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Testing and Development: Deadline-one week after comments

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SyStemkraSh5642
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Re: Testing and Development: Deadline-one week after comment

Postby SyStemkraSh5642 » 7 years ago

Lv27MarkerMMan wrote:1: Is the load time for this level longer than usual? Or is it just me?
It's not just you; the reason why I assume is because the level is made up by several tiles in order to make the look of the level. I'm still wondering on how to trim down the amount...
Lv27MarkerMMan wrote:: At this spot
slightconf.png
There is a platform to the right that you can jump on by spin jumping on the fire. The player may think to ride the fire to the left when they get there the first time (It happened to me).
Ah, I see. I'll block it off with a wall then. Thank you for your feedback.

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

Postby miguel21450 » 7 years ago

Not to be a nitpicker, but my level crashes upon I enter it. I guess you hadn't inserted the music yet?

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

Postby limepie20 » 7 years ago

Yep, that will be fixed in the next baserom.

(And if you find any more crahses, please tell us; that is not a nitpick at all.)

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

Postby raocow » 7 years ago

When IS that fabled new version is supposed to emerge, anyway.
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Re: Testing and Development: Deadline-one week after comment

Postby alex2 » 7 years ago

Probably when we aren't celebrating the Fourth of July. Blowing ourselves up with a variety of fireworks is far more important than this project.
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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Re: Testing and Development: Deadline-one week after comment

Postby limepie20 » 7 years ago

raocow wrote:When IS that fabled new version is supposed to emerge, anyway.
It's Systemkrash's job, not mine. It should be up to date; I just don't think it has been released.

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

Postby Diortem » 7 years ago

F9 - SyStemkraSh5642:
SyStemkraSh5642 wrote: Ah, I see. I'll block it off with a wall then. Thank you for your feedback.
I didn't seem to have problems with that cause I saw the colored platform on the right. Other than blocking it off you could also have the flames appear from the other direction, or place it further to the left so the screen won't scroll any farther. That way the player knows there's nothing there.

I like the Mondriaan style you applied to this level. For some reason I was missing out on green considering this is a switch palace.:) But that might break the style.

One technical note: you can reduce the level size quite a lot by placing the map16 tiles in larger blocks and have one big white background tile that covers all gaps. It should save you quite a lot.


F8 - Pheonix:
I have to agree with Limepie here, that along with the music. I think the level can be more interesting, but this kind of stuff has been done more often. There was one section at screen 0A where a grinder constantly despawned. One thing you could do is also making the layer 2 move horizontally or diagonally it would become more interesting, but that again will require more complex asm coding.

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

Postby Fireyblaze » 7 years ago

This is embarassing. :oops:

Well, I originally intended to finish my level a little after school was over, but my harddrive started to die on me. Long story short, I saved the hard drive and took a while to get around to spending money on getting the data recovered.

Almost nothing significant has changed about my level. I've tweaked a few places to be less dickish, added coin trails to blind jumps, and made the chest harder to get to. Fixed some glitches and stuff as well.

Hard criticism is needed. I am hard headed and will argue that my level is done, but you need to tell me what is wrong with it.

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

Postby alex2 » 7 years ago

My level is called "Extraordinary Flip Notes!"

Thanks to Paralars for the name. It fits the tone of the hack in general. Reasoning behind the name (absolutely massive spoilers):
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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Re: Testing and Development: Deadline-one week after comment

Postby Jesuiscontent » 7 years ago

Alex wrote:My level is called "Extraordinary Flip Notes!"

Thanks to Paralars for the name. It fits the tone of the hack in general. Reasoning behind the name (absolutely massive spoilers):
Genius name (not even kidding)
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Re: Testing and Development: Deadline-one week after comment

Postby Jesuiscontent » 7 years ago

fireyblaze :
I recorded my quick playthrough of your level , (here :http://www.youtube.com/watch?v=KYBKbflh ... e=youtu.be)
I figured it might be useful if you want to get some possible "first reactions" from a player. However there is one major issue that cut my recording a bit short : there is a pretty annoying hitbox glitch with the boomerang bro and the fire bro (and possibly other stuff as well). Basically I died twice at points where I shouldn't have (see video). My guess is that it has something to do with the slowing gimmick but I'm really not sure.

Another thing : why are there so many coins that force you to wait around for P-switches to end? A lot of them seem unecessary and are likely to just annoy the player.

Stuff I found after a few more tries :
invi.jpg
invi.jpg (70.34 KiB) Viewed 2495 times

Remove the coin just above this block : if you hit it without collecting the coin first it creates an invisible block like shown in the picture
break.jpg
break.jpg (62.33 KiB) Viewed 2495 times
You can easily get to here with the springboard and bypass what is expected from you.

Also there is a minor graphical glitch when you bounce off the tofumen (see video)



About the level design itself, to me the slowing gimmick is a bit under-utilized, so-to-speak. I think it would allow some enemies that are usually forgettable to become pretty dangerous and interesting if placed at strategic places, because of the slowing gimmick. What I had in mind was a paragoomba, placed near the end, would actually be quite tough to deal with with reduced speed and jump height. Just my 2 cents !
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Re: Testing and Development: Deadline-one week after comment

Postby Fireyblaze » 7 years ago

Jesuiscontent wrote:fireyblaze :
I recorded my quick playthrough of your level , (here :http://www.youtube.com/watch?v=KYBKbflh ... e=youtu.be)
I figured it might be useful if you want to get some possible "first reactions" from a player. However there is one major issue that cut my recording a bit short : there is a pretty annoying hitbox glitch with the boomerang bro and the fire bro (and possibly other stuff as well). Basically I died twice at points where I shouldn't have (see video). My guess is that it has something to do with the slowing gimmick but I'm really not sure.

Another thing : why are there so many coins that force you to wait around for P-switches to end? A lot of them seem unecessary and are likely to just annoy the player.

Stuff I found after a few more tries :
invi.jpg

Remove the coin just above this block : if you hit it without collecting the coin first it creates an invisible block like shown in the picture
break.jpg
You can easily get to here with the springboard and bypass what is expected from you.

Also there is a minor graphical glitch when you bounce off the tofumen (see video)



About the level design itself, to me the slowing gimmick is a bit under-utilized, so-to-speak. I think it would allow some enemies that are usually forgettable to become pretty dangerous and interesting if placed at strategic places, because of the slowing gimmick. What I had in mind was a paragoomba, placed near the end, would actually be quite tough to deal with with reduced speed and jump height. Just my 2 cents !
Well, the hitboxs on fire bros and boomerang bros have always been bigger than normal. And I didn't edit ANY graphics in this level. The Tofumen might just be a problem with my version.

The reason I that the coins make you wait on the third coin is because the vine block would become a coin as well and cause cutoff from the vine if you were to collect it. The waiting from the chest is not intended, but I can't really do much without ruining a part of the puzzle.

And yes, the slowing gimmick is underutilized, but that is because I didn't want the level to be extremely dickish. If I made this level how I wanted to, everyone would hate me for it. And I did try to make some enemies become more dangerous when you slowed, particularly the venus fire traps and fire bars. I enjoy your suggestion for the paragoombas. I might find a way to work them in, but I am limited by the large amounts of sprites already on screen in most places. Plus, I find enemies such as shell brothers, hammer brothers and such to be more dangerous since the best approach to killing them is to just rush them before they even start throwing. If you are slow, you can't do that.

Well, I've just added a little more to it. Extended the ending of the level a little by adding a hammer brother, boomerang brother and a firebar.
I will post another version after some more comments have been made.

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alex2
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Re: Testing and Development: Deadline-one week after comment

Postby alex2 » 7 years ago

I think you overfocused your level on items, really. Try and orient the level less on puzzle-esque 'trials' and moreso around the gimmick.
Warning: Opinions expressed by alex2 or others in this post do not necessarily reflect the views, opinions, or position of alex2 himself on the matter(s) being discussed therein.
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Re: Testing and Development: Deadline-one week after comment

Postby Slit08 » 7 years ago

Alex wrote:I think you overfocused your level on items, really. Try and orient the level less on puzzle-esque 'trials' and moreso around the gimmick.
I have to agree with Alex. Be a bit more creative and imaginative. ;)
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Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

Sorry guys..had to do stuff again for some days. Can anyone of you remind me of what i have to fix please? (The name is - La joie de glisser)
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Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

tenta wrote:Sorry guys..had to do stuff again for some days. Can anyone of you remind me of what i have to fix please? (The name is - La joie de glisser)
I think black as the color of the dotted line was the main change we expected. You should really keep notes if you can't remember.
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Re: Testing and Development: Deadline-one week after comment

Postby tenta » 7 years ago

No you stupid shit wrote:
tenta wrote:Sorry guys..had to do stuff again for some days. Can anyone of you remind me of what i have to fix please? (The name is - La joie de glisser)
I think black as the color of the dotted line was the main change we expected. You should really keep notes if you can't remember.
Yeah i will do that. Nice name btw. lol
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Re: Testing and Development: Deadline-one week after comment

Postby Septentrion Pleiades » 7 years ago

Also, I checked the clearing thread and many of the recent posts were about your level. Another issue was that you had 6 parrot coins. The last two in your level were A2 on screens C and 12. just delete one of them. Atfer that, If you want to put a parrot coin where it was, just move them about your level(try to keep them in order). I don't think the one on screen 0 adds anything, really.
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Re: Testing and Development: Deadline-one week after comment

Postby shdwdrgnix » 7 years ago

I've been quite sick lately, so all I've been able to do is fix what was mentioned before I will try to get everything finished very soon.

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

Postby swirlybomb » 7 years ago

First 'real' version of the intro level (or at least, one of the concepts for the intro).

http://dl.dropbox.com/u/14760273/Talkhaus/A2MTintro.ips

There are some things that'll need to be done still, but this is basically the gist of it so far.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Testing and Development: Deadline-one week after comment

Postby limepie20 » 7 years ago

shdwdrgnix wrote:I've been quite sick lately, so all I've been able to do is fix what was mentioned before I will try to get everything finished very soon.
Oh, thanks for telling us. I hope you can get something ready soon!

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Re: Testng and Development: Deadline-one week after comments

Postby Jesuiscontent » 7 years ago

swirlybomb wrote:First 'real' version of the intro level (or at least, one of the concepts for the intro).

http://dl.dropbox.com/u/14760273/Talkhaus/A2MTintro.ips

There are some things that'll need to be done still, but this is basically the gist of it so far.
Haha, that was pretty funny. I'm assuming the leek at the beginning of the 2nd sublevel is temporary because you don't have a code to make the enemies die on contact without being invincible? It probably shouldn't be that hard to make if so.
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Re: Testing and Development: Deadline-one week after comment

Postby swirlybomb » 7 years ago

......
Wow, I completely forgot to mention that in the previous post, but you are correct, it's a placeholder for now, because I wouldn't know how to do the enemy thing (or at least, not yet).

Removing the HUD is also something I'd like to do, but I also don't know how to do that (yet).
The text is also obvious placeholder for now, because what the text should be isn't finalized and I wouldn't want to have to remake all the tiles.
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: Testing and Development: Deadline-one week after comment

Postby Pheonix » 7 years ago

Putting this here, if only because I haven't got any comments on this iteration and I really want this thing to be done and done.
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Re: Testing and Development: Deadline-one week after comment

Postby Cup » 7 years ago

Alright, here's my idea for mishi!

http://www.mediafire.com/?5391s6nu6moal93

If you'd rather just watch a video, I have that too!

http://www.youtube.com/watch?v=e3blNzA1 ... e=youtu.be

But yeah, just tossing ideas out there. Of course it's meant to be an à la carte boss, so it doesn't need to go with that ghost house. I just threw it there because it shared a color scheme. I still don't know what I want to do with the foreground. What I have was meant as filler, but I don't know what I can do that would improve it. Suggestions are very welcome.

How are we approaching the music for sibling fights? Are we using Wyatt's SMarisaW port or is someone still planing to make something custom (another lullaby mix?)? What I have playing is filler as well since I'm not sure what the plan is.

If someone knows a lot about sprite limitations, I was running into a rather large problem in those last few screens, and even with only one sprite over 3 or 4 screens I couldn't get them to spawn. I don't know why it was only causing a problem towards the end. I have sprite memory set to 10 since that's the best I found for the sprite I chose to work with. It makes the ending rather bland, so I don't really know how to end things. Again suggestions welcome.

The transitions are fill as well, since I imagine people are going to want to use cutscenes.

Let me know what you think of this direction. I think it needs some work, but I also think it has potential. Something's missing though. It feels a little too barren! Help me put a finger on what it is...


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