold right, you fly under the brown blocks and over toward where the treasure chest will be hidden.
-Haha interesting, I always preferred 1st to first. Well, I'd like to hear some more opinions about this. We should probably make every level have it one way or the other.

-What names would you rather have? I had names of final bosses from the two games Demo is from, plus Runman and Bowser. I'm open to suggestions though.

-Yeah I'm gonna fix those.

-I think they're global, and I think they're watermelon walls, I guess.

-Yeah I see it

-In a lot of the runman stages they had walls above/below certain areas. I actually kind of like the way it looks, but I might change it.

-Yeah, I want it to take a player of raocow's ability about 3-5 tries to beat the time limit.

Keep being nitpicky, I like it :)

Also thanks, flameofdoubt, I'll try and get some help on that.
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Terry von Feleday
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Terry von Feleday »

scrn1.PNG
Started with graphical work for my level. Map16 is only half-done, but Exanimation is complete. It's a bit barren at the moment, but I'm working on adding interior decoration (guns and crates), obstacles on top (guns and missiles), custom sprites (guns and their bullets) and more guns.

Just one question: How do I make exanim animate slower in LM 1.7? I animated everything I need, but the animation rate is a bit too low for my tastes.
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flameofdoubt
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by flameofdoubt »

Terry von Feleday when I saw what your signup was for I had high hopes and this already proves it's everything I'd hoped it would be. Just wow. Unfortunately I don't know enough about exanimate, the only way I knew in earlier versions to slow it down was to have an animation that lasted for twice as many frames, and double up the frames used, but there might be a better way.
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tatanga
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by tatanga »

Wow. Amazing graphics Terry, you never cease to amaze!
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Machoman »

That is amazing.

Now I'm gonna try to make the GFX for my level atleast half as good as this.
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Terry von Feleday
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Terry von Feleday »

herpaderp, I meant to say I want it to animate faster, not slower.

That's what happens when you post under time pressure, folks!
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RivalNightmare
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by RivalNightmare »

Sorry if i beake any rulez but which SMW BG can i use for me level? It's called Heresy Plains so yeah.. something that fits a 'plain' or how i should say that >.>
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Tails_155
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

Planes. <.<

You make the decisions about your levels.
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RivalNightmare
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by RivalNightmare »

You said your selfs i'm not alowed to use Yoshi Island BG'S and that was the one i were going to use
aka: the BG level 105 uses.
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yoshicookiezeus
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

prince700 wrote:You said your selfs i'm not alowed to use Yoshi Island BG'S and that was the one i were going to use
aka: the BG level 105 uses.
Not Yoshi's Island as in the first world, Yoshi's Island as in Super Mario World 2.
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FPzero
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by FPzero »

FirePhoenix Progress log, 5/27/2010.

Ideas are beginning to float in my head for the level I've taken. A central idea is already chosen, all that remains for the brainstorming phase is to iron out which ideas within the central idea I will be able to implement correctly. I'll need to contact some people about graphical work for a portion of the level.

Spirits are high.
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RivalNightmare
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by RivalNightmare »

yoshicookiezeus wrote:
prince700 wrote:You said your selfs i'm not alowed to use Yoshi Island BG'S and that was the one i were going to use
aka: the BG level 105 uses.
Not Yoshi's Island as in the first world, Yoshi's Island as in Super Mario World 2.
Oh, LOL! i'm such a retard xD
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Sugar
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Sugar »

I just started. But basics questions was done.

... also I think you could use Yoshi's Island BG, but don't use palettes 0 and 1 for them. I would use palette 3 and 4 instead, since those are rarely used.

EDIT: What's a fail. I forgot png.
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AUS
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by AUS »

I've finished the playing of my short level, now I'm going to spend the rest of the time polishing it up to make it look nice. It has no extra graphics that wasn't already given to me, so in that way you could call it vanilla.

I don't know if you can tell in the pictures, but the lava is layer 2 and scrolls up with you to add as raocow might say a panicy mood.
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HarmfulGravemind
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by HarmfulGravemind »

Hoy hoy!

First Picture of my level!
Level01F.png
Don't worry the colors and the background are not final, they are just kinda there!
Also there are no enemys as of yet! Why? Because I add enemys usually last or on places where I really need them for pre-alpha testing pruposes.

Internal (But not final) Name of the Level is "Chillout #2 kthxbye"
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yoshicookiezeus
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by yoshicookiezeus »

yay actual level design
Level020.png
Also disassemblies are fun.
A2MT_00002.png
HarmfulGravemind wrote:[insert picture here]
I love how you gave the background hill a face using the cloud tiles.
tatanga
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by tatanga »

Aw man I love your spike graphics, YCZ. I'll the graphics look really good, except I think the smb solid blocks that make up part of the foreground should maybe be shifted 8 pixels up and 8 to side.
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Tails_155
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Re: Testing and Development - Note added 27-5 11:27 EDT

Post by Tails_155 »

Funfact: Levels look better with backgrounds, I hope those of you with solid color backgrounds are using Layer 2 or that's probably a bad sign. :S
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