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Testing and Development: Deadline-one week after comments

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Re: Testing and Development: Deadline Nov. 17th

Post by AUS »

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

Post by yogui »

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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Re: Testing and Development: Deadline Nov. 17th

Post by Daizo »

AUS wrote:Um, if you think it's complete send it to clearing.
I need someone to find all bugs I missed.
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Re: Testing and Development: Deadline Nov. 17th

Post by AUS »

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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Re: Testing and Development: Deadline Nov. 17th

Post by Paralars »

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

Post by Ometeotl »

Fixed the palette of the plants, thanks.
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Re: Testing and Development: Deadline Nov. 17th

Post by TheGuyWhoIsSitting »

I'm not sure if I was supposed to put this in clearing yet or not, but I'll post it here as well.

http://dl.dropbox.com/u/14987784/Gelatin%20Factory.ips

I used a slightly older base rom and just never got around to putting everything else in the newest base. I know the new parrot coins don't seem to work in my level, but the chest opens properly.
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Re: Testing and Development: Deadline Nov. 17th

Post by Daizo »

Paralars wrote:Double midpoint bar looks a bit weird when you just cut one of them, maybe you want to change that.
Oh lol, I'll fix that for sure.
Paralars wrote: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...
Blue? Thats grey but yeah, I guess I can fix the text boxes.
Paralars wrote: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.
Well how else am I suppose to die instantly after you get hit, I don't know if Instant kill blocks are inserted or not so...
Paralars wrote: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.
I'll get right on that.
Paralars wrote:Is the 3up supposed to be a straightforward trap? That's okay, I'm just confused about that a bit.
Its possible to get the moon but its kinda risky, If I where you, I'd wouldn't bother.
Paralars wrote: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.
Oh whoops, I know exactly how to fix that!
Paralars wrote:Well, those are the most important things I have to say about your level.
Okay, Well I'll get to work now, But I cant because its passed the final deadline :(
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Re: Testing and Development: Deadline Nov. 17th

Post by raocow »

What do you mean you can't? You have a full week after a clearing attempt.
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Re: Testing and Development: Deadline Nov. 17th

Post by Daizo »

raocow wrote:What do you mean you can't? You have a full week after a clearing attempt.
Well then, I guess I can get to work :lol: , BTW Is the title of this thread going to change like its passed the 17'th.
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Re: Testing and Development: Deadline-one week after comment

Post by Paralars »

I suggest posting your thing in Clearing now, so you can get some other feedback as soon as possible.
You'll still have to fix some things, anyway.
About the instant kill problem, you could just use "make Demo small" blocks like you did earlier instead of giving the player a raddish, making him spinjump and then forcing him through three firebars where he's supposed to get hit.
Or scrap the raddish-turnblock stations completely and use custom "only passable with spinjump" blocks.
There were some in AUS' first level, I don't know if they are inserted in the current baseROM, but getting them wouldn't be much trouble for you. (-> It's tile 448)
(That way, you could even replace the booster turnblocks with arrow blocks or something self-explanatory and the player wouldn't need the messagebox hint anymore)
If you want, I can make you 2 custom graphics for a block that has an A on it and one with an arrow on it for the spinjump-only and booster blocks.

Or you just do something completely different, its up to you.
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Re: Testing and Development: Deadline-one week after comment

Post by Cheeseofdoom »

Oh.... hi.

It's probably way too late for this, but I still want to pass my level on to someone. I have no time for it myself, but I wanted to try to do a quick writeup for anyone that might want to take over my level. If not, I suppose I'll just have to wait and see what amazing things come out of you guys. I feel bad that I've grown apart, but things have been busy, and a lot of things have happened recently.

That being said, how is everyone feeling?
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Re: Testing and Development: Deadline-one week after comment

Post by raocow »

God damn it your level is making it in, it's too awesome not too.

I don't care how you do it!

Just pm yogui and have him 'dredge' it or something.
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Re: Testing and Development: Deadline-one week after comment

Post by yogui »

raocow wrote:Just pm yogui and have him 'dredge' it or something.
I don't know how his level look like, but I can always give it a try.
But I saved Kristian's and DMII's level it's because they were finished but they weren't submitted so it was just changing the map16 and the levels. I don't know how Cheeseofdoom 's level is advanced.
Well, you can always send me a PM or just post it here in this thread and I will look and see what can I do about it.

Edit: I looked into your old messages, found an old ips of your level (it's the one where you can stop time, right?) and played it. Yeah, it was great. Would be a shame if it become unfinished. So I'm okay to try to finish. But i can's do ASM, so I could only use the custom sprite that you programmed to work with the ASM, I can't create other ones. And if someone else is more motivated, he can try too.
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Re: Testing and Development: Deadline-one week after comment

Post by Cheeseofdoom »

raocow wrote:God damn it your level is making it in, it's too awesome not too.

I don't care how you do it!

Just pm yogui and have him 'dredge' it or something.

Alright. I'm going to finish a writeup of the ins and outs of the level. Then I'll upload it with the ips and resources here and let whoever wants to try have a go at it.
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Re: Testing and Development: Deadline-one week after comment

Post by Negative »

Heres the level: http://www.smwcentral.net/?p=files&u=17962
My level is the unnamed one on the bottom. Critisism appreciated.
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Re: Testing and Development: Deadline-one week after comment

Post by yogui »

Negative wrote:Heres the level: http://www.smwcentral.net/?p=files&u=17962
My level is the unnamed one on the bottom. Critisism appreciated.
When I opened the level in lunar magic, the level looked like it was all black. But then I played it, it was blue. I said "well, okay then hahaha" and I though it was normal, until I entered the sub-level's with the chest. Here the palette was ugly. So I think that there is a problem with your level and it should have been the same in lunar magic and when playing. Maybe it was the patch's fault? I don't know, but try to fix that.
Otherwise, the level was good. But this glitch kinda ruined the atmosphere of the level.
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Negative001.png
The buzzy beetle should not have a black body. You need to use custom palette for the 3 last color of palette E.
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Re: Testing and Development: Deadline-one week after comment

Post by Tails_155 »

raocow wrote:God damn it your level is making it in, it's too awesome not too.

I don't care how you do it!

Just pm yogui and have him 'dredge' it or something.
Bias much? X3

I don't remember the level o_o; Perhaps a screencap could remind us.
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Re: Testing and Development: Deadline-one week after comment

Post by Cheeseofdoom »

A screenshot:
http://imgur.com/ybLvG

And Below is the zip file containing (hopefully) everything anyone will need.
11B.zip
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Re: Testing and Development: Deadline-one week after comment

Post by Negative »

yogui wrote:
Negative wrote:Heres the level: http://www.smwcentral.net/?p=files&u=17962
My level is the unnamed one on the bottom. Critisism appreciated.
When I opened the level in lunar magic, the level looked like it was all black. But then I played it, it was blue. I said "well, okay then hahaha" and I though it was normal, until I entered the sub-level's with the chest. Here the palette was ugly. So I think that there is a problem with your level and it should have been the same in lunar magic and when playing. Maybe it was the patch's fault? I don't know, but try to fix that.
Otherwise, the level was good. But this glitch kinda ruined the atmosphere of the level.
Negative000.png
-
Negative001.png
The buzzy beetle should not have a black body. You need to use custom palette for the 3 last color of palette E.
I have no idea why the colours are weird for you. I downloaded my patch from smwc and used it, and everything was fine.I tried both zsnes and snes9x. Its hard trying to fix the problem, if the problem doesnt appear to me.
But I updated the patch so that the buzzy beetles have grey bodies.
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Re: Testing and Development: Deadline-one week after comment

Post by yogui »

That's weird. In fact it seemed that for some reason the custom palette didn't worked for me. So I copied the palette into the original palette and it work.
So I don't know. Someone else should try it and see if he has the same problem or not.

Oh and the vertical scrolling should be "Variable" like the horizontal scrolling.
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Re: Testing and Development: Deadline-one week after comment

Post by Negative »

Well Im glad it works atleast somehow

Truth to be told, I dont understand the ''variable vertical scrolling'' part... But then again, I am in NO way talented in LM (or understanding :roll: ).
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Re: Testing and Development: Deadline-one week after comment

Post by yogui »

Click on this button Image and choose an option for the BG scrolling. You can change how the background scroll in Horizontal and Vertical.
None = it doesn't move a at. Constant = it move at the same speed as the ForeGround. Slow = it move very very slowly (only usefull for vertical level). Variable = it move slower than the FG (around 1,5 slower). Having both H-Scroll and V-scroll at Variable is what is used the most because it is more "natural".
Personally I think the main level should be H and V scroll at Variable, and for the chest room it should be H and V scroll constant. But you can try and chose what you think will work the best with your level.
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Re: Testing and Development: Deadline-one week after comment

Post by Tails_155 »

Cheeseofdoom wrote:A screenshot:
http://imgur.com/ybLvG

And Below is the zip file containing (hopefully) everything anyone will need.
11B.zip
Gosh, that sure is swell looking.
Tails_155 wrote:
raocow wrote:God damn it your level is making it in, it's too awesome not too.

I don't care how you do it!

Just pm yogui and have him 'dredge' it or something.
Bias much? X3

Someone should make raocow a pic with the caption "I'M raocow DAMNIT" for this type of thing.
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